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While you plan secret missions, the Empire mobilizes troops. And in the end, one of you will have won the city, or lost it.
WHAT IT'S ABOUT
An asymmetric revolution that plays in 20 minutes
Designed by Brendan Hansen and illustrated by Jor Ros, Unrest is an asymmetric tactical duel set in a city under imperial rule. No one remembers when the oppression began. But the Rebellion has prepared its strike: intelligence, clandestine networks, secret missions. The Empire has weapons, soldiers, and total control. The revolution begins now.
One player leads the Rebellion and must complete clandestine missions in the five Districts of the city. The other commands the Empire and must crush dissent with its military apparatus. Each faction has different objectives, different decks, different ways to win. In 10-20 minutes one of them will have taken control, or been eliminated.
What they say abroad
A fast-paced tactical duel that presents you with difficult choices from the very first turn.
— FroGames
The asymmetry works: two completely different ways to play the same game.
— FroGames
Unrest
The two factions
What you play when you choose your side
Rebellion
Secret missions, clandestine networks, multiple objectives. You must complete your missions before the Empire crushes you. You play with cunning and timing.
Empire
Military control, brute force, occupation. You must dominate the Districts and prevent the Rebellion from completing its missions. You play with presence and repression.
The Five Districts
Each District is a battlefield. Control, influence, missions: everything passes through here. Whoever wins more Districts wins the city.
Set Collection
Collect the right cards to complete your missions (Rebellion) or consolidate control (Empire). Every card is a tactical resource.
Recommended Sleeves 2 cards in 1 size ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 70 × 112 mm | 2 |
| Total cards | 2 |
After a few games, you'll understand which faction suits you best. And which one you prefer to lose with.
A game in five acts
What happens at the table
Not the rules. The experience.
The choice
Decide who leads the Rebellion and who commands the Empire. The Empire player feels secure. The Rebellion player knows they must play cleverly. The first hands are dealt. Tension is already high.
The first Districts
The first cards hit the table. The Empire occupies, the Rebellion sows dissent. Each District becomes a small battlefield. Who controls what? Priorities are set on the fly.
The turning point
The Rebellion is about to complete a mission. The Empire mobilizes troops and blocks the key District. One player makes a risky move. The other responds. The game accelerates.
The decisive move
One player sacrifices a District to consolidate control over another. Or the Rebellion completes a mission at the last gasp. This is the moment to remember: the right card at the right time.
Endgame
The Rebellion completes its missions, or the Empire crushes dissent and controls the Districts. One of them has won. The other asks: 'Shall we switch factions?'. The answer is always yes.
How to play
The flow of each turn
Unrest is played in quick turns. Each player draws, plays cards, builds their control, or advances on missions.
Each player draws cards from their deck. The Rebellion seeks combinations to complete missions. The Empire seeks control.
In turn, players place cards on the five Districts. Each card influences control or advances the faction's objectives.
Check who dominates the Districts. The Rebellion verifies if it has completed missions. The Empire verifies if it has crushed enough resistance.
Each faction has different objectives. The game ends when one reaches its objective or when the opponent is eliminated.
Why it's different from others
Six mechanics that make a difference
Total asymmetry
The two factions don't play the same game. The Rebellion completes secret missions, the Empire controls territories. Different objectives, different decks, opposing strategies.
Speed
A game lasts 10-20 minutes. There's no downtime, every turn counts. Ideal for playing multiple rounds in a row and switching factions.
Five battlefields
The five Districts are five open fronts. You can't control them all. You have to choose where to invest, where to resist, where to sacrifice.
Missions versus control
The Rebellion plays to complete objectives, the Empire to dominate space. This creates constant tension: one works in the shadows, the other on the surface.
Tactical Set Collection
Collect the right cards to build your sets. But your opponent sees what you're doing and can block you. Every card played is a declaration of intent.
Immediate replayability
After the first game, you'll want to switch factions. Playing the Empire after playing the Rebellion (or vice versa) is a completely different experience.
How it ends
How to win and how to lose
Each faction has different victory conditions. This is the heart of the asymmetry.
Victory
- Rebellion: you complete all secret missions in the Districts
- Empire: you control enough Districts to crush the resistance
- Opponent elimination: the other faction can no longer meet its conditions
Defeat
- Rebellion: the Empire controls too many Districts and prevents you from completing missions
- Empire: the Rebellion completes its missions before you can stop it
- Wrong card at the wrong time: a tactical error that hands victory to the opponent
Unrest is a fast and tense asymmetric duel. In 20 minutes you know who won the revolution. And then you immediately play another.
Frequently asked questions
Unrest FAQ
Is it truly asymmetric or just slightly unbalanced?
It's completely asymmetric. The two factions have different decks, different objectives, different victory conditions. You don't play the same game with different colors. You play two opposing games on the same map.
Is 20 minutes enough to feel the depth?
Yes. The brevity forces immediate choices and managing priorities under pressure. Depth emerges from tactical choices, not duration. And then you play multiple games in a row, switching factions.
Do you need experience to play the Empire or the Rebellion?
The first game is a tutorial for both factions. From the second game on, you understand the dynamics and strategies. Neither faction is 'easier': they are just different.
Does it still work well after many games?
Yes, but it's a game meant to be played in short sessions. Three games in a row, switching factions, is better than a single game. Replayability lies in speed and repeated tension, not endless variability.
Is it available in Italian?
No, this is the English edition from Pandasaurus Games. The game is heavily based on cards with text, so knowledge of English is necessary to play.
Unrest is an asymmetric card game for 2 players designed by Brendan Hansen and published by Pandasaurus Games. In 10-20 minutes, the Rebellion and Empire battle for control of five city Districts. The Rebellion must complete secret missions, the Empire must crush dissent with military control. Each faction has a unique deck, different objectives, and opposing strategies. The Set Collection mechanic fuels rapid tactical choices and constant tension. Recommended age 10+, light-medium weight, ideal for those seeking a fast and deep duel. Available on FroGames.it.

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