Your cart

Soda Jerk & Vivo Launch Event! Click here to take $2 off the bundle.

LAUNCH EVENT! Get $2 off the Soda Jerk + Vivo Bundle Until September 25

Two new card games to always have on you: Tiny, pocket-sized experiences that delight with their approachable depth, clever design, and satisfying components.

$16

Make delicious drinks while being a jerk!

Soda Jerk

Which soda flavor will win?

Soda Jerk

In Soda Jerk, you’ll be dealt a hand of delicious soda ingredient cards, including strawberry, blueberry, banana, kiwi, and orange. On your turn, either:

  1. Play a card face down in front of one of the taps (which are also labeled strawberry, blueberry, banana, kiwi, and orange)
  2. Flip over a face down card

At the end of the game, each card left in your hand is worth points equal to the final value at the matching tap. So, if you ended with two strawberry cards and the tap value of strawberry was 8, you get 16 points.

Try to get the most points while making your opponents go negative!

How to play:

Setup:

Lay out the tap cards in a row in the middle of the table. Deal cards out according to player count.

On your turn, place a flavor or flip a flavor

To place a flavor card, put it facedown under the tap of your choice. If it matches, it increases that flavor's point value. If it doesn't, it lowers the point value.

Flipping flavors

Choose a facedown card and flip it faceup, making it known to the table.

Score!

Players score all cards left in their hand based on the final value of each flavor.

What's in the box?

Components

Don't shake before opening.

  • A
    5 Tap Cards (double-sided)
  • B
    45 Flavor Cards (5 flavors, 9 cards each)
  • C
    4 Player Aids
  • D
    1 Scorepad
  • E
    2 Switcheroo Cards (2-player only)
Stay on-harmony in this tricky card game.

Vivo is here!

Trick-taking rules that change every round.

Vivo

In Vivo, each round starts by revealing a harmony type (Solo, Duet, Trio, Quartet). The harmony determines how many suits must be played in the trick—not being able to is considered playing “off-harmony,” making that player ineligible for points.

At the end of the trick, the player who played the highest on-harmony card scores two points, and the lowest on-harmony card scores for the value of that card (those bass notes are so important!).

How to play:

Setup:

Shuffle the Harmony Cards and place 1 faceup in the middle of the table. Deal each player a hand of 12 Playing Cards

Start the trick

The leading player can play any card they have, regardless of the harmony card

Follow the harmony

Following players must follow the harmony if possible—as in, the correct number of suits must be play-able.

Score the trick

The highest rank on-harmony scores their card facedown (2 points). The lowest rank on-harmony scores faceup (points equal to rank).

What's in the box?

Components

An opera in a box:

  • A
    48 Playing Cards (4 suits, ranks 1-12)
  • B
    15 Harmony Cards