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
- Excellent faction variety with distinct powers and strategies
- Thematic integration of crisis management with zombie/horror elements
- High replayability due to asymmetric factions and variable setup
- Thrilling escalation and tense late-game push-pull dynamics
- Very long play sessions and significant setup time
- Heavy amount of fiddly bits and table space requirements
- Zombies/theme may not appeal to all players
- Crisis management and evacuation under a rapidly escalating outbreak, with a historical and fictional horror blend.
- Plum Island, a fictional island with biohazard labs and zombie-like horrors escaping into the environment.
- Asymmetrical faction play within a cooperative-leaning crisis scenario, driven by event cards, doom tokens, and biohazard management.
Mechanics (from transcript analysis)
- Action Following — Factions can take follow actions after a main turn, moving, attacking, or drawing extra cards, adding tension and interaction.
- action_phases — Three action phases per day per faction, with actions increasing across the day (1, then 2, then 3) and fatigue affecting later rounds.
- Asymmetric Mechanics — Each faction has a unique board, special abilities, movement, admin rating, and combat dice, creating varied playstyles.
- biohazard_tracking — A biohazard level determines horror spawns; cubes track damage to citizens and factions, feeding into a bag mechanic that adds risk.
- citizen_evacuation — Citizens must be moved to evacuation points (helicopters or ships) for victory points; evacuation is the primary win condition.
- combat_system — Close combat and ranged combat use dice, with hits, defenses, crits, and potential for additional effects; damage interacts with biohazard progression.
- faction_asymmetry — Each faction has a unique board, special abilities, movement, admin rating, and combat dice, creating varied playstyles.
- follow_actions — Factions can take follow actions after a main turn, moving, attacking, or drawing extra cards, adding tension and interaction.
- horror_spawns — Doom tokens draw event cards that spawn horrors and trigger track activations, increasing pressure as the game progresses.
- night_phase — Every three rounds, a night phase increases horror movement and necessitates extra resource management.
- Variable Phase Order — Every three rounds, a night phase increases horror movement and necessitates extra resource management.
Video topics + discussion points
Quotes (from this video)
- this is a crisis management meets Tower Defense Style game
- I love the different factions and I love that none of the factions are heroes
- the intensity of the game really scales
- I always feel like I can win
- it's a long game
References (from this video)
- Adds more factions, cards, and interactions that extend the base experience
- New mechanics interlock well with existing systems
- Scenario variety and optional modes increase replayability
- Maintains the game's humorous, less-than-serious vibe while delivering a solid puzzle
- Does not radically overhaul the base game
- Some optional rules can significantly raise difficulty
- Not a standalone game; requires the base Plum Island
- cooperative horror with dark humor and pulp flavor
- Quarantined island with survivors and horrors, a cooperative puzzle-driven scenario space
- flavor text, humorous tone, puzzle-oriented progression
Mechanics (from transcript analysis)
- Cooperative Game — Players collaborate to manage threats, progress scenarios, and evacuate civilians
- cooperative play — Players collaborate to manage threats, progress scenarios, and evacuate civilians
- Events — New decks drive random events, discoveries, and game-state changes
- fate/event/search cards — New decks drive random events, discoveries, and game-state changes
- horde stacks and alpha horror tokens — Hordes can be modified by alpha tokens to increase challenge and dynamics
- Mutations — New mutation threats (grizzly bear, moto monster, cockroaches) add variety and danger
- optional nightmare/alarming modes — Rules to raise difficulty and tension for a scarier playthrough
- scenarios with unique victory conditions — Different scenarios change objectives and end-game scoring
Video topics + discussion points
Quotes (from this video)
- This expansion, as I say, does what good expansions often do, and that is they give you more of a good thing.
- Plum Island Horror is a great cooperative horror game, and it's what I like about it is it's a great cooperative horror game that doesn't take itself too seriously.
- As an expansion, it's a nine on the Cody scale.
References (from this video)
- 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)
- 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)
- 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)
- 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