

Combo Creatures - Piccoli e Astuti
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The FroGames Card
You play one creature. You draw two. You play three more. Someone raises an eyebrow. You smile, because your turn isn't over yet.
WHAT IT IS ABOUT
Cards that multiply, abilities that trigger, nuts that count
Michael Løhde Andersen and Christian Kudahl (Mindbug) designed Combo Creatures as an experiment: to recreate the euphoria of a TCG combo deck, but with rules that fit on a business card. Jeff Hong illustrated 12 sets of creatures (each with its unique power), but you'll only use 7 per game: each configuration radically changes the game. Originally Combo Creatures: The Witty Ones, this is the first of two standalone boxes that DV Games is bringing to Essen 2026.
On your turn, you choose: draw two cards, or play a creature by paying its cost. If the card text tells you to play other creatures, you do so immediately. If those creatures again tell you to play others, you continue. Your opponent watches you as your turn lengthens, your hand empties, and your tableau fills. The nuts on the table represent your points. Whoever accumulates the most wins. No combat, no rounds: just management, timing, and the art of assembling lethal combos without running out of resources.
What they say abroad
"We wanted to recreate the feeling of a crazy combo deck in a TCG, but with very simple rules"
— DV Games
It's a brand new game. We've read the rules, studied the sets, imagined the chains. The card you're reading reflects what we know today: promising mechanics, solid designers, endless configurations. We'll test it soon and update this page with the verdict from the table.
— FroGames
Combo Creatures - Small and Cunning (Combo Creatures: The Witty Ones)
The elements in play
What's in the box
12 sets of creatures
Each set has 5 cards of the same animal (foxes, owls, badgers...), each with a unique ability. You choose 7 before starting: the rest stays in the box.
The Wild
5 face-up cards in the center of the table. You can draw them when playing certain creatures, or take them instead of drawing from the deck. It constantly refills.
The nuts (points)
There are nut icons on the cards. When you play a creature, you accumulate its points. Whoever has the most at the end of the game wins. Simple, direct, effective.
Chain abilities
Some cards say 'play another creature'. Others say 'draw 2 cards'. If the creature you play again says 'play another', you continue. That's how combos are born.
🎲How to playThe rules in four steps▼
How to play
The flow of each turn
Two choices, zero downtime. The game is fast-paced.
Either draw 2 cards from the face-down deck, or play a creature from your hand. No hand limit, no discard phase. Simple.
Place the card in front of you, add its nuts to your total. Then read the card text: it might tell you to draw, play other creatures, or take from the Wild.
If the just-played creature tells you to play another, do so immediately. If the next one also says to play, you continue. The longest combos involve 4-6 cards in one turn.
When you're done (or when you can no longer play), it's the next player's turn. There's no end-of-turn phase, nothing is discarded. The game flows very quickly.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
The first hand is an enigma
You look at 5 cards. You don't yet know which sets are in play, nor which abilities will trigger combos. You play cautiously: a 2-nut creature, nothing explosive. The others do the same. The Wild fills up.
Someone sets up the first combo
A player plays a creature that allows them to play another creature for free. Then another. Then they draw two cards. The table falls silent. They just took 4 actions in one turn. You realize you'll have to play fast.
The race for nuts
Now everyone tries to build longer chains. Some draw a lot, some empty the Wild, some accumulate creatures on the table. Hands empty, tableaux fill. The pace accelerates.
The legendary turn
Someone plays 6 cards in one turn. Maybe 7. The rest of the table counts aloud. In the end, they have double the nuts of everyone else. Or they miscounted and got stuck halfway. In both cases, it's the moment you'll remember.
Sudden end
The deck runs out, or someone reaches the nut limit. Points are counted. The difference is often close. Someone says 'one more', because they've figured out how to build a better combo. 20 minutes, you restart immediately.
🐸What to know beforehandThree honest things, from friends▼
What to know beforehand
Three things to keep in mind
Each game has 7 different sets out of 12 possible. This means that winning strategies change every time. The first 2-3 games you will be slow to recognize synergies. That's normal. After 5 games you will start to read the sets in setup and build mental plans even before drawing.
Playing the right creature too early means wasting it. Too late, and someone else closes the game. There's no dice, but there's drawing: sometimes the card you need arrives late, and you have to improvise. Whoever manages their hand best wins.
The game really does last 20 minutes. But there's a catch: a combo turn can last 3 minutes, while a 'draw 2 cards' lasts 5 seconds. If you play with people slow to process chains, expect irregular downtime. With fast players, it flies.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win
No combat, no elimination. Just accumulating nuts.
Victory
- When the deck runs out, whoever has the most nuts on the table wins
- In some configurations, the game ends when someone reaches a predetermined total
- Only what you have played in front of you counts, not the cards in your hand
How to fall behind
- Playing isolated creatures without combos: too slow, you accumulate little
- Holding cards in hand for too long instead of playing them to capitalize
- Ignoring the Wild: whoever uses it well draws key creatures before you
Combo Creatures is an experiment: to bring the exhilaration of chain engines into a 20-minute format. If it works as promised, it will be a perfect gateway for those who want the thrill of combos without studying a 40-page rulebook.
📦In the boxComponents and materials▼
- 120 Creature cards, 12 Reminder cards, 1 First Player token, 12 dividers, Quick guide, Rulebook
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Combo Creatures - The Witty Ones
How many games does it take to master it?
You'll learn the rules in 5 minutes. Recognizing synergies between sets and building efficient combos takes 4-5 games. The variability of the setup (7 sets out of 12) means that each configuration has different strategies: it takes practice, but the fun starts immediately.
Is it suitable for children aged 7 and up?
The indicated age is 7+, and the basic mechanics are simple. But understanding which combos to build and managing chain sequences requires planning. A 7-year-old can play by following the cards, but will likely lose against adults or older children. It becomes competitive from 9-10 years old.
Can it be played by two or do you need a group?
It works great with 2. In fact, with 2 players, there's more control: you see better what your opponent is doing and can block them in the Wild. With 3-4 players, the chaos increases, the Wild empties faster, and combos become more unpredictable. Both counts work.
What mechanics does Combo Creatures use?
Hand management and set collection. You manage a variable hand, decide when to play creatures to trigger chains of abilities, and collect sets of cards (the creatures) to build the most efficient tableau. There's no drafting, no worker placement: just cards, combos, and timing.
Is it available in Italian?
Yes. This is the Italian edition published by DV Games, with cards and rulebook fully translated. The localized title is Combo Creatures - Piccoli e Astuti.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Combo Creatures - Piccoli e Astuti (originally Combo Creatures: The Witty Ones) is a fast card game for 2-4 players, ages 7+, lasting 20 minutes. Designed by Michael Løhde Andersen and Christian Kudahl (Mindbug), published by DV Games in 2026. Mechanics: hand management and set collection, with a chain combo system reminiscent of TCG deck engines but with very simple rules. Each box contains 12 creature sets: you choose 7 for each game, ensuring ever-changing configurations. Illustrations by Jeff Hong. Ideal as a gateway game for those who want to discover combos without complexity. Available on FroGames.it.

Combo Creatures - Piccoli e Astuti
Frequently Asked Questions
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