Small Islands is a tile-placement game in which you are daring explorers discovering a magnificent archipelago. Its islands are brimming with natural resources but also temples from an ancient and mysterious civilization. Brave adventurers, bring back to your clan wealth & prestige!
A game is played in maximum 4 Rounds. At the beginning of each Round, each player secretly picks an Objective Card out of three cards. And in turn, players draw and place a Landscape Tile out of the 5 available (2 in hand, and 3 on the table). At a certain point, another option becomes available: placing a Ship Tile. When this tile is placed, in turn, all players place Houses on the islands and earn Prestige Points according to their Objective. Then players start a new Round. When the game ends, players receive additional points for their Ship Tiles.
In Advanced Mode, Objectives are split in 2 types of cards which allows you to create your own objectives amongst many combinations.
There is also a Solo Mode, innovative for its mechanics as well as for the very concept of a solo mode in a tile-placement game. We gave it an AI with a personality and different behaviors.
Small Islands offers you even more surprises, hidden at its heart.
- Solo mode included
- Nice box design and production
- Large number of tiles and tokens
- Advanced mode available
- Bag storage included for tokens
- Requires reading through rules to play (rule complexity)
- Punch-out setup can be time-consuming
- Array
- Islands/archipelago
- Abstract
Mechanics (from transcript analysis)
- Card-Based Scoring / Objective Cards — Objective cards govern scoring and strategy
- Compound Scoring — Objective cards govern scoring and strategy
- Solo Play / AI Opponent — A solo mode with AI opponent to beat
- tile laying — Players place landscape tiles to build island tableaux
- Tile Placement — Players place landscape tiles to build island tableaux
Video topics + discussion points
Quotes (from this video)
- solo mode included so obviously that's the main reason why i got this game in the first place
- 56 landscape tiles that's a lot
- there's even an advanced mode that's pretty good
- solo mode is on page 8
References (from this video)
- Cute presentation and approachable
- Fast, light, and pleasant to teach
- Solid box from Lucky Duck with good art
- Very light; not for players seeking depth
- Array
- Islands / archipelago
- Three Sisters
Mechanics (from transcript analysis)
- Set collection / scoring by pattern — Players aim to maximize points by achieving specific symbol patterns on islands
- Tile Placement — Players place island tiles to build a map, scoring based on symbol density and pattern on each island
Video topics + discussion points
Quotes (from this video)
- this is the heaviest game that Luke Laurie has designed
- the table is going to explode with what you can do here
- it's a sandbox with three or four different experiences in one
- the fiction is space exploration and competition, and you are building settlements
- play what brings you joy—the core message at the end
References (from this video)
- beautiful artwork and theme
- solo mode against the designer AI
- strong replayability through multiple end conditions
- tile laying, exploration, trade goods
- island exploration
Mechanics (from transcript analysis)
- solo_ai — solo play against the designer AI with different modes
- tile laying — laying tiles to create islands and routes to explore for points
- Tile Placement — laying tiles to create islands and routes to explore for points
Video topics + discussion points
Quotes (from this video)
- you don't need a lot of games in your collection to be happy you just need the right ones
- this is board games for one today I'm going to take you through a collection
- it's a legacy game so if you're not familiar with what that means a legacy game means that you're following a story basically an adventure of sorts
- you make permanent changes to the game as you play
- it's not a competitive game this would be cooperative storytelling where you get to control The Narrative of Heroes in a story of your choice of five episodes
- I love you all
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this is a tile placement and objective scoring game
- we should be able to play this under an hour
- we're pretty much fighting for the same anchors
- this is a really lovely looking game
- it's a good filler
References (from this video)
- lovely-looking components
- quick to teach and good as a filler
- two-player implementation works well and supports strategic play
- varied objective cards provide multiple scoring paths
- scoring objectives and rules can be a bit tricky or easy to misread during play
- early placement decisions can lock in scoring opportunities and cause some frustration
- island-building with ports and temples
- Isle of Skye
- Dinosaur Island
- Marco Polo
Mechanics (from transcript analysis)
- anchors and resources — anchor symbols and resource tokens constrain placement; anchors can be manipulated and placed with rules.
- Compound Scoring — players draw objective cards that define scoring criteria for the round.
- end-of-game island scoring — islands score at various times, but each island can score only once across the game.
- Hand Management — each player has a hand of tiles; draw from a subset and place one per turn.
- Houses — each island can receive houses; there is a limited pool and placement pace affects scoring opportunities.
- intermediate scoring phases — scoring triggers mid-game (e.g., when a ship tile is placed) rather than only at the end.
- objective cards / scoring missions — players draw objective cards that define scoring criteria for the round.
- Point Salad — ships are placed to trigger scoring; ports influence end-of-round scoring proximity.
- ships and ports — ships are placed to trigger scoring; ports influence end-of-round scoring proximity.
- Tile Placement — tiles are drawn and placed to form islands; all sides must match.
