Soda Jerk & Vivo Launch Event! Click here to take $2 off the bundle.
Two new card games to always have on you: Tiny, pocket-sized experiences that delight with their approachable depth, clever design, and satisfying components.
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:
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!
Lay out the tap cards in a row in the middle of the table. Deal cards out according to player count.
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.
Choose a facedown card and flip it faceup, making it known to the table.
Players score all cards left in their hand based on the final value of each flavor.
Don't shake before opening.
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!).
Shuffle the Harmony Cards and place 1 faceup in the middle of the table. Deal each player a hand of 12 Playing Cards
The leading player can play any card they have, regardless of the harmony card
Following players must follow the harmony if possible—as in, the correct number of suits must be play-able.
The highest rank on-harmony scores their card facedown (2 points). The lowest rank on-harmony scores faceup (points equal to rank).
An opera in a box: