
Summary
đĽ A game for 2 – 5 players
âł Playing time is around 20 minutes
đ˘ Publisher is 2 Tomatoes Games

Introduction
Once upon a sunburnt land, where rivers shimmered with secrets and tumbleweeds whispered of forgotten fortunes, there came a curious little box from. Inside it lay a tale called Gold Nugget, a story not of dragons or castles, but of dusty boots, daring hearts, and the glint of treasure hidden deep beneath the earth.
In this tale, you are no noble knight or wandering bard, but a sharp-eyed prospector, chasing dreams of gold under a blazing sky. You and your rivals roam the wild frontier, staking claims, digging deep, and outwitting one another with clever tricks and bold gambles. Every turn is a twist in the tale will fortune favour the fearless, or will greed be your undoing?
The land unfolds with warm, storybook charm sun-soaked cards, chunky nuggets that sparkle like real treasure, and characters who seem plucked from a dusty storybook. The rules are simple, but the choices run deep, like veins of gold waiting to be uncovered.
With each play, a new fable is born. Sometimes youâll be the cunning rogue who snatches victory with a sly grin. Other times, youâll be the dreamer who dug too deep.
So, gather your wits, brave the frontier, and let this little box lead you on a golden adventure. For in the land of Gold Nugget, the richest stories are the ones you make together.

Let’s get in on the table
Place the main board and on it the leaf and Great Raven tokens on the time track, which measures the passing days.
Prepare the Ravenâs Nest, which is a container or pile that holds a mix of stones mostly blank stones, a few trap stones, and a single gold nugget. The exact number of each depends on the number of players, but the golden rule is this: there is always only one true nugget.
Shuffle these stones face-down in the nest so no one knows whatâs were.
Next, shuffle the Leaf deck, which contains the main action cards, and add a few Wind cards into the deck as instructed by the rulebook. These Wind cards act as minor disruptions or modifiers.
Place this shuffled deck within reach of all players. Each player is then dealt a hand of five Leaf cards.
Every player also receives an animal card, which determines their sleeping pattern and gives them a unique ability. These animal cards add an extra layer of strategy and timing to the game.
Based on the number of players, set up the Time-of-Day cards. Each player then places their Animal token on the board in alignment with a Time-of-Day slot.
Then, each player draws two stones at random from the Ravenâs Nest to begin their hunt, keeping them secret from others.
With the cards shuffled, animals chosen, and stones drawn, the forest is quiet. But not for long, the gold is hidden, the traps are set, and the chase is about to begin.

Letâs play
Once the game is set, players take turns in clockwise order, each beginning their turn by playing one Leaf card from their hand. These cards allow you to perform various actions such as drawing stones from the Ravenâs Nest, stealing stones from other players, peeking at hidden stones, or adding feathers to opponentsâ animals.
The goal is to gather stones without accumulating too many trap feathers, which are given when you draw a trap stone.
As the game progresses, each playerâs animal card dictates when they must âsleepâ during their sleep phase, they close their eyes and miss their turn while others may sneak stones or play cards that affect them. This creates moments of bluffing and misdirection, as players try to hide what stones they hold and manipulate othersâ fortunes.
Animals go to sleep during the Hello! phase of each round when the leaf token which represents the current time of day matches the sleep time icon on a playerâs animal card. Any animal whose time has come must close their eyes and remain inactive: they cannot play cards, draw stones, or use their abilities unless a card specifically allows it. The only exception is if they are holding the white feather, which grants them the ability to either stay awake or pass the feather along and sleep instead.

So, when the leaf token arrives at your animalâs designated time-of-day space and you have no white feather, youâre compelled to “sleep” that round. This means your turn is skipped, unless your card effects override it, and you keep your eyes closed while other players can manipulate stones or play cards in your domain.
The tension rises as players draw more stones from the nest, hoping to find the single gold nugget hidden among blank stones and traps. Each trap stone adds a black feather to your animal, and collecting three feathers forces you to return all your stones to the nest, setting you back in the hunt.
When a player accumulates 3 black raven feathers, it means the Raven has swooped down on them! As a result, that player must immediately return all the stones theyâve collected back to the Ravenâs Nest, losing any progress they made toward finding the gold nugget. This penalty resets their hunt and makes the race even more challenging, as they have to start digging again from scratch while others press their advantage. The feathers act as a warning, draw too many trap stones, and the Ravenâs curse will strike, setting you back just when victory seemed within reach.


