Ratings: Top 10 Small Games – with The Brothers Murph

Check "Top 10 Small Games" and find the best price on all items from the top among sellers all over in the Netherlands & Belgium!

#10. Tussie Mussie

Tussie mussies exemplified the Victorian custom of assigning meaning to the flowers that friends and lovers exchanged. Inspired by the ideals of elegance and discretion, these bouquets were carefully made to convey subtle messages to their recipients. Now you can choose the right flowers to make a winning tussie mussie of your own!

Tussie-Mussie is based on a Victorian fad that assigned meanings to the flowers that friends and lovers exchanged.

Featuring I-Divide-You-Choose drafting, this microgame of 18 cards is played over three rounds. In turn, players look at the top two cards of the deck, then offer them, one face-up and one facedown, to an opponent. That opponent takes one, leaving the other for the active player.

A round ends when each player has four cards, at which point the scores are tallied. The highest score after three rounds wins!

—description from the designer

Co-winner of the GenCan't Design Contest.

Released in the September 2019 Board Game of the Month Club $20+ package.

6.9
2-4 Players
20-30 Min
Age: 8+
Complexity: 1.1

Tussie mussies exemplified the Victorian custom of assigning meaning to the flowers that friends and lovers exchanged. Inspired by the ideals of elegance and discretion, these bouquets were carefully made to convey subtle messages to their recipients. Now you can choose the right flowers to make a winning tussie mussie of your own!

Tussie-Mussie is based on a Victorian fad that assigned meanings to the flowers that friends and lovers exchanged.

Featuring I-Divide-You-Choose drafting, this microgame of 18 cards is played over three rounds. In turn, players look at the top two cards of the deck, then offer them, one face-up and one facedown, to an opponent. That opponent takes one, leaving the other for the active player.

A round ends when each player has four cards, at which point the scores are tallied. The highest score after three rounds wins!

—description from the designer

Co-winner of the GenCan't Design Contest.

Released in the September 2019 Board Game of the Month Club $20+ package.

Not available
at the moment
#9. Deep Sea Adventure

A group of poor explorers hoping to get rich quickly heads out to recover treasures from some undersea ruins. They're all rivals, but their budgets force them all to share a single rented submarine. In the rented submarine, they all have to share a single tank of air, as well. If they don't get back to the sub before they run out of air, they'll drop all their treasure. Now it's time to see who can bring home the greatest riches.

Game Objective

The game takes place over 3 rounds, and the player to gain the most points over the 3 rounds is the winner. In order to gain points, you must bring the most ruins chips back to the submarine. You can only return to the submarine once per round, and you cannot progress more after returning. You cannot return to the submarine without bringing any ruins chips.

Turn Progression

On their turns, players conduct steps 1-4 listed below. Players take turns, going clockwise around the board, and the round ends when all players have returned to the submarine, or if the air runs out at the beginning of someone's turn.

1) Declare if you will turn back or not.

2) Reduce air.

3) Roll the dice and advance your game piece.

4) Search. (When you have stopped moving, select one of A-C below)

A) Do nothing.

B) Pick up ruins chip.

C) Place a ruins chip.

6.9
2-6 Players
30 Min
Age: 8+
Complexity: 1.2
Language dependency: 1.0

A group of poor explorers hoping to get rich quickly heads out to recover treasures from some undersea ruins. They're all rivals, but their budgets force them all to share a single rented submarine. In the rented submarine, they all have to share a single tank of air, as well. If they don't get back to the sub before they run out of air, they'll drop all their treasure. Now it's time to see who can bring home the greatest riches.

Game Objective

The game takes place over 3 rounds, and the player to gain the most points over the 3 rounds is the winner. In order to gain points, you must bring the most ruins chips back to the submarine. You can only return to the submarine once per round, and you cannot progress more after returning. You cannot return to the submarine without bringing any ruins chips.

