Category: Small Games

Hidden Leaders

The island of Oshra is in turmoil. Following the death of the Emperor, the conflict between the Hill Tribes and the Imperial Army escalated. While the Water People try to maintain balance between the old rivals, the Undead aim to escalate the war. All hope rests on the six children of the Emperor: Who of them will claim the throne?

In Hidden Leaders, you take the role of one of six secret leaders, each of them is allied with two of the four factions/colors. By playing heroes into your tableau, either openly or secretly, you influence the outcome of the conflict.

At the end of the game, one of the four factions will win:
Red leading > Red victory
Green leading > Green victory
Tie between Red & Green > Blue victory
Red & Green in War Zone > Black victory
Each player who is aligned with the winning faction can claim the victory. However, they must have more heroes of this color than any competitor.

Hidden Leaders is a quick, light strategy card game with direct player interaction. It combines tableau building and deduction elements with its unique winning mechanism. This is a game of great tension with no-down time, that’s fast to learn. Its distinctive artwork and character names will make you smile.

—description from designer

Game Specifications:

  • 2 – 6 Players
  • 20 – 40 Minutes
  • Difficulty Weight 1.82

Here to Slay

Here to Slay is a competitive role-playing fantasy strategy card game that’s all about assembling a party of Heroes and slaying monsters (and sometimes sabotaging your friends too) from the creators of Unstable Unicorns.

In this game, you’ll assemble a full party of heroes to slay dangerous monsters while working to avoid the sabotage of your foes. The game also includes items you can equip to your heroes, 1V1 challenge cards, and roll modifiers to tip the odds in your favor.

The first person to successfully slay three monsters, or build a full party with six classes, wins the game!

Every player gets to choose a party leader character to represent them throughout the game. Each party leader card has a class and a skill that gives you an edge over your opponents. Whether you enjoy fighters, bards, wizards, or thieves, you’ll find a party leader that’s right for your play style – but choose wisely, because you only get one party leader for the whole game!

Your heroes are brave adventurers, ready to attack monsters and go head to head with your foes! The game includes over 40 unique heroes. Each hero card has a class and an effect, and each hero’s effect has a roll requirement. In order to use a hero’s effect, you must roll two dice and score equal to or higher than that effect’s roll requirement. Heroes take advantage of items, magic and modifiers to increase their chances of making their dice rolls.
In order to slay that monster, you must roll two dice and score equal to or higher than that monster’s roll requirement. Be warned: Each monster has a roll range in which they’ll fight back, and if you score within that range, your party might be in grave danger…

Don’t like what your opponent just played? Throw down a challenge! Challenge cards can be played instantly to try to stop another player from playing a hero, item, or magic card. Playing a challenge card initiates a 1V1 challenge in which you and another player both have to roll the dice. If they win the challenge, they still get to play their card, but if you win the challenge, you get to send their card directly to the discard pile!

— description from the publisher

Game Specifications:

  • 2 – 6 Players
  • 30 – 60 Minutes
  • Difficulty Weight 1.68

Hare & the Tortoise, the (Tales & Games)

The Hare & the Tortoise, originally published as Royal Turtle, is a card-driven betting game about animal racing loosely based on one of Aesop’s Fables.

At the start of a race, each player secretly bets on up to two of five animals: turtle, rabbit, lamb, wolf and fox. One animal is chosen at random for each player, then after receiving a hand of seven cards, each player places one of his cards face-down (possibly the same animal) as an additional bet. Players then take turns laying down 1-4 cards, with all cards needing to show the same animal, then refilling the hand to five cards. As soon as eight total cards have been played or four cards of any one animal, the animals move (maybe).

Each animal has a distinct characteristic that players can use to their advantage. The turtle always moves one space, but it moves two if four of its cards were played. The rabbit always moves two spaces as long as cards are played. — unless four cards are played and it’s at the head of the pack, in which case it sleeps and doesn’t move. The fox moves as many spaces as the number of cards played. The lamb moves one more space than the number of cards played — but if it reaches water, it stops moving to take a drink. The wolf moves 1 space if one to two cards are played, and one less space than the number of cards if more are played. The wolf also has 3 cards with a howl, if one of these is played no one but the wolf moves.(The track consists of eleven road cards, two covered with water.)

After the animals move, players start a new round of card-playing. A round ends when three of the five animals reach the goal, after which each player scores points based on the ranking of the animals and how they bet. After three rounds, the player with the most points wins.

The original title of Royal Turtle is a homage to Reiner Knizia’s Royal Turf, another betting game about animals racing (albeit horses in that game).

Game Specifications:

  • 2 – 5 Players
  • 15 – 20 Minutes
  • Difficulty Weight 1.37

Happy Mochi

Be the first to empty your hand!

In Happy Mochi, all cards must be played in pairs, and you can never rearrange your hand.

To play, you must follow value restrictions — unless you have two matching cards! In that case, shout “Happy Mochi!” and break all the rules!

Special abilities and color-matching add an extra layer to this strategic party game, where luck and tactics go hand in hand.

—description from the publisher

Game Mechanics:

Game Specifications:

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

Hanabi

Hanabi—named for the Japanese word for “fireworks”—is a cooperative game in which players try to create the perfect fireworks show by placing the cards on the table in the right order. (In Japanese, hanabi is written as 花火; these are the ideograms flower and fire, respectively.)