The Game Ends
The game ends when the Great Raven reaches the final space on the time track, not simply when the last stone is drawn. At the beginning of the game, both the leaf token and the Great Raven token are placed on the board. As players take turns and the white feather is passed, the leaf token advances along the time-of-day track. Each time the leaf completes a full circle, representing one full day, the Raven token moves forward by one step.
The number of days before the end of the game is equal to the number of players.
When the Raven finally reaches the end of the track, this triggers the final round.
In that last round, all players must remain silent. Beginning with the player holding the white feather, each player either plays or discards one Leaf card or uses an instant card if applicable. Then, with no words exchanged, everyone keeps their eyes open and on the count of three, reaches out to grab one stone. They can take a stone from the central Ravenâs Nest or from another playerâs lair, if they dare.
After this final grab, everyone reveals their stones. If one player has the gold nugget, they win.
But if no one has taken the nugget, if it still lies hidden in the nest, the Raven claims victory, and all players lose together. This ending creates a tense, dramatic close to the game, as players must make their final move without speaking, relying on instinct, deduction, and a bit of luck.

Conclusie & eindscore
Difficulty: 1.83/ 5
Re-playability: 8
Our score: 7 out of 10 dice
Really like about Gold Nugget, is how it blends social deduction, timing, and gentle chaos into something deceptively light, yet deeply engaging. Itâs one of those games where the tension doesn’t come from complexity, but from subtle mistrust and clever card play.
We really enjoy the sleep mechanic,having to close your eyes on certain turns adds a theatrical, almost storybook quality. Youâre never quite sure what happened while you were asleep, and that uncertainty makes every round feel like a little mystery. It also creates brilliant opportunities for bluffing and surprise: did someone steal your gold? Or are they just pretending they did?
The Great Ravenâs slow march on the time track is another standout. It builds a ticking-clock tension that grows as the game unfolds. You know the final round is coming, but you never feel quite ready for it. And when it hits silent, high-stakes, one final grab, itâs always memorable.
Iâd also call out the tactile joy of handling the stones.
There’s something satisfying about the weight and secrecy of them, youâre always tempted to draw just one more, even if it risks triggering the Ravenâs wrath.
Overall, I like that Gold Nugget feels accessible enough for casual players, but still holds up under clever, strategic play. Itâs short, tense, and packed with character like a quiet forest full of whispers and gold.
While Gold Nugget shines in many areas, there are a few aspects that could be refined to make the experience even smoother or more satisfying.
One of the main issues is that rules clarity can still leave some room for confusion, especially for new players.
The final round, while dramatic, can sometimes feel a bit abrupt or chaotic especially if players havenât tracked the gold nuggetâs whereabouts carefully. If the nugget ends up going unnoticed in the Ravenâs Nest, the “everyone loses” ending can feel a little flat, especially after a clever and cautious game. A more flexible or variable ending might have added some strategic layers.
Also, the catch-up mechanics are light. If a player falls behind, especially by losing stones due to trap feathers, they may struggle to get back into contention. A small bonus or clever use of the white feather could help re-balance that swing.
Lastly, while the theme is charming, the forest setting and animal characters might mislead some into expecting a cozy family game, when in truth it involves a fair bit of trickery, sneaking, and mild take-that mechanics. It’s a delight, but might not fit everyone’s expectations out of the box.
Still, these are refinements rather than flaws. With a touch more polish, Gold Nugget could move from âclever fillerâ to âmust-play gem.â
We had the privilege of receiving the Skunk and Spider mini-expansions, along with the Nest playmat, which adds some lovely replayability and provides a much better nest to draw from! đ
Thanks to 2 Tomatoes Games for this review copy and the opportunity to write about this game.


