Category: Small Games

Bears and the Bees, The

Come join the Hive! Compete to link honeycomb shaped cards to the growing hive. The more sides you match, the greater the payoff. Special cards help earn extra plays and deliver stings to your rivals. Just be careful to avoid those pesky honey-grubbin’ bears!

Game Specifications:

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

Battle of the Boy Bands

In Battle of the Boy Bands, 3 to 5 players take on the roles of producers in the pop music industry and must build boy bands to compete in special events. The player with the most points at the end of six rounds wins.

During each round, players try to win the event in play by building the boy band that will earn the most points according to the special event rules. Equipping perk cards from the “Breaking News” deck to boys can give them extra points. Players can sabotage each others’ boy bands by playing attack cards from the “Breaking News” deck against them, but watch out! Players can also protect their precious boys with defend cards!

Game Specifications:

  • 3 – 5 Players
  • ~30 Minutes
  • Difficulty Weight 1.50

Baseball Highlights: The Dice Game

Baseball Highlights: The Dice Game takes all the excitement of Baseball Highlights: 2045 and turns it into a thrilling dice game! Score the most runs by drafting the best dice and stringing together powerful combos! Slowly set up the base runners with singles, and then hit a grand slam, or steal bases to sneak your runners home! The rolls of the dice make each round a whole new ball game. Everyone gets to play even when it’s not their turn, so the strategic thinking never ends! Dust off home plate, get out your leather glove, and PLAY BALL!

Baseball Highlights: The Dice Game is played with a set of 9 Play dice, 6 Power dice, 1 Pitcher’s die, a game board, and a game sheet for each player.

Each round the active player will roll the Play dice and any Power dice they have unlocked to place them each of the matching 6 board areas. Then, the active player will select one of these 6 areas and will use the dice from that area to cross off boxes in the matching track on their player game sheet. Once they are done, the inactive players select 1 die from 2 different areas to cross off 2 boxes in the matching tracks on their game sheets.

Marking off boxes in the 6 tracks (and the bonus Clutch Hits track) will place new runners on base and advance your existing runners for singles, doubles, triples, home runs, walks, and stolen bases. Each time you advance a base runner to home, you will score 1 run. The player who scores the most runs by the end of the game wins. But be careful, the result on the Pitcher’s die may remove some of your base runners before they can score!

Baseball Highlights: The Dice Game is for 1 to 4 players ages 8 and up. Average game length is 20 minutes with mostly simultaneous play.

Contents: 1 Game Board, 25 Sheet Baseball Scorepad, 16 Custom Dice, 1 Rulebook, 16 Wooden Markers

-description from publisher

Baseball Highlights: The Dice Game is Game #26 in the Gryphon Bookshelf Series of Games.

Game Specifications:

  • 1 – 4 Players
  • 20 – 45 Minutes
  • Difficulty Weight 2.00

Autumn Harvest: A Tea Dragon Society Game

Create a bond between yourself and your Tea Dragon that grows as you progress through the seasons, creating memories to share forever.

Each player’s deck represents their own Tea Dragon. From turn to turn, players will choose to draw a card, triggering effects and strengthening their position, or buy a card, improving their deck or scoring points. At the end of the game, the player with the most points wins!

Autumn Harvest: A Tea Dragon Society Game is a standalone game that can be combined with The Tea Dragon Society Card Game and expanding gameplay to five players!

Game Mechanics:

  • Deck Building

Game Specifications:

  • 2 – 4 Players
  • 30 – 60 Minutes
  • Difficulty Weight 1.44

Artifacts, Inc.

New York, 1929: A frenzy of interest in antiquity is sweeping the nation! With museums hungry for mysterious and exotic artifacts — and you hungry for adventure — you start up your own archeology company. Untold wonders await within dangerous jungles, harsh deserts, and wind-swept mountains. Will you gain a reputation as the most intrepid and famous adventurer of all time?

In Artifacts, Inc., 2-4 players compete to grow the most famous archaeology company. Players roll dice, which represent their troop of adventurers, and place them on cards in order to find artifacts, sell them to museums, and purchase new cards representing their company assets. Players can choose to focus on making lots of money by selling artifacts, having museum majorities, creating the best combination of expeditions and buildings, or searching below the waves for lost cities and hidden treasures. The first player to reach 20 reputation triggers the end of the game, and the player with the most total reputation wins!

Game Specifications:

  • 2 – 4 Players
  • ~60 Minutes
  • Difficulty Weight 2.16

Arboretum

Arboretum is a strategy card game for 2-4 players, aged 10 and up, that combines set collection, tile-laying and hand management while playing in about 25 minutes. Players try to have the most points at the end of the game by creating beautiful garden paths for their visitors.

The deck has 80 cards in ten different colors, with each color featuring a different species of tree; each color has cards numbered 1 through 8, and the number of colors used depends on the number of players. Players start with a hand of seven cards. On each turn, a player draws two cards (from the deck or one or more of the discard piles), lays a card on the table as part of her arboretum, then discards a card to her personal discard pile.

When the deck is exhausted, players compare the cards that remain in their hands to determine who can score each color. For each color, the player(s) with the highest value of cards in hand of that color scores for a path of trees in her arboretum that begins and ends with that color; a path is a orthogonally adjacent chain of cards with increasing values. For each card in a path that scores, the player earns one point; if the path consists solely of trees of the color being scored, the player scores two points per card. If a player doesn’t have the most value for a color, she scores zero points for a path that begins and ends with that color. Whoever has the most points wins.

Game Specifications:

  • 2 – 4 Players
  • ~30 Minutes
  • Difficulty Weight 2.13

Aquabats!, The, Super Showdown

In The Aquabats! Super Showdown! card game, two to four players are villains competing to capture all five members of The Aquabats, the world’s greatest superhero rock band.

