THE OAK & OGREGOOD COMPANY. GRAND ADVENTURES.
Expressive players consider a colourful game board at a broad wooden table.
The game shelf / original game concept

Copper & Casks

Run a tiny market with big ambitions and very limited shelf space.

An original, fictional tabletop tavern
What the table can expect

The right kind
of challenge.

Run a tiny market with big ambitions and very limited shelf space.

This concept is designed to be approachable with a patient explanation and an example turn. Questions are part of the game night.

People
2–4
Playing time
50 min
Teaching time
10 min
Reading & language
Low reading demand
Table space
A regular table
Playing together
Friendly competition
Learn the feeling

One turn tells
you quite a lot.

An original illustrative turn, not a complete rulebook. Choose either response and see what kind of conversation it starts.

A sample turn 1 / 3

The forest is getting dark

Three paths remain unlit. You hold a blue lantern; another player has the map. You can only see part of the answer.

This is the Lantern Keepers cooperative preview, included as an introduction to shared tabletop decision-making.

Another good fit

Keep exploring the shelf.

Think it through
03

Moss & Kingdoms

Build a patient woodland realm, one careful decision at a time.

15 min to teach · Some reading & discussion · Room to spread out

2–4 players90 minA deeper challenge
Meet this game
Think it through
05

Riverfolk

Guide a trading boat through a changing, beautifully tangled river.

10 min to teach · Low reading demand · A regular table

2–4 players60 minA little experience
Meet this game
Tell a story
06

The Hollow Below

A welcoming one-shot about a lost bell and an unlikely alliance.

15 min to teach · Conversation-led · Room to spread out

3–6 players150 minA little experience
Meet this game