Question: Which game can have more players, Qwirkle or Guess Who?

Context articles: Skullduggery (board game)
Fingers (game)
Guess Who?
Liar's poker
Probe (parlor game)
Quick, Draw!
30 Seconds (game)
Guess the Correlation
Alain Ledoux
Qwirkle

Skullduggery, created and illustrated by Allegra Vernon, Outset Media's Creative Director, is a children's board game, teaching basic logic and strategy.
 The pirate-themed game is played on a tiled board, with tokens representing the players.
 The game uses pirates and gemstones as enemies to create obstacles, which lends to its name.
 Each player works to uncover four landmarks in order to complete a treasure map and race to the treasure.
 The tile game was manufactured by Outset Media, the same company that distributes Qwirkle, another tile-based game, that also won a Mensa Select Mind Game Award in 2007.
 Only five awards are given each year by American Mensa.
Fingers is a drinking game or party game where players guess the number of participating players who will keep their finger on "the cup" at the end of a countdown.
 Invented by Robert Acey Hill in Oxford (1980).
 A correct guess eliminates the player from the game and ensures they will not have to drink the cup.
 The last person in the game loses and must consume the cup contents.
 The cup could be a pint glass, pitcher, or other vessel (large enough for all players to put one finger on the rim) that is filled with a sip or small sample of all players' own beverage prior to the start of the game.
Guess Who?
 is a two-player character guessing game created by Ora and Theo Coster, also known as Theora Design, that was first manufactured by Milton Bradley, in 1979, now owned by Hasbro.
 It was first brought to the UK by Jack Barr Sr in 1982.
Liar's poker is an American bar game that combines statistical reasoning with bluffing, and is played with the eight digits of the serial numbers on U.S. dollar bills.
 The digits are usually ranked with the 1 as "ace" as the highest value, followed by 0 as "10", down to 2 as the lowest.
 Each player holds one bill, unseen by the other players.
 The objective is to guess how often a particular digit appears among all the bills held by all the players.
 Each guess or bid must be higher in value or quantity than the previous bid.
 The round ends when all the other players challenge a bid.
Probe is a parlor game introduced in the 1960s by Parker Brothers.
 It is reminiscent of the simple two-person game Hangman, whose object is to guess a word chosen by another player by revealing specific letters.
 Probe extends the number of players to a maximum of four and introduces additional game elements that increase the levels of both skill and chance.
 Like Hangman, each player has a secret chosen word.
 But unlike Hangman, the game ends when the last word, not the first word, is revealed.
 All players remain in the game until the end.
Quick, Draw!
 is an online game developed by Google that challenges players to draw a picture of an object or idea and then uses a neural network artificial intelligence to guess what the drawings represent.
 The AI learns from each drawing, increasing its ability to guess correctly in the future.
 The game is similar to Pictionary in that the player only has a limited time to draw (20 seconds).
 The concepts that it guesses can be simple, like 'foot', or more complicated, like 'animal migration'.
 This game is one of many simple games created by Google that are AI based as part of a project known as 'A.I. Experiments'.
30 Seconds is a fast-paced general knowledge game.
 Players generally play in teams of two to sixteen.
 One player must guess a word from their teammate's explanation, much like Charades, with the aim to guess as many possible answers in 30 seconds.
 The main restriction on the explanation is that it may not contain the actual word or part of the word.
Released in 2016, Guess the Correlation is a minimalistic browser-based game with a purpose developed by Omar Wagih at the European Bioinformatics Institute.
 The game was developed to study human perception in scatter plots.
 Players are presented with a stream of scatter plots depicting the relationship between two random variables and are asked to guess how positively correlated they are.
 Guesses closer to the real correlation, are rewarded more points.
 The game features both single and two-player modes and has a retro 8-bit design and sound effects.
Alain Ledoux is the inventor of the guess 2/3 of the average-game.
 In 1981, Ledoux used this game as a tie breaker in his French magazine .
 He asked about 4,000 readers, who reached the same amount of points in previous puzzles, to state an integer between 1 and 1,000,000,000.
 The winner was the one who guessed closest to 2/3 of the average guess.
 In 1995, Rosemarie Nagel revealed the potential of guessing games of that kind: They are able to disclose participants´ "depth of reasoning".
 Due to the analogy to Keynes´ comparison of newspaper beauty contests and stock market investments the guessing game is also known as the Keynesian beauty contest.
 Rosemarie Nagel´s experimental beauty contest is a famous game in Experimental economics.
 The founding father of this game was unearthed in 2009 during an online beauty contest experiment with chess players provided by the University of Kassel (Germany): Alain Ledoux, together with over 6,000 other chess players, participated in that experiment which looked familiar to him.
Qwirkle is a tile-based game for 2 to 4 players, designed by Susan McKinley Ross and published by MindWare.
 Qwirkle shares some characteristics with the games "Rummikub" and "Scrabble".
 It is distributed in Canada by game and puzzle company, Outset Media.
 Qwirkle is considered by MindWare to be its most awarded game of all time.
 In 2011, Qwirkle won the Spiel des Jahres, widely considered the most prestigious award in the board and card game industry.
 A sequel, Qwirkle Cubes, was released by Mindware in 2009.