The card deck consists of five different colors of cards, numbered 1–5 in each color. For each color, the players try to place a row in the correct order from 1–5. Sounds easy, right? Well, not quite, as in this game you hold your cards so that they’re visible only to other players. To assist other players in playing a card, you must give them hints regarding the numbers or the colors of their cards. Players must act as a team to avoid errors and to finish the fireworks display before they run out of cards.

An extra suit of cards, rainbow colored, is also provided for advanced or variant play.

Hanabi was originally published as part of Hanabi & Ikebana.

Game Specifications:

  • 2 – 5 Players
  • 25 Minutes
  • Difficulty Weight 1.69

Guillotine

The French Revolution is famous in part for the use of the guillotine to put nobles to death, and this is the macabre subject of this light card game. As executioners pandering to the masses, the players are trying to behead the most popular nobles. Each day the nobles are lined up and players take turns killing the ones at the front of the line until all the nobles are gone. However, players are given cards which will manipulate the line order right before ‘harvesting’ heads, which is what makes the game interesting. After three days of chopping, the highest total carries the day.

Game Specifications:

  • 2 – 5 Players
  • 30 Minutes
  • Difficulty Weight 1.27

GUBS: A Game of Wit and Luck

GUBS: A Game of Wit and Luck invites you to partake in the secret struggle of the Gubs. Each player competes to build the largest, strongest colony by the time the three dreaded Letter Cards emerge from the deck and end the game. Their world is a place filled with danger; from giant Omen Beetles who consume the delicate Gub Cities to Flash Floods to deadly Wasps, your gubs hardly stand a chance on their own… but arm them with Spears, let ride the valiant Toad Riders, build Mushroom Barricades and lead your colony through the forest underbrush and to victory.

Wit and Luck. You’ll need them both. The gubs are counting on you.

Game Specifications:

  • 2 – 6 Players
  • 20 Minutes
  • Difficulty Weight 1.36

Grizzled, the

The Grizzled is a cooperative game about survival in the trenches during the first World War where players win or lose together.

Each round, the current team leader will choose how many cards every player draws. Then, going around the table, players must either play a card in their hand or back out of the mission. Each card represents either threats to the team (such as mortar shells and weather conditions) or negative personality traits (such as frightened or obsessive). At the end of the round, more cards are added to the draw deck. The game ends only if the players can deplete the draw deck as well as their hands without letting time run out.

If one threat shows up too many times, the team fails the mission. The team must play their threats correctly in order to gain any progress. However, most of the information in a players hand remains secret throughout the game.

Planning, teamwork, and a little luck are the tools you’ll need to win this cooperative game for two to five players.

Game Specifications:

  • 2 – 5 Players
  • 30 Minutes
  • Difficulty Weight 1.97

Grifters: Nexus

Grifters operate on the fringes of The Dystopian Universe, eager to take advantage of every opportunity to profit from the chaos caused by the resistance. Players take on the role of powerful crime bosses, building their criminal organizations by carefully recruiting new operatives with specialized skills. During the game, the players’ criminal teams will steal ISK from the government, powerful corporations, and each other via cons, blackmail, daring heists, and a multitude of other nefarious deeds. As always, money is power in The Dystopian Universe and the player with the most ISK at the end of the game is the winner.

Grifters: Nexus is a standalone game that is also an expansion for Grifters, which was released by Indie Boards and Cards in 2016. Nexus uses the same core “cool down” mechanisms found in Grifters, and introduces 15 new specialist cards, new mechanisms and a new job card system.

Game Specifications:

  • 2 – 4 Players
  • 30 Minutes
  • Difficulty Weight 2.00

Grifters

Grifters is a hand-building game that has all the fun of deck-building games, without the deck. Set in the Dystopian Universe, players take on the role of powerful crime bosses, building their criminal organizations by carefully recruiting new operatives with specialized skills and directing their team’s nefarious deeds. All of your specialists are either in play or in your hand, ready to be used as you command. This unique hand-building mechanism gives you total control of your strategy.

Grifters is all about stealing as much money as you can from the corrupt government, malicious corporations, and your rival players. Each player starts the game with a hand of six Specialist cards, each with unique abilities. Your objective is to use this team of six Specialists to recruit more criminals, complete jobs, steal from the government coffers and swindle your opponents.

Each specialist has a special ability and skill. On your turn you can play a single specialist to perform their ability, or you can play a team of specialists to use their combined skills to complete a job. This means every specialist is a valuable asset to your criminal enterprise, earning immediate benefit through abilities and valuable end-game bonuses by completing jobs against the same target. And because all the cards in your deck are always available, you decide how to maximize your play.

Grifters uses a unique card “cooldown” system to control the use of your cards. On your turn, you play one or more specialist cards into the first “Night” of your hideout. If you already have a specialist card, or a team of specialist cards, in night one those cards advance to night two and push other cards through your hideout.

When a card is pushed out of the third night of your hideout it enters the refresh area. Any cards in your refresh area will return to your hand at the end of your turn.

The game ends when the coffers run out of money, there are no more jobs left to complete, or if there are no more specialists cards left for recruiting. End game bonuses are calculated for completing multiple jobs against the same target. The player with the most money wins.

Game Specifications:

  • 2 – 4 Players
  • 30 Minutes
  • Difficulty Weight 1.79