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
- Resource management on a palm island
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Thunderbolt Apache Leader has sadly dropped to 199 on this list.
- John Company solo is great.
- Mr President is the biggest table hog—it's like one of the most ridiculous but like in an awesome way games I have ever seen.
- Paperback Adventures jumped up 560 spots this year.
- Pavlov's House changed the course of my videos and my gaming habits.
- Earth is going to rise up next year.
References (from this video)
- Extremely portable - playable in the palm of your hand
- No table required
- Waterproof version available
- Can be played competitively or cooperatively
- Works for two players
- Can be taken anywhere - pool, beach, etc.
- Compact packaging with unique card mechanics
- Resource management and village building
- Island village
- Abstract with achievement goals
Mechanics (from transcript analysis)
- Deck Transformation — 17-card deck with front, back, top and bottom faces that transform over time
- Point Gaining — Players earn points and reach achievements in silhouette
- Resource management — Players manage resources to develop their village over eight rounds
Video topics + discussion points
Quotes (from this video)
- it's a game that you can play completely in the palm of your hand no table required
- it's a really great game that more people should know about it's got a really unique cool board
- you're mad scientist's sharing laboratory space with other mad scientist's
- always beautiful art and super excited to bring to Kickstarter next year
References (from this video)
- One of the best travel staples due to extreme portability
- Very lightweight rules with satisfying decision space
- Plastic version recommended for durability; components may wear with travel
- A few players may crave more depth than the ultra-light experience offers
- hand-management in a tiny, personal island setting
- tropical island survival micro-game
- in-hand play with a strong focus on simplicity and elegance
- Maiden's Quest
- Dragon's of Legend Stone
Mechanics (from transcript analysis)
- hand_management — All actions are conducted from hand, keeping everything compact and on-the-go.
- progress_tracking — The game tracks progress via hand and discard interactions without a full board.
Video topics + discussion points
Quotes (from this video)
- This is a hand management deck uh possibly hand management deck where you're trying to go through all the Jacks queens and kings.
- basically this is a roll and write, uh like an extra a third game that you could include in the Box
- my number one portable travel game
- this is the original package it comes in but it doesn't fit the cards sleeved
- Palm Island definitely one of the best travel games you can buy
- this is a wallet game I think it's a pretty nice experience
References (from this video)
- Tiny footprint with big gameplay
- Versatile (solo, coop, and competitive modes)
- Elegant use of multi-use cards
- Can feel solitary; some players prefer more direct interaction
- Rule complexity can arise when teaching new players
- resource management and development
- hand-held island village development
- Friday
Mechanics (from transcript analysis)
- hand management / multi-use cards — Cards are used in multiple ways (side/back/front) to upgrade structures and generate resources from a palm-held deck.
Video topics + discussion points
Quotes (from this video)
- flattening inserts and packing things within games
- rollerblades takes up one side of the inner suitcase
- you have some tips for Gen Con then some tips
- this is Sea Salt and Paper a tiny little cartoon
References (from this video)
- high replayability on couch/iPad-like setups
- compact footprint makes it accessible
- not always recognized in top lists despite strong solo play
- some players seek more depth in longer experiences
- hand-management with strict win/lose conditions
- island microgame
- short, scenario-based progression
- Deck-building microgames
- Single-player island-management games
Mechanics (from transcript analysis)
- hand management — players manage a small set of cards to achieve goals
- scenario-based play — multiple scenarios with win/lose conditions
Video topics + discussion points
Quotes (from this video)
- Turning Machine solo is so much fun; there’s something nice about doing a puzzle next to another person.
- The seven Citadel ... is a top game for me this year probably a top game of all time.
- Nemesis is one of the most epic climatic experiences that existed out there for solo epicness.
- Ash’s reborn popping up so high … I’m becoming quite fond of that game.
- Halls of Hegra is an excellent excellent like kind of historical Siege game.
- Great Western Trail second edition came packaged with a solo mode that used to be a fan solo mode.
