Category: Small Games

Cartaventura: Lhasa

The search for the explorer and spiritualist Alexandra David-Neel will be a long and arduous journey. Travel through Ceylon and India and across the Himalayas to the forbidden city of Lhasa in Tibet. Up to six players can take part in this collaborative adventure game, deciding together how to proceed at every juncture. Card by card, the team learns how the adventure unfolds, exploring locations, and moving toward one of five possible endings of the game. Let’s go on an adventure! Follow a multitude of different paths and explore various far-off lands. Only one path leads you to Alexandra David-Neel!

You play Lhasa by flipping over the story cards, building out the map, and making decisions that will impact the ending you receive! The game is simple to play and will lead you through the game mechanics as you move through the story. The game contains five different endings to explore, depending on your decisions.

Game Mechanics:

  • Cooperative Game
  • Campaign Game
  • Solo / Solitaire Game
  • Storytelling

Game Specifications:

  • 1 – 6 Players
  • ~45 Minutes
  • Difficulty Weight 1.11

Caper Cards: Bells Hells

In this cooperative card game, assemble the Bells Hells adventuring party of Critical Role Campaign 3 to pull off a daring heist. You’ll aim to play your Crew cards strategically as a team, hoping to exceed the value of the treasure you’re pursuing without going over 21. Each Crew card bears gorgeous art of the teammate, the card’s numerical value, and an ability, such as Chetney’s ability to be played as either a 6 or a 9. Play is quick, with gameplay lasting around 20 minutes, and you can play it with up to 4 players, including a solo mode.

The game comes in a compact box containing 24 Crew Cards (3 of each member of Bells Hells), 1 Risk Card, 10 unique Reward Cards, and a Player 1 Marker Card. With these cards, players can work together to plan and execute their heist.

Game Mechanics:

  •  Cooperative Game

Game Specifications:

  • 1 – 4 Players
  • 15 – 30 Minutes
  • Difficulty Weight 1.50

Campy Creatures

Players are mad scientists in need of precious mortals for future experiments. Rather than getting your hands dirty, your army of campy creatures awaits to do your bidding. Capture the most valuable mortals over the course of three nights to win. But be warned — the mortals won’t go down without a fight.

Campy Creatures is a ghoulish game of bluffing, deduction, and set collection for 2-5 players. Players begin each round with the same hand of creatures. Their goal is to capture valuable mortals by outguessing their opponents with the creatures they play. Each player has perfect information at the start, so knowing what a person might do in a particular situation is key.

Game Mechanics:

  • Auction / Bidding
  • Hand Management
  • Set Collection
  • Simultaneous Action Selection

Game Specifications:

  • 2 – 5 Players
  • 20 – 30 Minutes
  • Difficulty Weight 1.54

Campsite

Campsite has players competing for the best camping spot. Play cards on top of each other to link elements like forests, mountains, and camping trails together to score the most points.

A clever card-based “tile” laying game that focus on maximizing your limited space!

Luck and strategy combine in the great outdoors (no actual camping required). Includes 72 cards 42 tokens, scorepad, and pencil.

Game Mechanics:

  • Connections
  • Map Addition
  • Melding and Splaying
  • Tile Placement

Game Specifications:

  • 2 – 6 Players
  • 20 – 60 Minutes
  • Difficulty Weight 1.00

Campbell’s Alphabet Dice Game

From the can: “Warm up your evening with a satisfying, yet simple, anagram word game for the whole family to enjoy. Simply throw your dice and start to spell. When you’re stumped, everyone rolls again. This is not just another alphabet game. It’s M’m M’m GOOD!”

Kind of a cross between all the other letter/dice games and Scrabble. This clever little dice game uses terms from cooking for the gameplay. Game turns are made up of “servings” (rounds). The choice of moves when you roll your dice are: 1) Building, 2) Slurping, and 3) Passing. The last round of dice play is called “scraping the bottom”.

Game Mechanics:

  • Dice Rolling
  • Spelling

Game Specifications:

  • 2 – 6 Players
  • 15 – 30 Minutes
  • Difficulty Weight 1.25

Camel Up: The Card Game

Camel Up The Card Game brings a new way to enjoy the camel race with a racing deck! While keeping the same excitement as the board game, the card game experience gives the players a little bit more insight and control on the race. Don’t forget about the crazy camel!

One of them has been added and adapted exclusively in this new edition to make the unpredictable even more unpredictable!

Game Mechanics:

  •  Betting
  • Hand Management

Game Specifications:

  • 2 – 6 Players
  • 30 – 45 Minutes
  • Difficulty Weight 2.00

Café

During the reign of King John V, Portugal was a major European power. From Brazil, the king ordered Sergeant Melo Palheta to travel to French Guiana to formally establish the Utrecht Treaty of 1713 and to secretly bring coffee seeds to Brazil. The Sergeant was successful and by 1800 Brazil was one of the largest coffee producers in the world.