Turn Progression

On their turns, players conduct steps 1-4 listed below. Players take turns, going clockwise around the board, and the round ends when all players have returned to the submarine, or if the air runs out at the beginning of someone's turn.

1) Declare if you will turn back or not.

2) Reduce air.

3) Roll the dice and advance your game piece.

4) Search. (When you have stopped moving, select one of A-C below)

A) Do nothing.

B) Pick up ruins chip.

C) Place a ruins chip.

Not available
at the moment
#8. Palm Island

Palm Island is a portable game that you can take with you anywhere. Sitting, standing, waiting, riding, flying, relaxing, alone, or together you can play Palm Island no table required.

Using a deck transforming mechanic a player uses just 17 cards over 8 rounds to shape their island and overcome its unique challenges. Store resources to pay for upgrades and upgrade buildings to access new abilities. Each decision you make will alter your village from round to round. At the end of 8 rounds calculate your victory points.

PLAY SOLO working to gain achievements and unlock new abilities to help your village reach even greater heights. PLAY COOPERATIVELY by working together to successfully prepare your village before natural disasters strike. PLAY COMPETITIVELY by racing to purchase bonuses, or in casual mode by meeting specific criteria before your opponent.

Add villagers to any game mode that you may recruit to your village and use their abilities to score more points than your opponent.

The game comes with 2 player decks, competitive cards, cooperative cards and solo feat cards. Multiple games can be combined to add even more players.

—description from the publisher

7.2
1-2 Players
15 Min
Age: 10+
Complexity: 1.7
#8. Palm Island

Palm Island is a portable game that you can take with you anywhere. Sitting, standing, waiting, riding, flying, relaxing, alone, or together you can play Palm Island no table required.

Using a deck transforming mechanic a player uses just 17 cards over 8 rounds to shape their island and overcome its unique challenges. Store resources to pay for upgrades and upgrade buildings to access new abilities. Each decision you make will alter your village from round to round. At the end of 8 rounds calculate your victory points.

PLAY SOLO working to gain achievements and unlock new abilities to help your village reach even greater heights. PLAY COOPERATIVELY by working together to successfully prepare your village before natural disasters strike. PLAY COMPETITIVELY by racing to purchase bonuses, or in casual mode by meeting specific criteria before your opponent.

Add villagers to any game mode that you may recruit to your village and use their abilities to score more points than your opponent.

The game comes with 2 player decks, competitive cards, cooperative cards and solo feat cards. Multiple games can be combined to add even more players.

—description from the publisher

Not available
at the moment
#7. Illusion

Can you trust your eyes? How much color do you really see? These questions are what drive gameplay in Illusion, with rules that allow for gameplay to start immediately. Who has the right perspective not to be fooled?

6.7
2-5 Players
15 Min
Age: 8+
Complexity: 1.1

Can you trust your eyes? How much color do you really see? These questions are what drive gameplay in Illusion, with rules that allow for gameplay to start immediately. Who has the right perspective not to be fooled?

Not available
at the moment
#6. Skull

Edited description from Bruno Faidutti's write-up of the game in his Ideal Game Library:

Skull & Roses is the quintessence of bluffing, a game in which everything is played in the players' heads. Each player plays a face-down card, then each player in turn adds one more card – until someone feels safe enough to state that he can turn a number of cards face up and get only roses. Other players can then overbid him, saying they can turn even more cards face up. The highest bidder must then turn that number of cards face up, starting with his own. If he shows only roses, he wins; if he reveals a skull, he loses, placing one of his cards out of play. Two successful challenges wins the game. Skull & Roses is not a game of luck; it's a game of poker face and meeting eyes.

Skull & Roses Red features the same gameplay as Skull & Roses, with the only change being alternate rules that allow each player to control two biker gangs. Both Skull & Roses Red and Skull are playable on their own, with each game containing six different biker gangs. Each Skull or Skull & Roses set can be combined with another to allow for games with more than six players.

