Category: Small Games

Gloom

The world of Gloom is a sad and benighted place. The sky is gray, the tea is cold, and a new tragedy lies around every corner. Debt, disease, heartache, and packs of rabid flesh-eating mice—just when it seems like things can’t get any worse, they do. But some say that one’s reward in the afterlife is based on the misery endured in life. If so, there may yet be hope—if not in this world, then in the peace that lies beyond.

In the Gloom card game, you assume control of the fate of an eccentric family of misfits and misanthropes. The goal of the game is sad, but simple: you want your characters to suffer the greatest tragedies possible before passing on to the well-deserved respite of death. You’ll play horrible mishaps like Pursued by Poodles or Mocked by Midgets on your own characters to lower their Self-Worth scores, while trying to cheer your opponents’ characters with marriages and other happy occasions that pile on positive points. The player with the lowest total Family Value wins.

Printed on transparent plastic cards, Gloom features an innovative design by noted RPG author Keith Baker. Multiple modifier cards can be played on top of the same character card; since the cards are transparent, elements from previously played modifier cards either show through or are obscured by those played above them. You’ll immediately and easily know the worth of every character, no matter how many modifiers they have. You’ve got to see (through) this game to believe it!

Game Specifications:

  • 2 – 5 Players
  • ~60 Minutes
  • Difficulty Weight 1.63

Gladius

In Gladius, play as cunning Roman spectators trying to make the most money by betting on gladiators competing in the gladiatorial games. Through the skillful use of underhanded tactics, players can help and hinder teams to alter the outcome of each battle. Can you outwit your opponents to turn a profit, or will you be left empty-handed?

Game Specifications:

  • 2 – 5 Players
  • 20 – 30 Minutes
  • Difficulty Weight 1.71

Gift of Tulips

In Gift of Tulips, tulip enthusiasts explore Amsterdam’s tulip festival to build colorful bouquets, give tulips to others (scoring points in the process), and manipulate the value of the market.

The deck includes tulips of four colors, with values 2-4. Lay out four festival cards based on the player count, with these cards showing the number of points scored for giving away tulips, keeping tulips, and having a majority of certain colors at the end of the game. Draw two cards of different colors, and place them under the festival cards in first and second place based on their value. Deal two cards to each player; keep one card face up in front of you and add the other face down to the “secret festival” pile.

On a turn, draw a card from the deck and KEEP/GIVE/ADD it, then draw a second card and take one of the actions you didn’t just take. The actions:

  • KEEP: Place the card face up in front of you, scoring points for it if that color is currently ranked third or fourth in the festival.
  • GIVE: Give the card to another player, who places it face up in front of themselves; you score “giving” points based on the current ranking of that color in the festival, plus points equal to the value of that tulip.
  • ADD: Place the card face down in the secret festival or add it face up to the festival, altering the ranking of colors if needed so that the color with the highest sum is first, etc.

When the deck runs out, shuffle the cards in the secret festival, then draw five at random and add them face up to the festival, adjusting the ranking as needed. (If fewer than five cards are in the secret festival, add all of these cards to the festival.) For the three highest ranked colors in the festival, whoever has the most and secondmost cards in these colors scores points as listed on the festival cards; in games with five and six players, the player with the thirdmost cards of a color also scores points. In case of a tie for card count, the tied player with the higher value of a color wins that tie. Whoever has the most points wins.

Game Specifications:

  • 2 – 6 Players
  • ~20 Minutes
  • Difficulty Weight 1.77

Ghosts Love Candy Too

It’s a little-known fact that ghosts love to eat candy. But they can only eat it one night a year…Halloween! On that night, the ghosts travel through the neighborhood looking for delicious candy. Using their best scare tactics, ghosts will haunt the costumed kiddos to steal their sweet sweet candy. But they have to be careful not to scare them away. Ghosts just want a candy delight, not to cause them a fright.

This new edition expands upon the original version with more kids (100 total!), a new “junk” set of treats that you do not want to collect (like toothbrushes, rocks, ketchup packets, pennies, etc.) and new ghosts.

Playing the game is easy. Select one of your ghost cards to bid for turn order. Then resolve by choosing a kid to haunt, taking their candy then using their unique ability. Treats score at the end of the game based on your ghosts specific preferences.

Game Specifications:

  • 2 – 6 Players
  • 20 – 45 Minutes
  • Difficulty Weight 2.00

Gathering of the Wicked

Imagine a dark and desolate realm, filled only with chaos and misfortune, where only the truly evil and most powerful villains can survive and thrive. In a world where everyone is wicked, is there anyone you can really trust?

In Gathering of the Wicked, based on Werewolves of Miller’s Hollow, you play as a Disney villain such as Maleficent, Hades, or Captain Hook who is gathering in a dark realm with various henchmen. There, two teams fight for control, alternating between day and night phases. Each night, the villains wake up one by one and use their unique abilities to chase their objectives. Each day, the gathering debates and tries to unmask the traitors amongst them, but since no one knows which team other players are on, trusting each other will be tricky, and bluffing will be their best route to dominance within their new surroundings.