In the early 20th century, coffee from Brazil, São Tomé and Príncipe, Angola and Timor is largely appreciated in Portugal and inspires the appearance of prestige coffee shops in emblematic locations that attract the elite. Through dedication, hard work and skill, the Portuguese 20th century witnesses the birth of one of the biggest coffee industries in the world.

In Café, 1 to 4 players represent coffee companies that from plantation, drying, roasting and distribution try to create and control the best supply chain of coffee.

Game Mechanics:

  • Layering
  • Melding and Splaying
  • Solo / Solitaire Game
  • Tile Placement

Game Specifications:

  • 1 – 4 Players
  • 20 – 45 Minutes
  • Difficulty Weight 2.05

Cactus Town

Cactus Town is an asymmetric action programming game for 2 to 4 players (1-5 with the Lone Ranger Expansion). A highly interactive game of fast paced chase & escape.

Sleepy little Cactus Town is going to see some action: you can put yourself the Sheriff’s badge, join a group of dangerous bandits, seek ransom as a bounty hunter or even use the power of seduction being an avenging Can Can dancer. Each party has its own objectives and its own special actions, making this a perfect gateway game for asymmetric gameplay. With playing time of 10-15 minutes per player, you can swap and play various parties each session.

Players program their actions with 3 out of 4 action cards each turn. Sounds easy enough, right? But careful, actions alternate between players and action cards are programmed in reverse order, meaning the last card programmed comes up first. Mastering this is a real challenge. Can you out-think your opponents, guess their moves and get in your own. Or will you out-think yourself and create some hilarious chaos?

Each player’s characters move through a 5×5 building-card grid, which is set up randomly face down each game. The game includes an advanced version with building effects and several variants, giving you even more replay value.

Are you ready for a duel? Will you plunder for gold? Are you in the mood to dance a Can Can? Going to steal a horse, are you? A lot of things are going to happen in Cactus Town, create your own cinematic Western story!

Game Mechanics:

  • Action Queue
  • Modular Board

Game Specifications:

  • 2 – 4 Players
  • 20 – 60 Minutes
  • Difficulty Weight 1.93

Boss Monster: The Dungeon Building Card Game

Inspired by a love of classic video games, Boss Monster: The Dungeon Building Card Game pits 2-4 players in a competition to build the ultimate side-scrolling dungeon. Players compete to lure and destroy hapless adventurers, racing to outbid one another to see who can build the most enticing, treasure-filled dungeon. The goal of Boss Monster is to be the first Boss to amass ten Souls, which are gained when a Hero is lured and defeated — but a player can lose if his Boss takes five Wounds from Heroes who survive his dungeon.

Playing Boss Monster requires you to juggle two competing priorities: the need to lure Heroes at a faster rate than your opponents, and the need to kill those Heroes before they reach your Boss. Players can build one room per turn, each with its own damage and treasure value. More attractive rooms tend to deal less damage, so a Boss who is too greedy can become inundated with deadly Heroes.

Players interact with each other by building rooms and playing Spells. Because different Heroes seek different treasure types, and rooms are built simultaneously (played face down, then revealed), this means that every “build phase” is a bidding war. Spells are instant-speed effects that can give players advantages or disrupt opponents.

As a standalone card game with 155 cards, Boss Monster contains everything that 2-4 players need to play.

Game Mechanics:

  • Hand Management
  • Take That
  • Variable Player Powers

Game Specifications:

  • 2 – 4 Players
  • ~30 Minutes
  • Difficulty Weight 1.85

Bigfoot vs. Yeti

A battle is brewing between the undisputed king of the cryptids Bigfoot and his stone cold cousin the Yeti, who is sick of playing second fiddle.

In Bigfoot vs. Yeti, you are an up and coming cryptozoologist mounting expeditions in the hopes of proving the existence of unknown creatures such as Bigfoot, Yeti, The Loch Ness Monster, the Jersey Devil or Extraterrestrials. Your ultimate goal is to gain fame and fortune by being the first cryptozoologist credited with the actual discovery of a new species, making you world famous. Somehow you have landed yourself smack dab in the middle of feud between Bigfoot and Yeti so it’s time to choose your side as it will help shape the fate of your research and ultimately your success!

During each turn in the game, players draw from either the Unknown (deck) or from the top of Tabloids (discard pile). Each player mounts or joins expeditions for the various cryptids in the hope of reaching ten or more points in play. If ten or greater points is achieved that expedition would be considered to have found enough proof for science to take notice, thereby doubling that expedition’s score. Also during each turn a single Action card may be played which can do things like strengthen the value of an expedition in play, retrieve cards from the Tabloids or manipulate other facets of the game. Each cryptid has an ability that will help you in some way and is triggered when you play them. At the end of a round, cards in the Tabloids that match expeditions in play discredit that expedition. The game also has a shutout rule involving Extraterrestrials that, if achieved, prevents all other players from scoring that round.

Game Mechanics:

  • Hand Management
  • Set Collection

Game Specifications:

  • 2 – 4 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.00