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Nova Island
Winning Tokens can be used to pick a prize or try a luck-based vending reward. Collection includes a decision about how to receive the next addition.
THE CATALOGUE / 408 GAMES
Small games. Strange little rules.
Plenty of reasons to look closer.

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Winning Tokens can be used to pick a prize or try a luck-based vending reward. Collection includes a decision about how to receive the next addition.

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The advertised 1.4.5 world-creation menu combines special seeds. Choosing a world can include combining its unusual starting rules.

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The mobile listing ties oxygen failure to leaving collected fish and items behind. Restaurant profits then fund equipment for later dives.

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Enemies must be pushed or pulled into lava pits or spiked walls. Combat concerns where an opponent can be sent.

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The captain gathers the scattered crew before heading into the sun. Oxygen makes the route to reunion consequential even when escape is not the goal.

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Droplets merge when they collide, while swiping to catch them multiplies gains. Watching and intervening have different advertised effects.

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Equipment supplies skills, while runes can alter projectile number, size, speed, penetration or splitting. Choosing gear is only the first layer of the attack.

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Up to sixteen dungeon cards sit in four columns. Sorting, equipping and selling become ways of working through a stacked arrangement.

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Row and column totals constrain track cells, but a solution must also form one connected route without forks. Correct counts alone are insufficient.

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Cheese, weapon and base form the trap combination; mouse breeds have different preferences and weaknesses. Preparing a hunt involves attraction as well as power.

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Rolled dice are dragged onto cards to spawn battlefield units. Randomness produces an input that still needs a player assignment.

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Each game starts with a basic deck and buys cards from a shared center row. The match’s available purchases shape the deck you assemble.