
Flockers
🐸 Dettagli da BoardGameGeek
Consiglio BGG sul numero di giocatori
Categorie
Meccaniche
Design & Art
Pre-order - leggi i dettagli
🐸 Una rana saggia sa quando dividere l’ordine… e quando aspettare il salto giusto.
Pairs well with
FroGames — Moments You'll Remember
Someone is counting the remaining cards, someone is cursing the predator that appeared out of nowhere, someone is desperately looking for grass to catch their breath. And in the end, you look at the path you've traced and think: next time, I'll go a different way.
WHAT IT'S ABOUT
A migration south amidst predators and deception
Flockers is a tactical card game designed by Mark K. Swanson and illustrated by Matt Emmons for Odd Bird Games. Each player guides a flock of snow geese that must fly south before winter, crossing a territory full of predators, decoy birds, and scarce resources.
Each card played can extend the flight path, advance your flock, or allow the geese to feed to regain vital energy. Collect card sets, build the best route, and manage your pace: whoever gets furthest and fastest wins. The tension lies in deciding when to push and when to stop and catch your breath.
What they say abroad
A game that transforms migration into a strategic race where every card counts.
— FroGames
The tension between advancing and catching your breath makes every turn a difficult choice.
— FroGames
Flockers
The solo mode is integrated into the basic rules and works without an automa: you face scenarios with distance and survival objectives. The experience is complete and challenging, only lacking the competitive tension of racing against human opponents.
The elements of the flock
What you'll find in the deck
Goose Cards
Each card represents a goose in your flock with specific abilities. Some fly fast, others are resilient, still others forage for food. The composition of your flock determines your play style.
Path Cards
These build the migration route south. Each tile adds different terrains: grasslands to rest, dangerous zones to avoid, mandatory passages. The path is never the same.
Predators
Hawks, eagles, and other raptors that threaten the flock. When they appear, you must choose: lose geese to escape them or slow down to go around them. Every encounter costs something.
Vital Resources
Grass and resting areas that allow geese to regain energy. Stopping to feed slows the race but ensures stamina. Ignoring resources leads to exhaustion.
In half an hour, you'll look at your path and think: next time I'll fly differently. It always happens with Flockers.
A game in five moments
What happens at the table
Not the rules. The experience.
Choose your flock
You draw your first cards and start to understand what kind of flock you're building. Some aim for speed, some for resilience. Meanwhile, the first segment of the path appears on the table and everyone studies the best route.
The first difficult decision
A predator appears on the route or there's no grass to rest. You have to choose: do you sacrifice a goose or slow down to avoid danger? The first loss always hurts, but those who hesitate too long fall behind.
The race tightens
The paths lengthen, the flocks spread out. Some are ahead but with few geese, some are behind but strong. Everyone looks at the remaining cards and calculates: how hard can I push without collapsing?
The turning point
Someone plays a key card that reverses positions. A completed set, a special goose, an alternative path. The table reacts: either you follow that strategy or you find your own answer. This is where the winner is decided.
The last mile
The cards run out, the flocks reach the south or collapse along the way. Distances are counted, surviving geese are noted. Someone won by a whisker, someone arrived too slow. And everyone is already thinking about a rematch.
How to play
The flow of each round
Each turn revolves around three possible actions, and you must choose the right one at the right time.
Add a segment to the migration route. Each tile introduces new terrains and new challenges. The path grows organically and you don't know what will appear next.
Move your flock marker along the path. The distance traveled depends on the cards you play and the geese you still have alive. Advancing costs energy.
Play resource cards to feed your flock and recover vitality. Stopping means losing positions but gaining stamina for the dangerous stretches ahead.
Complete card combinations to unlock special actions or movement bonuses. Hand management becomes crucial: holding the right cards for the right moment.
Why it's different from others
Six elements that make a difference
Path built while playing
There's no fixed board. The migration route emerges from the cards played by the players. Each game has a different geography, different terrains, dangers in different positions. The south is always equally distant but never equally reachable.