7.2
3-6 Players
15-45 Min
Age: 10+
Complexity: 1.1
Language dependency: 1.0

Edited description from Bruno Faidutti's write-up of the game in his Ideal Game Library:

Skull & Roses is the quintessence of bluffing, a game in which everything is played in the players' heads. Each player plays a face-down card, then each player in turn adds one more card – until someone feels safe enough to state that he can turn a number of cards face up and get only roses. Other players can then overbid him, saying they can turn even more cards face up. The highest bidder must then turn that number of cards face up, starting with his own. If he shows only roses, he wins; if he reveals a skull, he loses, placing one of his cards out of play. Two successful challenges wins the game. Skull & Roses is not a game of luck; it's a game of poker face and meeting eyes.

Skull & Roses Red features the same gameplay as Skull & Roses, with the only change being alternate rules that allow each player to control two biker gangs. Both Skull & Roses Red and Skull are playable on their own, with each game containing six different biker gangs. Each Skull or Skull & Roses set can be combined with another to allow for games with more than six players.

Not available
at the moment
#5. Tides of Madness

Tides of Madness is a sequel to Tides of Time and features gameplay similar to that design. Tides of Time is a drafting game for two players. Each game consists of three rounds in which players draft cards from their hands to build their kingdom. Each card is one of five suits and also has a scoring objective.

After all cards have been drafted for the round, players total their points based on the suits of cards they collected and the scoring objectives on each card, then they record their score. Each round, the players each select one card to leave in their kingdom as a "relic of the past" to help them in later rounds. After three rounds, the player with the the most prosperous kingdom wins.

Tides of Madness adds a new twist to the above game: madness. Some cards, while powerful, harm your psyche, so you must keep an eye on your madness level or else risk losing the game early as your mind is lost to the power of the ancients. More specifically, eight of the eighteen cards in the game feature a madness icon, and while scoring, you receive a madness token for each such icon in your collection of cards. Whoever has the most madness in a round either scores 4 points or discards 1 madness token — and the latter option is valuable because if you ever have nine or more madness, you lose the game immediately.

6.7
2 Players
20 Min
Age: 10+
Complexity: 1.5

Tides of Madness is a sequel to Tides of Time and features gameplay similar to that design. Tides of Time is a drafting game for two players. Each game consists of three rounds in which players draft cards from their hands to build their kingdom. Each card is one of five suits and also has a scoring objective.

After all cards have been drafted for the round, players total their points based on the suits of cards they collected and the scoring objectives on each card, then they record their score. Each round, the players each select one card to leave in their kingdom as a "relic of the past" to help them in later rounds. After three rounds, the player with the the most prosperous kingdom wins.

Tides of Madness adds a new twist to the above game: madness. Some cards, while powerful, harm your psyche, so you must keep an eye on your madness level or else risk losing the game early as your mind is lost to the power of the ancients. More specifically, eight of the eighteen cards in the game feature a madness icon, and while scoring, you receive a madness token for each such icon in your collection of cards. Whoever has the most madness in a round either scores 4 points or discards 1 madness token — and the latter option is valuable because if you ever have nine or more madness, you lose the game immediately.

Not available
at the moment
#4. Mint Delivery

Mint Delivery is a mint tin-sized, pick-up-and-deliver board game designed to be quick-to-play and easy-to-learn.

In the game, players take the role of a mint delivery truck driver, driving around the area taking orders for mints, then delivering them. Each player has two actions on their turn, such as moving, loading their truck, and upgrading the mints they are carrying.

Once enough orders have been fulfilled, the game ends. Whoever has fulfilled the highest value of orders will be deemed the employee of the month and win.

6.2
1-5 Players
15-30 Min
Age: 13+
Complexity: 1.5

Mint Delivery is a mint tin-sized, pick-up-and-deliver board game designed to be quick-to-play and easy-to-learn.

In the game, players take the role of a mint delivery truck driver, driving around the area taking orders for mints, then delivering them. Each player has two actions on their turn, such as moving, loading their truck, and upgrading the mints they are carrying.

