Card games to always have on you:
Tiny, pocket-sized experiences that delight with their approachable depth, clever design, and satisfying components.
Can you manipulate your turns, planning for the mid-game swing?
Players begin by rolling dice to determine their bids. In order to score, win the number of tricks matching your bid. First to two points wins!
After a trick has started, players must follow suit if able. You'll play six tricks with the Predator side of the cards. The final six use the Prey side.
Figure out which cards you need to use quickly, and which ones you want to save for the second half!
"It's an excellent little game in a tiny box with a low price point. So great that this game is now available to a wider audience." -BGG User Dilngr4
That's your bid! Win the number of tricks on one of your dice to score. If you rolled a 6, you can go for 6 or 0.
You'll play the first six with the Predator side (the side with the darker numbers). You can see the corresponding Prey numbers right below.
No trumps. Don't forget about the future Prey side cards! Carefully manage your hand with the mid-game flip in mind.
After six tricks, flip your cards! Are you in a good spot to hit your bid? First player to win two rounds wins!
Tiny Size, Big Strategy
Trick-taking takes center stage in Prey, and manipulating your cards into perfectly laid plans (or crushing miscalculations) only takes up a small amount of space.
Roll For Your Bid
Seasoned trick-taking players are used to calling how many tricks they hope to win. Alternatively, in Prey, you'll be assigned your bid by dice roll. This makes it easier to get started playing, and provides an interesting challenge of working with what you're dealt!
It's All About the Mid-Game Swing
You're not only looking at the suits and ranks of your cards, but the ranks of your cards in the second half of the game. Your lower value cards could turn into big winners in the late game!
Pocket-sized Prey:
Points change in the blink of an eye. Can you capitalize?
Rainbow is a quick-playing hand management game where players play solo cards, sets, or runs to win points on cards in the center of the table.
The cards played in the previous round are the NEW points available to win in the next round. Most points at the end of the game wins!
"(Forces) you to think carefully about the strength of your hands... feels smart for a ten-minute game." -BGG User The Innocent
First player gets to set the tone. Play a single, set, or run of any size from your hand.
Going clockwise, each player must follow: if neither a set or run has been played, play any combo. If a set has been played, you may ONLY play a single or set. If a run has been played, you may ONLY play a single or run.
After everyone has played, players choose point cards from the middle
Stack them in pairs of the same rank, leaving any left over as singles. Line them up from lowest to highest total points, discarding stacks if there are more than 1 per player.
Value Judgment
Is this a high enough point value to go for? Can you win it if someone else is eyeing it? Will the players that bid low now get a big opportunity next round?
Strategic Losing
You can always play a single card instead of a run or set. You may find it advantageous to bide your time, waiting for a high-value hand later in the game!
The Players are in Control
There's a lot of player input in this game—how long the game lasts, how big the bids are... each group will manipulate the market in interesting ways!
Collect a rainbow of points!