Multi-use hand management
Each card can be played in different ways: as a path, as movement, as a resource. The tension lies in deciding how best to exploit it. Use it now or save it for later? The wrong choice costs you positions.
Predators and traps as a natural timer
Dangers are not random events but part of the path construction. Each predator that appears narrows your options. Decoy birds seem like allies but slow you down. Time is running out not because of a countdown but because of concrete threats.
Asymmetric race
Not all flocks are equal. Some focus on fast and fragile geese, some on large and slow groups, some on set collection and combos. Different paths to the same goal, and none guaranteed to win.
Variable pace
You can sprint at the beginning and collapse halfway, or start cautiously and accelerate at the end. The game rewards those who read the right moment to push. Those who maintain the same pace throughout the game rarely win.
Theme integrated into mechanics
Migration is not just a setting. Geese eat to continue, predators really hunt, the south is really safer. Every rule reflects natural behavior. It's not simulation, but neither is it pure abstraction.
How it ends
How to win and how to lose
The game ends when all flocks have run out of cards or reached the south. The one who flew furthest in the shortest time wins.
Victory
- Being the southernmost flock on the route when cards run out
- Reaching the arrival zone with the most surviving geese
- Completing scenario objectives in solo mode
Elimination or defeat
- Losing all geese in the flock before reaching the south
- Getting stuck without playable cards while others advance
- Arriving too slowly: the last one never wins, even if they survive
Flockers is a race against time, others, and nature itself. Each game tells a different migration story, with difficult choices and uncertain endings.
Frequently Asked Questions
Flockers FAQ
Is it suitable for those who have never played strategic card games?
Yes, the rules can be explained in 15 minutes, and the first game runs smoothly. The depth emerges after a few turns, but access is immediate. Ideal as a first hand management game for those coming from party games.
Does it work well with 2 players or does it need a full table?
It works perfectly with 2 players. The race is just as tense, and tactical choices remain crucial. With 3-4 players, the unpredictability of the path increases, but the game's solidity doesn't change. Solo play is also officially supported.
How much does luck play a role in card drawing?
Draw badly and you're at a disadvantage, but hand management allows you to recover. Those who play the right cards at the right time beat those with better cards played poorly. Luck is present but not dominant.
Are there any expansions or variants planned?
The game is in the Gamefound launch phase (May 2026), so any stretch goals or expansions will depend on the campaign. However, the base set is complete and replayable without mandatory additions.
Is it available in Italian?
This edition is in English. The text on the cards is present but limited, so it's playable with school-level English. The rules require careful reading, but there are no complex stories to translate.
Flockers is a tactical card game for 1-4 players by Mark K. Swanson and published by Odd Bird Games. Each game lasts 30-60 minutes and leads players (ages 12 and up) to guide a flock of snow geese south, managing their hand, building paths, and balancing speed and survival. Hand management, race, set collection, and network building mechanics intertwine in a strategic yet accessible experience, where each card can be played in different ways and every decision carries weight. The theme of natural migration perfectly integrates with the rules: geese eat, predators hunt, time is running out. Available on FroGames.it.

Flockers
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
The photos on the website often come from BoardGameGeek and are intended to give you an idea of the game. They may vary slightly from the version you receive. The content declared by the publisher is always binding.
📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
⏳How do pre-orders work?
Pre-order the game before release, payment is immediate, and the game is reserved for you. As soon as it arrives, we'll ship it right away! If there are any delays, we'll update you promptly.
🔒Can I trust buying here?
Absolutely! Secure payments, tracked shipments, and a team that loves board games as much as you do. If something goes wrong, we'll do our best to fix it.
🛠There's a problem with my order, what should I do?
Write to us now! Whether it's a missing part, damage, or an error, we'll help you resolve it as soon as possible. Your experience truly matters to us.