The game consists of three types of cards: Monster cards, Action cards, and Aquabats cards. Monster cards have colors and power levels. Each turn, a player plays a Monster card and draws a new Monster card. If the card played is of the same color and a higher power level than the card previously played, that player may draw both a Monster card and an Action card. At the start of a player’s turn, a Battle card or Epic Battle card may be played, challenging one player or all players respectively to a showdown. Each player in the battle must play a Monster card, and the winner may take an Aquabat card from the table or, if none remain, steal one from the defeated player.

Shrink Ray cards enable a challenged player to diminish the power of an aggressor; X-Ray cards allow one to peak at another player’s hand; Antibats cards foil the winner of a battle from taking a loser’s Aquabat card; and Steal cards can be used to acquire another player’s Aquabat card without a battle.

Play continues until one player acquires all five Aquabat cards or until War is mutually declared, in which case the winner of a single round Epic Battle is declared the game’s victor.

Game Mechanics:

Game Specifications:

  • 2 – 4 Players
  • 10 – 20 Minutes
  • Difficulty Weight 1.00

Antiquity Quest 🔵

Your goal in Antiquity Quest is to have the highest score a the end of the game. You can choose to play either a single round for a quick game (20-30 min) or a complete game in which you’ll tally scores over three rounds (60-90 min)

Each player is dealt two sets of 10 cards at the start of a round. You’ll pick up one set, this is called a hand. The second set, called a cache, remains face down on the table until you’ve played all of the cards from your hand.

You’ll take turns drawing, playing, and discarding cards as you work on creating your own collections and sabotaging the collections that belong to other players.

Collections consist of Antiquity and Treasure cards. The six suits of Antiquity cards represent six ancient civilizations. Treasures are their own suit and are more rare and valuable. The more challenging a collection is to create. the more it’s worth.

A round ends once a player has completed at least five collections and played through all of the cards in their hand and cache. That player earns a bonus for going out first. Every other player takes on last turn and then scores are tallied.

Your score at the end of each round is the combination of bonus points from going out first, points for completing collections ,and points for the cards you play. The player with the highest score at the end of the game wins.

Here’s what to expect in this bold and exciting set collection game:

You’ll strive to create collections of Antiquities and Treasures.

The more challenging a collection is to create, the more it’s worth.

Beware! Your competitors can, and will seek to sabotage your efforts.

Careful planning, brilliant strategy, and a stroke of luck will bring you success!

Game Specifications:

  • 2 – 8 Players
  • 30 – 90 Minutes
  • Difficulty Weight 1.20

Alice is Missing 🔴

The game is played live and without verbal communication. Players inhabit their character for the entirety of the 90-minute play session, and instead of speaking, send text messages back and forth to the other characters in a group chat, as well as individually, as though they aren’t in the same place together.

Haunting beautiful, deeply personal, and highly innovative Alice is Missing puts a strong focus on the emotional engagement between players, immersing them in a tense, dramatic mystery that unfolds organically through the text messages they send to one another. Right at home with games like Life Is Strange, Gone Home, Oxenfree, and Firewatch, it’s designed to feel as much like an event-style experience as it does a role-playing game.

Game Mechanics:

Game Specifications:

  • 3 – 5 Players
  • 120 – 180 Minutes
  • Difficulty Weight 2.50

AFFLICTION: Salem 1692 🟡

The hysteria over witches among the people of Salem swept the region like a disease in 1692. As is the case in any tragic event, there are those whom will use the circumstances to their advantage. Under the veil of the witch-hunt lie other motivations; power, greed, revenge and righteousness.

AFFLICTION: Salem 1692 is a game set in the hysteria of a witch-hunt. Use your influence to whisper in the ear of the magistrate, judge, governor or minister to protect some and have others arrested. Salem was a chance to gain property, exact revenge and prove one’s righteousness.

The characters in the game were actual residents of the Salem region. This is the closest possible simulation of actual events in a game to date.

GAMEPLAY: Players will take turns placing a “messenger” (worker) to select actions. After all workers are placed, actions will be resolved in the order they appear on the main board.

EXONERATE – Take 2 Accusation Tokens off of any Colonist.
FIRST PLAYER TOKEN/PROTECTION – Use a letter from the Governor to prevent one Colonist from being arrested and take the First turn, next turn.
GAIN INFLUENCE/USE COLONIST ABILITY – Generate Influence and use the abilities of Colonists that you have in your Circle.
ARREST – Spend Influence equal to a Colonist’s adjusted Reputation to Arrest.
SPECTRAL EVIDENCE – Use this token to prevent a Colonist from Generating Influence and using their Colonist ability.
ACCUSE – Place accusation tokens to reduce Colonist’s Reputations to make them easier to arrest.
GAIN/REMOVE FEAR – Gain Fear Tokens or remove a fear token from another player (used to weaken Colonists)
BRING COLONIST INTO CIRCLE – Spend Influence equal to a Colonists Base Reputation and bring them into your Circle.

Play will cycle between accusing, arresting and protecting your interests. Fear provides an alternative way to function when necessary.

END GAME: Increase Mather and Mary Spencer Hill are shuffled in with the bottom 6 cards of the Colonist deck. When either of them appears in the play area, the game immediately ends.

VICTORY CONDITIONS: All players will receive victory points for the Reputation value of each Colonist that have arrested or brought into their circle, victory points for the property of those they have had arrested and for the number of influence tokens they have at the end of the game. Each player will also receive points for having specific families arrested or protected, depending on the player tile they are given.

Game Specifications:

  • 2 – 4 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.75