References (from this video)
- high replayability in a tiny footprint
- accessible entry point to solo/still-satisfying decisions
- not as widely recognized in mainstream top-100 lists
- some players crave deeper strategic layers
- solo strategy with compact footprint
- island management microgame
- short, scenario-led
- Single-player island-management games
- Deck-building microgames
Mechanics (from transcript analysis)
- hand management — managing limited resources to trigger wins
- scenario-based play — multiple short games with explicit win/lose conditions
Video topics + discussion points
Quotes (from this video)
- Turning Machine solo is so much fun; there’s something nice about doing a puzzle next to another person.
- The seven Citadel ... is a top game for me this year probably a top game of all time.
- Nemesis is one of the most epic climatic experiences that existed out there for solo epicness.
- Ash’s reborn popping up so high … I’m becoming quite fond of that game.
- Halls of Hegra is an excellent excellent like kind of historical Siege game.
- Great Western Trail second edition came packaged with a solo mode that used to be a fan solo mode.
References (from this video)
- Great artwork
- Very light and easy to learn
- Portable and box is appealing
- Some players may want more depth
- light, fast, quick-play card game
- island hideaway with portable, casual vibes
Mechanics (from transcript analysis)
- hand-management — Players manage their hand to maximize trick-taking and scoring opportunities.
- Trick-taking — Players play a card each round; the highest card wins the trick, with cards contributing to overall strategy.
Video topics + discussion points
Quotes (from this video)
- we are giving away over 50 games across those 24 episodes
- the description is where we will post the winners, never in the comments
- Concordia is a must-have, it's easy to learn but has amazing depth
- this is a gorgeous prototype, they did a great job
- it's easy to get into and has depth—Deserved of our boarding coffee seal of approval
References (from this video)
- Playable anywhere without a table
- Extremely portable and quick sessions
- Simple, may feel light for some players
- Resource management and hand-management puzzle
- Isolated island with handheld, portable play
- Pure solitaire with portable, bite-sized play
- Love Letter (portability vibes)
Mechanics (from transcript analysis)
- Hand-management with rotating/flipping cards — Play through rounds entirely in hand, rotating/upgrading cards
- Two copies in box and a wallet-style carrying version — On-the-go play with a portable setup
Video topics + discussion points
Quotes (from this video)
- it's very thematic, basically a gamification of the process of creating a character in DND
- the AI opponent is very smooth and doesn't take a lot of upkeep
- it's one page front and back, that's it very, very simple rules
- this is known as a raw and ripe game and it's a pretty beloved genre
- the universe games come with mini expansion modules that add replayability
- an 18-card masterpiece
- print this right here to turn it into a flip and ride game
References (from this video)
- portable handheld design
- easy to learn and quick to play
- durable plastic cards with a weatherproof case
- feats add variety and strategic depth
- fits easily into a pocket or bag
- plastic cards can be slippery and require careful handling
- the base deck is small (17 cards), which may feel limiting for some players
- solo play can feel more puzzle-like than thematic for some players
- Settlement building and resource management on a small island
- Tropical island development with a palm-tree motif
- abstract engine-building with a tight, portable loop
Mechanics (from transcript analysis)
- Card rotation and flipping — Rotate housing and other cards to modify point values and unlock actions; flip cards to reveal different effects.
- Deck cycling and round progression — When the top card cycles out, the round ends and the deck cycles to start the next round with updated cards.
- Feats and optional goals — Feat cards provide small goals; completing them flips/ups the card effects and adds strategic choices.
- Look-ahead planning — Before playing, you may examine all cards and plan up to three moves ahead while playing.
- resource management and upgrading — Use resources (logs, fish, stones) to upgrade cards or gain free actions; manage limited storage of resources.
- Top-card action window — You may act on the top two cards of your deck; if you can't act, the top card goes to the back and you wait for it to reappear.