Once enough orders have been fulfilled, the game ends. Whoever has fulfilled the highest value of orders will be deemed the employee of the month and win.

Not available
at the moment
#3. Silver & Gold

Distant islands with golden treasures — who hasn't dreamed of that?!

Silver & Gold combines simple rules, fast action, luck, and planning as players try to complete treasure map after treasure map, with the maps being printed on wipeable cards to allow for endless adventures...

7.2
2-4 Players
20 Min
Age: 8+
Complexity: 1.2

Distant islands with golden treasures — who hasn't dreamed of that?!

Silver & Gold combines simple rules, fast action, luck, and planning as players try to complete treasure map after treasure map, with the maps being printed on wipeable cards to allow for endless adventures...

Not available
at the moment
#2. Hanamikoji

Welcome to the most famed Geisha street in the old capital, Hanamikoji. Geishas are elegant and graceful women who are skilled in art, music, dance, and a variety of performances and ceremonies. Greatly respected and adored, Geishas are masters of entertainment.

In Hanamikoji, two players compete to earn the favor of seven illustrious Geishas by collecting each Geisha’s preferred performance item. With careful speculation and a few bold moves, can you outsmart your opponent to win the favor of the most Geishas?

Jixia Academy features the same gameplay as Hanamikoji, but with different artwork.

Hanamikoji FAQ

7.5
2 Players
15 Min
Age: 10+
Complexity: 1.7
Language dependency: 1.0

Welcome to the most famed Geisha street in the old capital, Hanamikoji. Geishas are elegant and graceful women who are skilled in art, music, dance, and a variety of performances and ceremonies. Greatly respected and adored, Geishas are masters of entertainment.

In Hanamikoji, two players compete to earn the favor of seven illustrious Geishas by collecting each Geisha’s preferred performance item. With careful speculation and a few bold moves, can you outsmart your opponent to win the favor of the most Geishas?

Jixia Academy features the same gameplay as Hanamikoji, but with different artwork.

Hanamikoji FAQ

Not available
at the moment
#1. High Society

In Reiner Knizia's High Society, players bid against each other to acquire the various trappings of wealth (positive-number and multiplier cards) while avoiding its pitfalls (negative number and divisor cards). While bidding, though, keep an eye on your remaining cash - at the end of the game, even though all those positive-number cards might add up to a win, the player with the least money isn't even considered for victory.

In 2003 re-published by Ãœberplay.

In 2003 published with a new theme by Amigo as Einfach Tierisch.

In 2006, published by University Games as Animalement Vôtre (French version) and Beestenveiling (Dutch version).

In 2008, re-published by Eagle-Gryphon Games

In 2018, re-published by Osprey Games

7.2
3-5 Players
15-30 Min
Age: 10+
Complexity: 1.5
Language dependency: 1.0

In Reiner Knizia's High Society, players bid against each other to acquire the various trappings of wealth (positive-number and multiplier cards) while avoiding its pitfalls (negative number and divisor cards). While bidding, though, keep an eye on your remaining cash - at the end of the game, even though all those positive-number cards might add up to a win, the player with the least money isn't even considered for victory.

In 2003 re-published by Ãœberplay.

In 2003 published with a new theme by Amigo as Einfach Tierisch.

In 2006, published by University Games as Animalement Vôtre (French version) and Beestenveiling (Dutch version).

In 2008, re-published by Eagle-Gryphon Games

In 2018, re-published by Osprey Games

Not available
at the moment

Ratings: Top 10 Small Games – with The Brothers Murph

Check "Top 10 Small Games" and find the best price on all items from the top among sellers all over in the Netherlands & Belgium!

#10. Tussie Mussie

Tussie mussies exemplified the Victorian custom of assigning meaning to the flowers that friends and lovers exchanged. Inspired by the ideals of elegance and discretion, these bouquets were carefully made to convey subtle messages to their recipients. Now you can choose the right flowers to make a winning tussie mussie of your own!

