Why I Love Oink Games - Small Boxes, Big Ideas

As a game designer, I often find myself convincing publishers that my idea would fit into a smaller box... But then, of course, come the pricing concerns. Still, let's now take a look at some 'component-heavy' yet tiny-box board games. Oink-oink.
Written by
Máté Lencse

Máté Lencse

Educator, game designer, founder of PlayWise

Why listen to him?
Máté has been regularly playing modern board games and classic abstract board games since 2013. He plays because he loves to. He plays because as an educator, it is his most important motivational and developmental tool. He plays because as a father, it is one of the highest quality times spent with his daughter. He plays because it adds to his marriage. He plays because this is how he can best connect with many of his friends. He plays to get to know games and as a game designer, to be able to create new ones. Thus, it's not surprising that he often plays through 15-20 games weekly. Learn more about him and his background on his author page or follow him on social media:

About Games

I believe that, as a game designer, there are few challenges more difficult than creating an exciting, original, and modern roll-and-move game. Jun Sasaki and Goro Sasaki did it. Deep Sea Adventure is incredibly thrilling, packed with small but clever ideas, and it offers a truly unusual game flow.

Playing it with children has been especially fascinating - they're far more risk-taking than adults, and in this game, their attitude heavily influences my own play. If I don't adapt well, I'll drown just like they do. It's one of those games that's really about understanding your opponent's play and managing luck - a rather frustrating combo. But I like it when a game frustrates me.

I've played it countless times, I teach it often, and it's part of the core material in every board game pedagogy training I run.

Nine Tiles Panic came to me as a form of payment. I had led a workshop but didn't want to accept money, so I said they should surprise me with a lesser-known but really good game. Well, they nailed it. What fascinates me most about this game is how much its game flow reminds me of my first published design (Space Smugglers). Making smart decisions under time pressure - I think that's a rare but incredibly exciting combination. Of course, it's a niche game, but when the niche and the game meet, it can be true love.

Smart card games are my weakness. And Scout is definitely a smart one. The last time I had a similar good feeling about a card game was probably with Bohnanza - it's amazing how tricky things can get from one tiny idea (you can't change the order of your cards, but you can hold them in two different ways).

I love playing cards, and I enjoy trick-taking mechanics, but it's not always easy to find the right partners. Scout, however, speaks the language of card games in a way that even those who usually shy away from this world find exciting.

Venice and Oink Games? I couldn't believe I could be this lucky. Once again, the roll-and-move mechanic shows up - but this time, the set collection comes with a clever twist.

What makes it especially exciting is how hard it is to actually see when the game will end - you mostly just sense it, even though timing is absolutely crucial. The more gondolas drift along the canals, the more chaos, the more thrill.

Deep Sea Adventure - Image 1
Deep Sea Adventure - Image 2

Deep Sea Adventure

Modern and good roll-and-move game? Yes, it exists!

Players share one oxygen supply while diving for treasure. The more treasure you carry, the slower you move. Make it back before oxygen runs out—or lose everything you collected!

Tools

2 special dice, 6 adventurer meeples, 48 treasure chips, 1 submarine, 1 oxygen marker.

Age
8-99
Players
2-6 players
Time
30 min

Skills Developed

Tactical thinking, risk management, decision-making.

Máté Lencse
Note from Máté
Whenever I bring out an Oink Games title, it's an instant hit. The box alone amazes everyone, and as I start laying out the small, yet beautiful and high-quality components, I've already won them over for a game. And this is a key element of board game pedagogy - our work begins by sparking curiosity. Beyond the developmental areas listed in educational descriptions, I often use these games because they teach creativity. When you create products for the board game market that go against the mainstream like this, you're showing that it can be done differently - and that's not only a valuable lesson for children, but a form of knowledge that translates well into other areas of life.
Nine Tiles Panic - Image 1
Nine Tiles Panic - Image 2

Nine Tiles Panic

Frantically rushing and thinking tactically at the same time? Yes!

Each player uses the same 9 tiles to build a 3x3 city layout as fast as possible, aiming to meet specific goals shown on randomly drawn mission cards.

Tools

26 Theme cards, 5 Order markers, 5 Alien markers, 45 Game tiles, 1 Scoreboard, 1 Hourglass.

Age
7-99
Players
2-5 players
Time
20 min

Skills Developed

Visual perception, quick thinking, spatial awareness.

Scout - Image 1
Scout - Image 2

Scout

Can classic card game mechanics still offer something new? They can!

Players try to play stronger sets or sequences of cards than the previous player. If they can’t or choose not to, they may "scout" a card from the last played set to add to their hand. The game ends when a player empties their hand or the deck runs out, and points are tallied based on successful plays and scouting.

Tools

45 Cards, 23 Scout Chips, 30 Score Chips, 5 Scout & Show Chips, Starting Player Marker.

Age
9-99
Players
2-5 players
Time
20 min

Skills Developed

Strategic thinking, number sequencing, risk management.

Souvenirs from Venice - Image 1
Souvenirs from Venice - Image 2

Souvenirs from Venice

Shopping peacefully? No way!

Players explore Venice and try to collect the best souvenirs by remembering where items are located. Points are earned for completing the right souvenir sets.

Tools

48 Souvenir Tiles, 5 Gondolas, 30 Money Chips, 1 Dice, 6 Cards.

Age
8-99
Players
2-5 players
Time
30 min

Skills Developed

Memory, strategic thinking, set collection.

I'm pretty sure my Oink Games collection won't stop here - in fact, there's one I'm already pre-ordered for in a webshop. I honestly feel like these are the kinds of games I'd love to make myself: in both mechanics and design.

Before I got swept up in the world of board game creation, I had no idea just how hard it is to break away from the mainstream. Standard boxes, standard sizes, standard ideas. So when something dares to step outside of that, it's just incredibly refreshing. Thanks, Oink Games!