While each role is known by the other players, every character also has a “secret alignment” that determines their objective — making it even trickier to know who to trust!

Game Mechanics:

Game Specifications:

  • 6 – 12 Players
  • ~30 Minutes
  • Difficulty Weight 1.67

Gasha

You put a coin in the machine and crank the handle, but you can’t predict which Gasha you will get! These Gashas will be used to collect set rewards for points, and, sometimes, bonus tokens. You win by obtaining the most points!

On your turn in Gasha, you either draw two Gasha cards or trade Gasha cards for a set reward card, which counts as points while also being half of a ticket. As soon as you have two ticket halves, you draw a bonus token. When the last bonus token has been taken or when the set reward pile is empty, the game ends and whoever has the most collection, bonus and Gasha points wins.

Game Mechanics:

Game Specifications:

  • 2 – 6 Players
  • ~20 Minutes
  • Difficulty Weight 1.33

FUSE Countdown

FUSE Countdown is a new entry in the FUSE family, one that’s playable both standalone or as an expansion for the original FUSE!

Originally launched in 2015 as one of Renegade’s very first games, Kane Klenko’s FUSE brought the tense action of bomb defusal to the tabletop, in a quick and simple, but extraordinarily challenging cooperative game! Taking just ten minutes to play and minutes to teach, FUSE has appeal for all types of gamers!

Veteran FUSE bomb-disposal techs may think they have the original game down to a science, but FUSE Countdown will throw some new obstacles in their way while also providing some great new tools! Multi-colored dice, Spark cards, new configurations, and Roles all add new elements to the game! Multi-colored dice can fill spots of either color, allowing a new level of flexibility AND challenge!

FUSE Countdown Includes:

  • Multi-colored Dice – can fulfill either color
  • Spark Cards – When you can’t place a die, instead of rolling it and removing a related die, you draw a Spark card. They work like a mini-bomb card for you to fulfill. You cannot win the game unless all active Spark cards are resolved.
  • Roles – Each player has a special player power.
  • New Cards! New bomb cards using some of the new features/icons. *New Fuse cards featuring multiple colors/numbers

Game Specifications:

  • 1 – 4 Players
  • ~10 Minutes
  • Difficulty Weight 2.14

Fruitoplay

Fruitoplay is a set collection game with simultaneous card selection that’s played over three rounds, with each round lasting seven turns.

At the start of the round, create a river of seven “target fruit” cards that correspond to the seven turns. On a turn, each player considers the current target fruit card, then chooses and plays a fruit card at the same time. Whoever plays a card of the same color with the smallest difference from the target fruit wins the target. (If no played cards are of the same color as the target card, the card closest in value to the target card wins it. If cards are tied for closest, ignore them.)

After seven turns, you add your remaining cards in hand to your collection, separating the types of fruit, then you score points by multiplying the value of the column with the most fruit by the value of the column with the fewest fruit. If you have only one column, then you multiply that value by itself…so you don’t necessarily want to win cards!

After three rounds, the player with the highest score wins.

Game Specifications:

  • 2 – 6 Players
  • ~20 Minutes
  • Difficulty Weight 1.20

Fort

Fort is a 2-4 player card game about building forts and following friends.

In Fort, you’re a kid! And like many kids, you want to grow your circle of friends, collect pizza and toys, and build the coolest fort.

By doing this cool stuff, you’ll score victory points, and at the end of the game, the player with the most victory points wins! Your cards not only let you take actions on your own turn, but also let you follow the other players’ actions on their turns. Will you devote yourself to your own posse, or copy what the other kids are doing?

But be careful as your carefully constructed deck might start losing cards if you don’t actually use them. After all, if you don’t play with your friends, why should they hang out with you anymore?

Game Specifications:

  • 2 – 4 Players
  • 20 – 40 Minutes
  • Difficulty Weight 2.45

Forest Shuffle

In Forest Shuffle, players compete to gather the most valuable trees, then attract species to these trees, thus creating an ecologically balanced habitat for flora and fauna.

To start, each player has six cards in hand, with cards depicting either a particular type of tree or two forest dwellers (animal, plant, mushroom, etc.), with these latter cards being divided in half, whether vertically or horizontally, with one dweller in each card half.

On a turn, either draw two cards — whether face down from the deck or face up from the clearing — and add them to your hand, or play a card from your hand by paying the cost, then putting it into play.

During set-up, three winter cards were placed into the bottom third of the deck. When the third winter card is drawn, the game ends immediately, then players tally their points based on the trees and dwellers in their forest. Whoever scores the most points wins.

Forest Shuffle is the first in a line of Lookout games sporting the Lookout Greenline label, produced on FSC certified paper and avoiding plastic completely.

Game Specifications:

  • 2 – 5 Players
  • 40 – 60 Minutes
  • Difficulty Weight 2.21