Tussie-Mussie is based on a Victorian fad that assigned meanings to the flowers that friends and lovers exchanged.

Featuring I-Divide-You-Choose drafting, this microgame of 18 cards is played over three rounds. In turn, players look at the top two cards of the deck, then offer them, one face-up and one facedown, to an opponent. That opponent takes one, leaving the other for the active player.

A round ends when each player has four cards, at which point the scores are tallied. The highest score after three rounds wins!

—description from the designer

Co-winner of the GenCan't Design Contest.

Released in the September 2019 Board Game of the Month Club $20+ package.

6.9
2-4 Players
20-30 Min
Age: 8+
Complexity: 1.1
#9. Deep Sea Adventure

A group of poor explorers hoping to get rich quickly heads out to recover treasures from some undersea ruins. They're all rivals, but their budgets force them all to share a single rented submarine. In the rented submarine, they all have to share a single tank of air, as well. If they don't get back to the sub before they run out of air, they'll drop all their treasure. Now it's time to see who can bring home the greatest riches.

Game Objective

The game takes place over 3 rounds, and the player to gain the most points over the 3 rounds is the winner. In order to gain points, you must bring the most ruins chips back to the submarine. You can only return to the submarine once per round, and you cannot progress more after returning. You cannot return to the submarine without bringing any ruins chips.

Turn Progression

On their turns, players conduct steps 1-4 listed below. Players take turns, going clockwise around the board, and the round ends when all players have returned to the submarine, or if the air runs out at the beginning of someone's turn.

1) Declare if you will turn back or not.

2) Reduce air.

3) Roll the dice and advance your game piece.

4) Search. (When you have stopped moving, select one of A-C below)

A) Do nothing.

B) Pick up ruins chip.

C) Place a ruins chip.

6.9
2-6 Players
30 Min
Age: 8+
Complexity: 1.2
Language dependency: 1.0
#8. Palm Island

Palm Island is a portable game that you can take with you anywhere. Sitting, standing, waiting, riding, flying, relaxing, alone, or together you can play Palm Island no table required.

Using a deck transforming mechanic a player uses just 17 cards over 8 rounds to shape their island and overcome its unique challenges. Store resources to pay for upgrades and upgrade buildings to access new abilities. Each decision you make will alter your village from round to round. At the end of 8 rounds calculate your victory points.

PLAY SOLO working to gain achievements and unlock new abilities to help your village reach even greater heights. PLAY COOPERATIVELY by working together to successfully prepare your village before natural disasters strike. PLAY COMPETITIVELY by racing to purchase bonuses, or in casual mode by meeting specific criteria before your opponent.

Add villagers to any game mode that you may recruit to your village and use their abilities to score more points than your opponent.

The game comes with 2 player decks, competitive cards, cooperative cards and solo feat cards. Multiple games can be combined to add even more players.

—description from the publisher

7.2
1-2 Players
15 Min
Age: 10+
Complexity: 1.7
#7. Illusion

Can you trust your eyes? How much color do you really see? These questions are what drive gameplay in Illusion, with rules that allow for gameplay to start immediately. Who has the right perspective not to be fooled?

6.7
2-5 Players
15 Min
Age: 8+
Complexity: 1.1
#6. Skull

Edited description from Bruno Faidutti's write-up of the game in his Ideal Game Library:

Skull & Roses is the quintessence of bluffing, a game in which everything is played in the players' heads. Each player plays a face-down card, then each player in turn adds one more card – until someone feels safe enough to state that he can turn a number of cards face up and get only roses. Other players can then overbid him, saying they can turn even more cards face up. The highest bidder must then turn that number of cards face up, starting with his own. If he shows only roses, he wins; if he reveals a skull, he loses, placing one of his cards out of play. Two successful challenges wins the game. Skull & Roses is not a game of luck; it's a game of poker face and meeting eyes.

