I’ve been
contemplating writing this list for years but couldn’t decide how to organize
it or what to call it. Suddenly I just
decided to call it “Small Box Games” and generally include tabletop games in
smaller boxes that play in an hour or less – card games, party games, and
smaller scale strategy games all qualify.
Perfect for travel, pulling out when you don’t have time for the big
stuff, or affordable gifts. So without
further ado, away we go!
Honorable
Mentions: 6 Nimmt!, No Thanks, For Sale, Coup, Mr. Jack Pocket, Hanamikoji
15. Incan
Gold
This is a
great push-your-luck game with scales well from 2-8 players. Everyone chooses whether they will go further
into a temple or leave. Then a card is
flipped which will either reveal a trap or a certain number of gems. Players in the temple split the gems which
they get to keep if they leave. Anyone
still in the temple when the second trap of a certain kind is revealed runs in
terror and loses everything. You get
five runs into the temple and whoever manages to cumulatively escape with the
most gems is the winner. Very simple,
with only one decision (stay or leave?) so very accessible but fun to see just
how far you can push it.
14. Archer:
Once You Go Blackmail…
This simple
card game is a retheme of the popular game Love Letter, which has a few new
rules and a Hidden Identity card to guess.
Very easy gameplay in which you draw a card and play a card, with the
goal being to either to drive all others out of the round or end the round with
the highest card. Lots of fun tricks to
play on others and even some bluffing possibilities. Very easy to pick up – good with non-gamers –
and you don’t need to be familiar with or care for the cartoon to enjoy this
one.
13. Sleuth
A classic
deduction game from American master Sid Sackson (designer of Acquire), Sleuth
can best be described as “Clue without the roll and move BS.” One gem card is hidden and players must
deduce three characteristics of it – type, shape, and number. They do this by using question cards to grill
others about the gem cards they have in their hand and gradually reduce the
possibilities of the hidden card until someone guesses it right (or everyone
guesses it wrong). A real brain-burner
but perfect if you’re in the mood for some hardcore deduction.
12.
Codenames
Another
deduction game but lighter, with more of a party game bent. Players are divided into two teams, with one
person on each team being the clue giver and the others the guessers. An array of word cards is laid out on the
table and the clue givers are able to see a card that identifies which words
belong to each team. The clue givers
must give one-word clues to the guessers who must guess their team’s words,
with the complication being that the clue givers can offer words that
(hopefully) link more than one word – but the guessers may accidentally guess
the other team’s words or, worse, the deadly assassin card that makes them lose
immediately. Requires some thinking
outside the box but lots of fun with the right crowd.
This almost breaks the "small box" rule, but it's just a bunch of cards, coin tokens and a couple dice so I think it counts. This is the perfect entry-level engine building game, where you roll a die Catan-style and the number can activate cards for both you and your opponents. Then you use your money to buy more cards that will trigger more effects, to build up more money, to buy victory point cards. A simple and satisfying loop that necessitates some on-the-fly strategy shifts.
10. Star
Realms
Deck-building
games burst onto the scene with 2008’s Dominion, with the idea of incorporating
the deck-building meta aspect of a game like Magic: The Gathering into the
actual flow of gameplay. Despite their
rabid popularity over the following few years, I never got really into them,
perhaps because of the frequent shuffling required. However, Star Realms got past my
barrier. It’s a 2-player deck building
space combat game, where you build a deck of various spaceships and bases and
then use them to try to wipe out your opponent before you they do the same to
you. The large deck of potential cards
means you’ll never see the exact same cards from one game to another so you’ll
have to adapt your strategies accordingly.
Quick and fun head-to-head action.
9. Great
Heartland Hauling Co.
I admire
this one for packing a lot of game in a small box. This is an easy-to-grasp pick-up-and-deliver
game where players are truckers across the heartland, transporting cargo such
as pigs, cows or wheat and earning points for delivering goods to where they
are demanded the most. Gameplay is
card-driven by drawing cards Ticket to Ride style and playing them to determine
how far you can move on your turn and which goods you can load or unload. The game also comes with a couple
mini-expansions, so you get a lot of bang for your buck.
8. Bohnanza
Uwe
Rosenberg’s bean trading game is a true classic, and had the courage to keep
its German pun in its English production (bohn = bean). The game features a mechanism that I,
strangely, have never seen utilized in any other game – players cannot
rearrange the order of the cards in their hand.
Playing from the front, they have to plant bean cards, draw and trade
with other players with the hopes of collecting sets of planted beans (more of
the same type = more points when harvested) and clearing out your hand through
trading such that you only have to play the cards you actually want to. One of the easiest, best trading games ever
conceived, which keeps all players involved throughout.
7. Roll
Through the Ages
There has been a small explosion of “roll and write” games
lately, dice games that take the basic concept of Yahtzee but apply new rules
to devise something different. Roll
Through the Ages, though, was one of the first roll and write spinoffs and, in
my opinion, is still the best, as it’s also the world’s quickest
civilization-building game. Players roll
dice that have as faces food, workers, goods, coins, or the dreaded disasters,
and have three rolls to decide what dice they want to keep. Then they use their dice results to buy improvements,
build monuments, sells goods, and feed their people. Great components including large wooden dice
and solid pegboards to keep track of goods.