Video topics + discussion points
Quotes (from this video)
- this is a tile placement and objective scoring game
- we should be able to play this under an hour
- we're pretty much fighting for the same anchors
- this is a really lovely looking game
- it's a good filler
References (from this video)
Mechanics (from transcript analysis)
- tile laying — tiles laid in the same area; rounds can end early, disrupting others' plans
Video topics + discussion points
Quotes (from this video)
- the big change here is i'm turning the good games vlog into a patreon exclusive
- the only constant is change
- i adore bunny kingdom
References (from this video)
- Relaxing/peaceful gameplay
- Turn-based and stream-friendly
- Secret objectives add intrigue
- Non-elimination and low-conflict play
- Rule clarification can be confusing; early confusion about scoring
- Initial learning curve and potential misremembering of rules
- secret objectives; island-building
- islands with water tiles; boats
- Carcassonne
Mechanics (from transcript analysis)
- boats/ships placement and scoring — After a certain condition, players may place a boat on a legal location and score by placing their house.
- End condition — The game ends when all tiles are drawn or all boats are placed.
- house placement and island scoring — A house is placed on a dotted location; islands are scored, with a total up to eight houses contributing to points.
- no hand reordering — Players cannot reorder the tiles in their hand.
- secret objectives and discarding — Players select a current objective and potentially a next-round objective, then discard one tile.
- Tile Placement — Players place one tile that connects water to water or to an island, adhering to legal placements.
- tile placement and connections — Players place one tile that connects water to water or to an island, adhering to legal placements.
- tile-drafting from a display — Each turn players draw one tile from three displayed tiles into their hand.
Video topics + discussion points
Quotes (from this video)
- it's a very peaceful looking game
- this is a really relaxing little game
- it's not directly competing
- it is available on vogue marina for everybody
- this weekend we will play a game called dunaya
References (from this video)
- Carcassonne
Mechanics (from transcript analysis)
- Tile Placement
- Tile placement with island objectives
Video topics + discussion points
Quotes (from this video)
- you guys know Seven Wonders and then I recommend you try out it's a wonderful world
- Baron Park I play it all the time
- Stardew Valley the board game which I love this game so much
References (from this video)
- Beautiful artwork
- deep strategic choices
- Runaway winner risk if players optimize too aggressively
- Tile-laying, island creation, and objective fulfillment
- Oceanic archipelago where players explore and claim islands
- Strategic, methodical
Mechanics (from transcript analysis)
- Area Control — Place ships and huts to maximize points.
- Area control / placement — Place ships and huts to maximize points.
- hidden objectives — Secret objectives influence round scoring.
- Tile Placement — Lay tiles to explore the ocean and create islands.
- Tile-laying — Lay tiles to explore the ocean and create islands.
Video topics + discussion points
Quotes (from this video)
- Fathers and Sons should play games together so don't panic
- it's a simple idea, super fun
- Twisted chess
- it's not for your Cooperative playing Son this will stress him out don't do it to him
- Small Islands beautiful artwork lots of strategy
- I adore this game I think this is a family game and this is a father-son game
- this is a great father-son night
References (from this video)
- Cute components; accessible for families and lighter gamers
- Solo mode provides a reasonable AI-like challenge
- Rules can be a bit heavy for a lighter game
- Solo mode may not shine as bright as multiplayer
- island construction and strategic placement
- Islands archipelago with a focus on objective-driven island building
- light and family-friendly
Mechanics (from transcript analysis)
- objective drafting — Each player has their own objectives drafted to drive end-game scoring.
- tile drafting — Draft island tiles and place tokens to complete objectives on islands.
- tile placement and token scoring — Place plant-like tokens and room cards with placement constraints across islands.
Video topics + discussion points
Quotes (from this video)
- I really enjoyed this game I can see why so many people recommended it
- the solo mode plays almost exactly the same way with the exception of the market
- it's not the most ideal way to play Twilight Inscription with AI
- the rule book is a little bit complicated
- I would probably have to play it with higher player counts to feel the burn
- this is not a solo only game this is I believe up to four players
References (from this video)
- Beautiful artwork
- Good solo mode
- Elegant replacement for Carcassonne
- Simple but engaging mechanics
- Variable objectives add replayability
- Risk of house theft makes it competitive
- Hasn't been played recently
- Map building
- Island building
- Carcassonne
Mechanics (from transcript analysis)
- Area Control — Placing houses on islands, only one per island, can be stolen
- Objective-based scoring — Different objective cards each round determine scoring criteria
- Tile Placement — Building islands with tiles like Carcassonne
Video topics + discussion points
Quotes (from this video)
- it's just like falling off it's just literally there are 100 better games in it
- Small Islands uh this is the one that i've been saying is a replacement for carcassonne
- way too complicated for its own good
- it is one of the most beautiful games in existence
- i still think five tribes is better than yamatai
- nations is still my preference to fruity ages in terms of playing a physical game
- really good negotiation game
- great teamwork cooperative very cool
- this is a really good solo
- the deductions are really hard it's a really tough one to do
- it's oh it's a mind bender gorgeous looking
- reef is still a really cool game
- azul is only that good at two player
- near and far still really good
- there's no reason to play that one if you have near and far
References (from this video)
- Accessible, quick to teach
- Fun thematic hook with islands
- Replayability could depend on player count and variety
- City-building on miniature islands
- Tiny island archipelago building in a playful world
- Playful and enthusiastic presentation
Mechanics (from transcript analysis)
- Resource/pointing system — Earn points through placement and patterns
- Tile Placement — Place tiles to build island networks and score points
Video topics + discussion points
Quotes (from this video)
- this thing is massive
- it's huge it's bigger than our table
- we love the game
- we're going to pimp it up
- it is a beautiful production
- we have you know the first one and now the sequel