

Lands of Galzyr
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The FroGames card
You accept a quest in an inn. Someone will remember you. The next time you return, that inn might be gone. Or perhaps it is, but the innkeeper will treat you differently. Each game is a season in a world that doesn't forget.
WHAT IT IS ABOUT
A fantasy world that evolves between games
Designed by Sami Laakso and Seppo Kuukasjärvi for Snowdale Design, Lands of Galzyr is set in the world of Daimyria, the same shared universe as Dale of Merchants and Dawn of Peacemakers. Here you play as anthropomorphic adventurers — foxes, bears, badgers, squirrels — traversing the lands completing quests, trading, negotiating, and trying to build a reputation. The world is open-world: you can go wherever you want, whenever you want.
What makes Galzyr different is the auto-save system: every choice you make has consequences that are saved between games, without the need for apps or campaign sheets. You finish a session, put everything back in the box. When you reopen it — even with different players — the world will be exactly as you left it. Destroyed cities remain destroyed. Saved NPCs remember you. Completed quests influence future ones.
What they say abroad
"It's a living, breathing world that reacts to your choices and remembers your actions across sessions."
It's a living, breathing world that reacts to your choices and remembers your actions across sessions.
— Meeple Mountain
A game that promises something rare: an adventure that never resets. The world remains, consequences last, stories intertwine. It's still early to judge its long-term endurance, but the ambition is clear.
— FroGames
Lands of Galzyr
The game natively supports solo play with the same rules as multiplayer. You control a single adventurer and the world reacts identically. You lose the negotiation between players and the thrill of dividing quests, but the narrative experience remains complete and the persistence system works perfectly even alone.
The ingredients of the adventure
What you find in the box
Animal Adventurers
Each character has unique abilities, a past, and motivation. Cunning foxes, mighty bears, acrobatic squirrels: choose who you want to be and the world will treat you accordingly.
480 Quest Cards
Hundreds of interconnected quests, each with narrative choices, NPCs to meet, permanent consequences. Some unlock only if you've done certain things in previous games.
Action Dice
Resolve combat, skill tests, and risks with iconic dice. Each adventurer has their own, modifiable with equipment and abilities.
Persistent Board
The lands of Galzyr stretch across forests, cities, deserts, and mountains. The board physically changes: event tokens, destroyed buildings, moving NPCs. Everything stays where it is until the next game.
Recommended Sleeves 480 cards in 1 size ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 57 × 87 mm | 480 |
| Total cards | 480 |
Come si gioca
Video dimostrativo di gameplay.
🎲How to playThe rules in four steps▼
How to play
The flow of each round
Each turn is a cycle of movement, encounter, choice, consequence.
Spend movement points to move across the map. You can go anywhere: cities, forests, mountains, deserts. Each location has different event cards.
When you arrive at a location, you draw a card from that location's deck. It can be an NPC, a quest, a fight, a trade, a random encounter. Read the text and decide.
Choose from the narrative options offered. Some require dice rolls, others only a decision. If you fight, you roll your action dice and compare the results with the enemy's. If you trade, you exchange items and coins.
The event card tells you what happens after your choice. Some NPCs move, some locations change, some quests unlock or close forever. You place tokens, archive cards, update the board. The world evolves.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Choose your adventurer
Read the character cards and choose who you want to be: a fox merchant, a bear warrior, a squirrel rogue. Each has different abilities and a past that the world will recognize. You place your meeple on the map, read where you are, and decide where to go.
You meet the first NPC
You arrive in a city, draw an event card. An innkeeper offers you a quest: to find a lost artifact in the forest. Do you accept? Do you negotiate the reward? Do you refuse and go elsewhere? The choice is yours, and whatever you decide, someone will remember it.
The world reacts
You go into the forest, encounter bandits, roll dice to fight. You win, but you spend resources. You find the artifact, but discover it belongs to someone else. What do you do? Every narrative crossroads saves your choice in the consequence deck.
Someone remembers
You return to the innkeeper. If you kept the artifact, he offers you a different quest. If you returned it, another NPC seeks you out to thank you. The world branches based on what you did, and there's no way to see all paths in a single campaign.
End of session, beginning of another
Once the target fame is reached, the game ends. You put everything back in the box: the board, the cards, the tokens. The next time you play, even with different players, everything will be exactly as you left it. The world continues.
🐸What to know beforehandThree honest things, from friends▼
What to know beforehand
Three honest things
Dice decide battles
When you face an enemy, you roll dice and compare symbols. You can mitigate with skills and items, but a series of unlucky rolls can ruin an important quest. If you hate dice dependence in critical situations, be aware that it's present here.
It's storytelling first and foremost
The mechanics are light, almost transparent. There's no deep optimization, no engine building. The game asks you to immerse yourself in the stories, not to maximize efficiency. If you're looking for tactical crunch, look elsewhere.
You won't see everything in one campaign
The branching system is vast: hundreds of quests, dozens of NPCs, mutually exclusive events. A complete campaign might show you perhaps 30% of the content. For some, this is infinite replayability; for others, it's FOMO frustration.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
Each adventurer accumulates fame points by completing quests, defeating enemies, and achieving personal objectives.
Victory
- Reach the target fame score (varies based on the number of players and the chosen campaign length)
- Complete your adventurer's personal final quest
- Survive long enough to see the consequences of your previous choices
Defeat or end of session
- There is no permanent elimination: if you are defeated in combat, you return to the nearest city with fewer resources
- The game ends when someone reaches the target fame, regardless of the others
- The world continues anyway: even a tactical defeat leaves permanent consequences for future games
Lands of Galzyr is the game of long-term consequences. It never resets. It never forgets. It is a living world.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Lands of Galzyr
How does the save system work between games?
Every event card has instructions on what to do after resolving it: some are archived, some are put back in the deck, some are placed on the board. Tokens stay where they are. When the game ends, put everything back in the box as is. The next time you open it, the world will be identical. No app needed, no pen and paper, no memory needed: the game saves itself physically.
Can I change players between sessions?
Yes. The world is persistent, but players can change freely. Each session can have a different group. Adventurers used previously can be taken up by someone else or remain on pause. The only thing that matters is the state of the world, not who was at the table.
How long does a complete campaign last?
It depends on the fame target you choose at the beginning. A short campaign can conclude in 3-4 sessions of 90-120 minutes each. A long campaign can extend for months, with dozens of sessions. The beauty is there's no rush: play when you want, the world awaits you.
What mechanics does Lands of Galzyr use?
Narrative choice (text paragraphs with branching choices), dice rolling for combat and tests, movement points for exploration, variable player powers for adventurers, trading and negotiation with NPCs, permanent consequence events, emergent storytelling, persistent campaign without an app.
Is it available in Italian?
No, this edition is in English. The cards contain abundant narrative text: quests, dialogues, event descriptions. A good understanding of written English is required to fully enjoy the stories. There are currently no official Italian translations.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Lands of Galzyr is a narrative cooperative board game for 1-4 players, 60-150 minutes, ages 14+, designed by Sami Laakso and Seppo Kuukasjärvi for Snowdale Design. Set in the fantasy world of Daimyria (Dale of Merchants, Dawn of Peacemakers), it offers an open-world experience with an automatic save system: every choice has permanent consequences that are physically saved between games, no app needed. 480 quest cards, action dice, anthropomorphic animal adventurers, free exploration, and massive narrative branching ensure high replayability. Light mechanics serve the story, ideal for those seeking a persistent adventure without complex management. Available on FroGames.it.

Lands of Galzyr
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.
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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.
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