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🐸 Una rana saggia sa quando dividere l’ordine… e quando aspettare il salto giusto.
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FroGames — Moments You'll Remember
Someone searches for the perfect pair, someone ties at the last second, someone hoards cards as if there's no tomorrow. And in the end, everyone wants a rematch.
WHAT IT'S ABOUT
A climbing game that gives you three choices and takes your breath away
Dobro was born in 2022 from the collaboration between Fel Barros, Lucas Castanho, and Pedro Vinicius, Brazilian designers who wanted to distill the essence of the climbing game into a fast and accessible format. The illustrations by Bibadash and Chris Borges dress the deck with a contemporary and lively aesthetic, designed to quickly disappear on the table.
On your turn, you can do three things: play a card higher than the one in play, play two identical cards to double their value, or match the value in play to duplicate it. If you can't do any of the three, you collect all the cards on the table into your score pile. The fewer cards you collect, the more points you get. Special cards give you reversals, skipped turns, and strategic exits. Three rounds, one winner.
What they say abroad
Three options per turn may seem few, but they are enough to create continuous tension
— FroGames
The tie that doubles the value is the idea that makes Dobro different from any other climbing game
— FroGames
Dobro
Your weapons
Four elements that turn the table
Number cards
The heart of the game. Each number from 1 to 15, in various copies. Play them individually to exceed the value in play, or use two identical ones to double it.
Reverse
Changes the direction of play. When you're about to be crushed by the next turn, reverse the pressure. Timing is everything.
Skip turn
Make the next player skip their turn. You use it to save yourself or to ruin someone else's plan. Usually both.
Wildcard
Counts as any number. It's your way out when your hand is disastrous, or the winning shot when everyone thinks you're finished.
Recommended sleeves 60 cards in 1 size ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 63 × 88 mm | 60 |
| Total cards | 60 |
At the end of the evening, you'll have played five games. And you'll still want a rematch.
A game in five moments
What happens at the table
Not the rules. The experience.
The calm start
Everyone draws cards, someone immediately discards a 2, someone a 3. No one plays high cards. Not yet. Some look at their hand with confidence, some with silent desperation.
The first tie
Someone plays a 7, the next player plays another. The value doubles: now it's 14. Everyone looks at their cards. Whoever has a 15 smiles. Whoever doesn't holds their breath. The pace quickens.
The accumulation
Someone can't play. They take all the cards on the table. Eleven cards in the points pile. The others laugh. They try to look calm, but everyone knows that those cards will weigh heavily at the end of the round.
The special card at the right moment
The value is at 13, you're in trouble, you have a 6 in hand and a reverse. You change direction, the previous player is forced to play. They can't. They collect. You've just turned the game around with one card.
The count
One player has zero cards in their points pile. They win the round and receive 20 points. The others count theirs: eight, eleven, fifteen. Fewer cards = more points. The decks are shuffled, and we start again. Someone asks: immediate rematch?
How to play
The flow of each turn
On your turn, you have three options. Nothing more, nothing less.
If there's a 7 on the table, you can play an 8, a 9, a 15. Any higher number. The climb continues.
Two 5s are worth 10. Two 7s are worth 14. You double the value and change the table rules. But you burn two cards.
If there's a 6 on the table, you play another 6 and the value becomes 12. This is the most cynical option: you use one card to make life impossible for the next player.
If you can't do any of the three, take all cards in play and put them in your points pile. Or use reverses, skips, or wild cards to change everything.
Why it's different from others
Six elements that make a difference
The tie that doubles
It's not traditional climbing. Matching the value doubles it, turning every card into a potential bomb. A 7 becomes 14, a 9 becomes 18. This is the idea that makes Dobro unpredictable until the last turn.
Three choices, infinite consequences
Higher card, doubled pair, or duplicating tie. It seems little, but every choice changes the pressure at the table. Playing well means understanding when not to play.
Non-random special cards
Reverses, skips, and wild cards are not lucky events: they are resources to manage. Using them too early saves you once. Using them at the right time wins the round.
Inverted scoring
The fewer cards you collect, the more points you get. It's a scoring system that rewards those who can stay light, not those who accumulate tactical victories. Every card collected counts.
Unstoppable pace
No setup phase, no waiting, no downtime. You draw, play, pass. A round lasts five minutes, a complete game (three rounds) is less than twenty. Fast as a filler, tense as a duel.
True scalability
From 2 to 6 players without losing tension. With two, it's a psychological duel; with six, it's controlled chaos. The game holds up, always.
How it ends
How to win and how to lose
After three rounds, whoever has the most points wins. But the score is built card by card, turn by turn.
Victory
- You collect fewer cards than anyone else in your points pile during the three rounds
- You end a round with zero cards in your points pile (20 bonus points)
- You use special cards at the right moment to force others to collect
Defeat
- You collect too often because you can't make any of the three moves
- You waste special cards too early and find yourself with no way out
- You always play high cards immediately, leaving others in control of the pace
Dobro is the climbing game you didn't know you wanted: fast, mean, infinitely replayable. Perfect to start or end the evening.
Frequently asked questions
FAQ about Dobro
How difficult is it to explain?
Five minutes, even to someone who has never played a climbing game. The three possible moves are intuitive: higher card, doubled pair, or duplicating tie. The first game works immediately.
Does it work well with two players?
Yes, it's a tense and psychological duel. Every move counts more, every special card is a precise weapon. It's not just a filler: with two players, Dobro becomes a game of timing and bluffing.
How much does luck count?
The hand you draw influences your options, but knowing when to wait and play special cards at the right time makes the difference between winning and losing. It's not a game of pure skill, but not purely luck either. It's immediate tactics.
Can children play it?
Absolutely. The recommended age is 8+, and the game system is simple enough to be understood by younger players. The special cards add a tactical level that keeps even older players engaged.
Is the edition in Italian?
Yes, this MS Edizioni edition is completely in Italian: rulebook, references on the cards (if any) and all game materials.
Dobro is a fast climbing game for 2-6 players, designed by Fel Barros, Lucas Castanho, and Pedro Vinicius. Each turn offers three choices: play a higher card, play a pair to double the value, or match to duplicate it. Special cards (reverses, skips, wild cards) add a tactical layer that turns each round into a duel of timing. Games last 15-20 minutes, recommended age 8+, ladder climbing mechanic with inverted scoring system: the fewer cards you collect, the more points you get. Italian edition MS Edizioni. Available on FroGames.it

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