A mixable card game · dV Games

Combo CreaturesOne card plays another. And that one plays another.

A 20-minute card game for 2–4 players. You recruit the little animals of a magical wood, each with a trade, and line them up so one calls the next. Learn it in two minutes, then spend every game hunting for the next combo.

👥 2–4 players ⏱ 20 minutes 🎂 8+ 🇮🇹 Italian edition
Try a combo now ↓

Each box is a complete game · €17,90 each

What it is

A card game where every card calls another.

🃏

What kind of game

A combo card game: you play creatures from your hand, and their powers make you play more. It has the thrill of a combo deck from a collectible card game, but everything is in the box: no booster packs, no deck to build at home.

🎢

How it feels

Like knocking over a row of dominoes. Most turns are quick, then someone finds the right order and plays four creatures in a row while the table watches. Everyone wants to be the next one.

✍️

Who made it

Designed by Christian Kudahl (one of the authors of Mindbug) and Michael Løhde Andersen, illustrated by Jeff Hong, published in Italian by dV Games.

Clockmaker
If you have exactly 1 card in hand, DRAW 2 and take another turn.
123

1Coins. What it costs to play it (you pay by discarding cards) and how many points it's worth at the end.

2The trade. Each creature is a family of 10 cards with the same name: play two and they stack.

3The power. One line, and it fires as soon as the card hits the table. If it plays another card, that one fires too.

The setting

A wood full of little animals, each with a trade.

Rabbits, mice, raccoons, foxes, red pandas, hummingbirds (and yes, a frog): Jeff Hong draws them as the folk of a wood crossed by blue flames and flower storms. There's no story to follow. Each creature has a trade, and the trade is its power: you can guess it from the name.

Clockmakergives you timeDraw 2 and take another turn.
Tax Collectormakes you payDiscard a card, play a creature for free.
Rangerknows the woodPlays a card from the Wild.
ImpersonatorcopiesUses the power of another of your creatures.
Skydiverdrops inYour last card in hand is played for free.
Coachmakes a substitutionSwaps one of your creatures with one from the Wild.
Travelergathers fellow travelersTakes every Traveler from the Wild.
DetectiveinvestigatesDraws, looks, then decides.
The mechanics

Six simple ideas. Together, they're the game.

1

Your hand is your wallet

You pay for creatures by discarding cards. Every card you spend is a card you won't play.

At the table: "Is this worth two of my cards?"
2

The chain

Some powers play other cards, often for free. Find the right order and one paid card becomes three on the table.

At the table: "Wait, what if I play this one first?"
3

The Wild

Five face-up cards in the middle of the table that anyone can take. You see what you need, but so do the others.

At the table: "Take it now or hope it's still there?"
4

Families

Two creatures of the same trade on the table make every matching card in your hand worth +1 at the end, and some powers only wake up in pairs.

At the table: "Spread out or double up?"
5

The race to eight

The 8th creature on the table starts the end. Cheap creatures get you there fast, expensive ones are worth more points.

At the table: "Close it now, or one more big turn?"
6

A different deck every time

Before you start you pick 7 creatures out of 12. Change one and the combos that exist change too.

At the table: "Let's try the Cultists tonight."
The turn, in practice

On your turn you do one thing.

Five cards in hand, five face up in the middle of the table: the Wild. Then pick:

A

Draw 2

From the deck, from the Wild or one of each. Max 8 in hand, so you can't just hoard.

B

Play a creature

You pay with your hand: discard as many cards as its coins. Then use its power. If the power plays another creature, that one fires too: that's a combo.

1

Every coin counts twice

Coins are the cost of a creature and its points at the end. Expensive creatures are worth more, if you can afford them.

🏁

When does it end?

When someone plays their 8th creature: finish the round, then play one more full round. Everyone gets the same number of turns.

🏆

How do you score?

1 point per coin on your creatures. Plus 1 point for each card in hand whose type you have at least twice on the table.

11 on the table+3 in hand=14
30 seconds, real rules

Play your first combo.

Same cards and same powers as in the box. Tap the glowing card and follow the frog.

COMBO ×2!
Your creatures
Discard pile (face down)
Your hand
🐸

Two boxes, two temperaments

The fast ones run. The cunning ones scheme.

Each box is a complete game with 12 different creatures. Same rules, very different combos.

Blue box

Piccoli e Scattanti

Speed. Free creatures, extra turns, chains you can see coming.

