




Il Fantasma dell'Opera
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He wants to complete his work. She wants to escape. Ten tricks, two rounds, every card is a battle between perfection and freedom.
WHAT IT'S ABOUT
A trick-taking duel where winning or losing a hand makes all the difference
The Phantom of the Opera is born from Gaston Leroux's gothic novel and the pen of Geonil, a Korean designer specializing in asymmetric card games. The illustrations by BIJOU and Morwen Cloastre recreate the dramatic atmosphere of the Opéra Garnier, amidst candles, masks, and secret passages.
At the table: one player is the Phantom, the other is Christine. Two rounds of ten tricks each. The Phantom must win AND lose specific tricks according to the pattern of his musical score. Christine must sabotage him, preventing him from completing the composition. Follow suit, use trumps and super-trumps, exchange cards when the Seal Number appears. Every hand is a choice between control and sacrifice.
What they say abroad
A tense duel where every trick is calculated, but the pace never slows down. Fifteen minutes of pure asymmetric tension.
— FroGames
Asymmetric trick-taking finds one of its most elegant forms here: two opposing goals, only one game to play.
— FroGames
The Phantom of the Opera - English Edition
What's on stage
The elements that make up the duel
Musical Score
The pattern the Phantom must complete: each square indicates a trick to win or lose. The map of victory.
Trick Cards
Normal suits, trumps, super-trumps. Follow suit when you can, otherwise choose whether to use strong cards or save them for later.
Seal Number
When it appears, cards are exchanged between players. The moment plans change and the game turns around.
Asymmetric Roles
The Phantom must complete the score. Christine must prevent him. Two opposing goals, a single deck of cards.
In the end, you always know who won: either the music is complete, or Christine has escaped. There are no half measures.
🧤 BUSTINE
📜 REGOLAMENTO
A game in five acts
What happens at the table
Not the rules. The experience.
The score is revealed
The Phantom looks at the musical score and understands which tricks he must win, and which he must deliberately lose. Christine studies her cards and begins to plan the sabotage. Focused silence.
The first tricks
The Phantom plays the first cards trying to follow the score. Christine responds with trumps or super-trumps to disrupt the plan. Every card is a message: am I winning this one, or am I letting you have it?
The Seal Number
The symbol appears. Cards are exchanged. Plans change. The Phantom loses a key card, Christine gains a strong one. The duel reverses in a second.
The second round
Ten new tricks. The score is half complete or half ruined. Christine pushes hard, the Phantom tries to recover. Every trick weighs double. Hands sweat.
The last trick
The tenth card falls on the table. The score is complete or not. The Phantom triumphs in his work or Christine escapes. No ties. Five seconds of silence, then someone laughs.
How to play
The flow of each round
Ten consecutive tricks. Each trick follows classic trick-taking rules with asymmetrical twists.
The current player plays a card. If you can follow suit, you must. Otherwise, play whatever you want: trump, super-trump, or another suit.
The other player responds. Follow suit if they can, otherwise they choose how to respond. Super-trump beats trump, trump beats normal suits.
Whoever plays the strongest card wins the trick. The Phantom checks if he won or lost according to the score. Christine only counts the damage done.
If the symbol appears during the trick, players exchange a card of their choice from their opponent. Then play continues.
Why it's different from others
Six mechanics that make a difference
Total asymmetry
The Phantom must win AND lose specific tricks. Christine only has to prevent it. Same decks, opposite objectives. It's not a normal trick-taking game.
Musical Score
Each game the Phantom has a different pattern of tricks to complete. You never know if you have to win the next hand or deliberately lose it. The tension is continuous.
Unpredictable exchanges
The Seal Number forces you to exchange cards with your opponent. You lose a key card, you gain the wrong one. Every plan can collapse in a second.
15 minutes flat
Two rounds, ten tricks each, zero downtime. Explain in five minutes, play in fifteen. Perfect for replaying immediately by swapping roles.
Super-trump
It's not enough to have trumps: there's an even higher suit. Three levels of card strength. The hierarchy changes every decision.
Two rounds to win
The Phantom has twenty total tricks to complete the score. Christine has twenty tricks to sabotage him. If you reach the last hand and a box is missing, Christine has won.
How it ends
How to win and how to lose
Clear conditions: either the score is complete, or Christine has escaped.
Phantom's Victory
- Complete all boxes on the score within the two rounds
- Win tricks marked with W, lose those marked with L
- Use the Seal Number to retrieve key cards at the right moment
Christine's Victory
- Prevent the Phantom from completing even one box on the score
- Win tricks the Phantom was supposed to win, lose those he was supposed to lose
- Exploit the Seal Number to steal decisive cards
A trick-taking game where losing a trick can be the only winning move. And that changes everything.
Frequently asked questions
FAQ about The Phantom of the Opera - English Edition
Do you need to know trick-taking to play?
No. If you know how to play briscola or tresette, you already understand 70%. The rest are the asymmetrical rules, which are explained in three minutes. First game immediate.
Are the two roles balanced?
Yes, but they require opposite approaches. The Phantom plays with surgical precision, Christine with continuous disruption. After the first game, swap roles and you'll understand how different they are.
How many consecutive games are usually played?
At least two (one per role). Often three or four, because in 15 minutes you always have time for a rematch. It's a game that demands a rematch.
Does it work as a filler between long games?
Perfectly. Quick rules, setup in one minute, game in fifteen minutes. Fills the gap between two eurogames or closes the evening when it's late.
Is it available in Italian?
No, this is the English edition by Korea Boardgames. The text on the cards is minimal (suits and numbers), the manual is in English but short and straightforward.
The Phantom of the Opera is an asymmetrical trick-taking card game for 2 players, lasting 15 minutes, recommended age 10+. Designed by Geonil and published by Korea Boardgames, it brings to the table the duel between the Phantom of the Opera and Christine Daaé: one wants to complete the musical score by winning and losing specific tricks, the other wants to sabotage him and escape. Trick-taking mechanics with trumps, super-trumps, and card exchanges via the Seal Number. Each game lasts two rounds of ten tricks, with completely different objectives for the two roles. Illustrations by BIJOU and Morwen Cloastre. Available on FroGames.it.

Il Fantasma dell'Opera
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
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