Few other games let you build a civ in half an hour. Just watch out for the plague.
6. Wizard
Many card game designers have tried to put a spin on
traditional trick-taking games like hearts, spades or pitch. Wizard was the first of these games I played
and remains my favorite. The deck is
similar to standard 52 card deck, but divided by color and number instead of
suits and with 4 extra colorless cards – 4 wizards and 4 jesters. Wizards beat everything else, and jesters
lose to everything else. Like many
similar games, each round has a randomly selected trump color that beats
others. Before each round, each player
must guess how many tricks they think they will win that round based on the
cards in their hand. Points are only
scored if the player gets it exactly right – 20 points for b eing right plus 10
points for each trick won. As in many
trick-taking games, then, much of the strategy is in the betting/bidding – play
it safe with a fairly low number, or go for broke and try to outpunch your
hand’s weight? However, coming out just
right often requires some clever maneuvering mid-hand, and it’s always
enjoyable trying to finagle things smoothly.
5. The
Resistance
Of the spate
of social deduction games that have flooded the hobby game market in recent
years, The Resistance was one of the first (besides Werewolf) and I think
remains the best (besides perhaps its successor, Resistance: Avalon, but I’ve
never played it). Players are divided
into two teams, the resistance and spies.
The spies know each other are but the resistance doesn’t know who the
spies are. Players take turns selecting
mission teams – team members can vote whether each mission succeeds or fails –
if you’re loyal you have to vote success, but if you’re a spy you can vote
either way (these vote cards are shuffled so you don’t know who voted for
what). Through this process, the resistance
members attempt to figure out who the spies are, while the spies seek to remain
incognito and sow discord and suspicion among the resistance. The resistance has to succeed in 3 of 5
mission to win, which is tougher than it sounds. This always ends up being a great time,
though it’s maybe not for you if you can’t handle being wrongfully accused,
which will almost assuredly happen.
4. Battle
Line
One of the
great Reiner Kinizia’s purest and best designs, this has some similarities with
Lost Cities but in my opinion is the superior game due to slightly higher
complexity and the agonizing decisions that result. In this 2 player showdown, players take turns
drawing and playing cards on either side of a line of pawns they are seeking to
capture. The goal is to place the best
possible three-card formation on your side of each pawn – formations roughly
correspond to three-card poker hands.
You capture a pawn if you can prove, through all cards that have been
played, that what you played can’t be beaten by what the other player could
play. You win either by capturing 5 of
the 9 pawns or 3 in a row. Because you
must play a card on every turn, you will often be forced to make suboptimal
moves, so you’re always trying to make the best of a crappy situation to come
out on top. One of the best.
3. Asante
This
2-player game used to be known as Jambo, but for some reason changed its name
in the more recent edition. This is a
tightly competitive game of card play and buy low, sell high. You play cards to acquire goods, sell goods,
manipulate your actions, and mess with your opponent. Simply be the first player to reach 60 gold
from the starting point of 20 to win.
Sounds easy, but it’s made more complex by the multitude of cards that
come up and by the fact that you can only stock 6 goods at a time. Not quite a fully fleshed out economic game,
but it gives you a good feel of that in a tight, relatively quick package.
2. 7
Wonders: Duel
I played the
original 7 Wonders several times and enjoyed it but it didn’t enthrall me. I think this 2-player version is
superior. Players take turns drafting
cards one at a time from a tableau and use them in various ways – to acquire
resources, build buildings, acquire science, build up a military force, and, of
course build wonders. There are two ways
in which a game can end immediately – either by winning the tug-of-war military
struggle or acquiring one of each of the 6 types of science cards. Failing that, the player who scores the most
points through various scoring opportunities after 3 rounds wins. Thus the game is usually a struggle to
prevent the other person from achieving a sudden victory while building up your
final point total. I don’t quite
consider this a civ-building game since there’s really no upkeep like feeding
your people, but ti’s still quite rewarding to build a few wonders and come out
on top.
1. Tichu
Hail to the
king, baby. I did have to think about
it, but ultimately there’s no question that this partnership card game is still
my favorite game in a small box. A
hybrid of trick taking, ladder climbing, and poker, you want to be the first
player to go out of cards by playing combinations of cards that are
successively higher than the last. Best
case scenario is if you and your partner go out first, but there are also
points to score from certain cards and the ever-tempting “Tichu” bet that’s a
bonus 100 points if you the first to go out and minus 100 if you’re not Only 4 special cards distinguish the deck from
a regular poker deck, but the dragon, phoenix, dog, and bird make all the
difference in the world. Although I
don’t get to play it that often nowadays, I can’t deny how much fun I’ve had
playing endless rounds of Tichu over the years, and it’ll always be the best.
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