Video topics + discussion points
Quotes (from this video)
- it's a pretty nice little handheld game
- these plastic cards are pretty slippery
- you can you can literally put it in your back pocket
- Palm Island rulebook which is even smaller than the cards it's like the tiniest rulebook I've ever seen
References (from this video)
- playable in hand
- standing play possible
- portable
- waterproof cards
- never fully played
- learning interrupted by labor
- island_management
- exploration
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's the Grand Puba of like Gateway Games it's how you get your people from your Monopoly people in to playing everything else that we play
- it's so good that we're giving it the board game coffee seal of approval
- Catan hasn't played a big part in my board game history - Marvel Legendary and Pandemic got me into the hobby
- I think you're gonna like this [about Taverns of Tiefenthal] and then she played and played like three times back to back
- it's weird how I can like a game so much and forget so much about how it plays
- they're so freaking clever they're so cool [about Exit Games]
- I don't think I've a game has ever made me feel as stupid as these games
- dice Throne is a fun battle Yahtzee
- if people like Ticket to Ride and they're looking for something a little bit more complicated... I think this is like the upgrade
- everybody always talked about gunshot clever I had no interest and then... I played this and I was like gunshot clever is so good
- you have to trust the people you're with because it's blind [Quacks of Quedlinburg]
- we're all just happy Canadian people just hugging each other saying sorry apologizing all the time and drinking coffee and donuts
References (from this video)
- pure solo game with high portability
- deluxe plastic cards recommended for durability
- strong travel staple
- deluxe version adds cost
- resource rotation and card-buying in a compact system
- hand-held island management
- evolving kingdom through hand-held action
Mechanics (from transcript analysis)
- hand-held progression — the entire game unfolds without a table, ideal for travel
- resource rotation — rotate cards to generate resources and upgrade cards
Video topics + discussion points
Quotes (from this video)
- Desolate is still my number one.
- This is a solo only game. No multiplayer with solo mode.
- There’s no better choice than Mike Lambo's solitary war game books.
- Jump Drive is a tableau building in its purest form.
- Cartographers, one of the best games in the verb and write genre.
References (from this video)
- incredibly portable; a handful of cards create varied puzzles
- great puzzle design
- replayability hinges on shuffle and puzzle variety
- hand-management/pocket game
Mechanics (from transcript analysis)
- hand management — deploy a small deck; self-contained puzzles in a portable format
Video topics + discussion points
Quotes (from this video)
- it's one of the most beloved solo board games out there
- this is a wonderful engine builder
- a game that you can take anywhere
- the rule book was perfect in my opinion
- one hell of a title by chip theory games
References (from this video)
- Award-worthy design given its hand-only play
- Excellent travel staple and portability
- Print-and-play option available
- Some players may dislike the puzzle density
- Card wear and tear on the cardboard version
- Minimalism, portable solitaire design
- Hand-based solo microgame, travel-friendly
- Puzzle-driven solo play with a compact footprint
Mechanics (from transcript analysis)
- hand management — All decisions are made from cards in hand, with compact resources.
- Portable/compact design — Designed for easy transport and quick setup for solo play.
Video topics + discussion points
Quotes (from this video)
- an achievement in design if you don't know it's again that you only play in your hand
- it's become a travel staple ever since
- this is talking to my favorite engine builder next to Aries Expedition I just get I just love how quick it sets up how quick it plays
- Sprawlopolis I think is just you know nothing has bidden yet and I'm waiting for these naturopolis pledge I did pledge that from their Kickstarter
- the scoring can be brutal the first couple times you played
- colored pens are almost are a must in my opinion
- Orchard a nine card solitaire game by Mark tuck this is a lovely portable game
- Cartographers cream of the crop just one of the best you can get
References (from this video)
- easy to learn
- beautiful art
- great pace for 20-30 minutes
- hand-based play can be uncomfortable over long sessions
- table/tabletop comfort matters
- resource collection and growth
- island village management in-hand
- micro-management with deck-shuffling variability
- Qless
- Dragons of Vetin Stone
Mechanics (from transcript analysis)
- deck cycling / resource generation — rotate cards to store resources and upgrade cards
- short run, multiple passes — eight passes through the deck with limited rounds
Video topics + discussion points
Quotes (from this video)
- Just a fantastic little game
- it's just so simple
- portable and the length is just right
- I printed a letter sized paper
- Behold Rome takes the crown