Skull & Roses Red features the same gameplay as Skull & Roses, with the only change being alternate rules that allow each player to control two biker gangs. Both Skull & Roses Red and Skull are playable on their own, with each game containing six different biker gangs. Each Skull or Skull & Roses set can be combined with another to allow for games with more than six players.

7.2
3-6 Players
15-45 Min
Age: 10+
Complexity: 1.1
Language dependency: 1.0
#5. Tides of Madness

Tides of Madness is a sequel to Tides of Time and features gameplay similar to that design. Tides of Time is a drafting game for two players. Each game consists of three rounds in which players draft cards from their hands to build their kingdom. Each card is one of five suits and also has a scoring objective.

After all cards have been drafted for the round, players total their points based on the suits of cards they collected and the scoring objectives on each card, then they record their score. Each round, the players each select one card to leave in their kingdom as a "relic of the past" to help them in later rounds. After three rounds, the player with the the most prosperous kingdom wins.

Tides of Madness adds a new twist to the above game: madness. Some cards, while powerful, harm your psyche, so you must keep an eye on your madness level or else risk losing the game early as your mind is lost to the power of the ancients. More specifically, eight of the eighteen cards in the game feature a madness icon, and while scoring, you receive a madness token for each such icon in your collection of cards. Whoever has the most madness in a round either scores 4 points or discards 1 madness token — and the latter option is valuable because if you ever have nine or more madness, you lose the game immediately.

6.7
2 Players
20 Min
Age: 10+
Complexity: 1.5
#4. Mint Delivery

Mint Delivery is a mint tin-sized, pick-up-and-deliver board game designed to be quick-to-play and easy-to-learn.

In the game, players take the role of a mint delivery truck driver, driving around the area taking orders for mints, then delivering them. Each player has two actions on their turn, such as moving, loading their truck, and upgrading the mints they are carrying.

Once enough orders have been fulfilled, the game ends. Whoever has fulfilled the highest value of orders will be deemed the employee of the month and win.

6.2
1-5 Players
15-30 Min
Age: 13+
Complexity: 1.5
#3. Silver & Gold

Distant islands with golden treasures — who hasn't dreamed of that?!

Silver & Gold combines simple rules, fast action, luck, and planning as players try to complete treasure map after treasure map, with the maps being printed on wipeable cards to allow for endless adventures...

7.2
2-4 Players
20 Min
Age: 8+
Complexity: 1.2
#2. Hanamikoji

Welcome to the most famed Geisha street in the old capital, Hanamikoji. Geishas are elegant and graceful women who are skilled in art, music, dance, and a variety of performances and ceremonies. Greatly respected and adored, Geishas are masters of entertainment.

In Hanamikoji, two players compete to earn the favor of seven illustrious Geishas by collecting each Geisha’s preferred performance item. With careful speculation and a few bold moves, can you outsmart your opponent to win the favor of the most Geishas?

Jixia Academy features the same gameplay as Hanamikoji, but with different artwork.

Hanamikoji FAQ

7.5
2 Players
15 Min
Age: 10+
Complexity: 1.7
Language dependency: 1.0
#1. High Society

In Reiner Knizia's High Society, players bid against each other to acquire the various trappings of wealth (positive-number and multiplier cards) while avoiding its pitfalls (negative number and divisor cards). While bidding, though, keep an eye on your remaining cash - at the end of the game, even though all those positive-number cards might add up to a win, the player with the least money isn't even considered for victory.

In 2003 re-published by Ãœberplay.

In 2003 published with a new theme by Amigo as Einfach Tierisch.

In 2006, published by University Games as Animalement Vôtre (French version) and Beestenveiling (Dutch version).

In 2008, re-published by Eagle-Gryphon Games

In 2018, re-published by Osprey Games

7.2
3-5 Players
15-30 Min
Age: 10+
Complexity: 1.5
Language dependency: 1.0