  • Racer — take another turn after this one.
  • Skydiver — one card left in hand? It's played for free.
  • Impersonator — copies the power of one of your creatures.
Combo Creatures - Piccoli e Scattanti
€17,90
● Available
Red box

Piccoli e Astuti

Cunning. Swaps, all-or-nothing hands, creatures that get stronger in pairs.

  • Coach — swaps one of your creatures with one from the Wild.
  • Florist — discards your whole hand to play a creature from the Wild for free.
  • Cultist — with two of them on the table, they call a new creature.
Combo Creatures - Piccoli e Astuti
€17,90
● Available
Mix the boxes

24 creatures. You play with 7.

Every game you choose 7 creatures and shuffle them into the deck. Card backs are identical, so blue and red mix freely. Build your pack: read the powers and add the ones you like.

Piccoli e Scattanti

Piccoli e Astuti

In the box

Open it, shuffle, play.

The first deck comes already sorted: 7 creatures ready to go, and a quick guide that gets you playing in minutes.

A game of Combo Creatures on the table
Italian cards, Italian powers
Contents of Piccoli e Scattanti
120creature cards per box
12creatures, 10 cards each
12reminder cards and 12 dividers
63×88sleeve size (132 cards)
Is it for you?

Honestly, before you buy.

You'll love it if…

  • you love the "watch what I do now" moment
  • you want a 20-minute game for family or friends that isn't trivial
  • you like collectible card games but not buying booster packs
  • you want a game that changes every time you open it

Skip it if…

  • you mostly play solo: it's for 2 to 4
  • you want a story to live through: here the setting is in the art and names
  • you want attacks and fights: the clash is mostly over the Wild
  • waiting bothers you: a good combo can make someone else's turn long
🐸
The frog's advice

Only one? Start blue.

Piccoli e Scattanti has the most immediate combos: one card left, extra turn, free play. You see the chain as it happens. Piccoli e Astuti rewards planning (several powers need two copies of a creature on the table): perfect as your second box, or right away if your group loves to scheme.

Questions

Before you pick it up

What kind of game is Combo Creatures?

A combo card game for 2–4 players, 20 minutes, by Christian Kudahl and Michael Løhde Andersen, illustrated by Jeff Hong, published in Italian by dV Games. On your turn you draw 2 cards or play a creature, paying its coins with cards from your hand; if its power plays more cards, those fire too: that's a combo. Coins are both the cost and the points at the end.

What's the difference between Piccoli e Scattanti and Piccoli e Astuti?

Piccoli e Scattanti (blue box) is about speed: extra turns, free creatures, chains you can see coming. Piccoli e Astuti (red box) is about cunning: swaps, all-or-nothing hands, creatures that grow stronger in pairs. Each is a complete game; together they mix.

Which creatures are in each box?

Piccoli e Scattanti: Hoarder, Taster, Adventurer, Racer, Cook, Invoker, Ranger, Impersonator, Innkeeper, Skydiver, Piper, Advertiser. Piccoli e Astuti: Coach, Performer, Captain, Builder, Cultist, Tax Collector, Florist, Detective, Clockmaker, Painter, Politician, Traveler. Each creature is a set of 10 cards, and you pick 7 per game.

Can you show me a combo?

You hold Skydiver, Racer and Piper. You play the Skydiver paying 1 coin, discarding the Piper: you have one card left, so its power (if you have exactly 1 card in hand, play it for free) brings in the Racer, who gives you another turn. One card spent, two creatures on the table, one extra turn.

Do I need both boxes?

No. Each box is a complete game for 2–4 players with 12 creatures. Together they give you 24 creatures to mix into new decks.

Is it hard to learn?

On your turn you either draw 2 or play a creature. That's it. The first deck is already sorted in the box: unwrap, shuffle, deal 5 each and go. The depth comes from the combos, not the rules.

Is it good for kids?

The box says 8+. Turns are short and the powers are one line each, so it works well with families. Older players will enjoy hunting for long chains.

Does it change from game to game?

Yes: you play with 7 creatures out of the 12 in a box (24 with both), and you can draw them at random with the reminder cards. Every new seven changes which combos exist.

Can I play solo?

No, it's for 2 to 4 players. It shines at 3–4, when the Wild changes a lot between your turns.

Which sleeves fit?

Standard 63×88 mm, 132 cards per box.

What will your next combo be?

Combo Creatures · both boxes
€35,80
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