





Loop 40
🐸 Details from BoardGameGeek
Consiglio BGG sul numero di giocatori
Categorie
Meccaniche
Design & Art
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🐸 How pre-orders work
🐸 A wise frog knows when to split the order… and when to wait for the right leap.
- Arrives
- October 30, 2026
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The FroGames Review
You have the perfect sequence. You play. You win the trick. You have to pick up all the cards. You curse. But now you have 37-38-39-40-1-2 in a row. And you can't help but laugh.
WHAT IT'S ABOUT
A number climbing game where winning means losing (and vice versa)
Loop 40 is the new card game by 6jizo (designer of the Japanese cult hit 13th Month 32nd Day) and published by Oink Games in October 2026. The cards feature colorful geometric patterns designed by Jun Sasaki that make numerical sequences immediately visible. It is a number climbing game where numbers from 1 to 40 chase each other in a continuous loop, with no beginning or end: what is the strongest number today might be the weakest tomorrow.
You take turns playing cards to empty your hand. But there is a central paradox: the last person to play wins the trick and must collect all the opponents' cards. Every victory is also a penalty. Every defeat avoids dead weight. And if the collected cards form a long sequence (like 23-24-25-26-27), on the next turn you can play them all together and change the fate of the game. The game forces you to constantly decide whether to empty your hand immediately or accumulate for a big move.
What they're saying abroad
"The goal is always the same — to bring joy into people's lives."
The goal is always the same: to bring joy into people's lives.
— Oink Games
Loop 40 is a number climbing game where the strength changes every turn and every win fills your hand. It seems like a problem, but that's exactly where the game forces you to think. First read, September 2026.
— FroGames
Loop 40
What's in the box
40 cards, 66 chips, an endless loop
40 numbered cards
From 1 to 40, each with colorful geometric patterns that help visually recognize sequences. There are no jokers, no special actions: just numbers that change strength every turn.
66 penalty chips
Chips with values 1, 5, 10, 20, 40. You take them when you pass without playing. Winning a turn allows you to discard one, but you must also pick up the cards. Choose the lesser evil.
Central board
A compact board to keep track of the play area, played cards, and the loop. Oink Games' design makes everything readable even on a crowded table.
Illustrated manual
Essential rules in just a few pages. Oink Games focuses on clarity: visual examples, edge cases explained, and you're ready to play in less than 10 minutes.
🎲How to playThe rules in four steps▼
How to play
The flow of each round
Loop 40 is played in fast rounds where the first card changes everything.
On your turn, you can play a single card or a sequence of consecutive numbers (e.g., 15-16-17). The first card of the round establishes the strength: everything that follows in the loop is stronger.
If you cannot or do not want to play, you pass. Take a penalty chip (1, 5, 10, 20, or 40 points). Accumulating chips brings you closer to defeat, but sometimes it is better than picking up cards.
When everyone passes, the last person to play wins the round. They discard a penalty chip if they have one, but they must pick up all the cards played by the opponents (except their own last one). Winning comes at a price.
The collected cards enter your hand. If they form sequences, you have more power. If they are scattered, you have more dead weight. The next round starts with a new first card: the strength changes again.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Cards in hand, no certainty
You look at your cards. You have 12, 13, 14, 27, 35, 38, 40. You have no idea what is strong or weak until someone plays the first card. The loop has no hierarchy until someone creates it.
The first victory is a trap
Someone plays a 5. You have the 38, which comes after in the loop. You play. You win the round. Then you have to pick up all the cards played by the others. Your hand swells. You look around: they are smiling.
Building the perfect sequence
You have collected random cards, but a long sequence is forming: 23-24-25-26-27-28. Next turn, you can play them all together. You wait for the right moment. The table doesn't know what you have.
The six-card strike
The moment arrives. You play the six-card sequence. The others freeze. You win the round, but this time the cards you pick up are few. And your hand finally starts to truly empty.
The last card
You have two cards. One of your opponents has three. The tension is sky-high. You play. They pass. You play again. Empty hand. You won. But the table is already asking for a rematch.
🐸Know before you goThree honest things, from friends▼
Know before you go
Three honest things
The initial deal matters
If you draw a fragmented hand (like 3, 11, 19, 28, 37), you start at a disadvantage. Those who already have long sequences in hand have a clear edge. The game is fast, so a lucky hand can cost you the game.
The paradox is confusing at first
Winning the round only to pick up cards goes against the instinct of classic climbing games. It takes one game to understand when it is better to win (few cards on the table, chips to discard) and when to pass.
Rigid scaling: you need the right number
The game works well with 3-5 players, but the rhythm changes a lot. With 3, you have more control; with 5, the chaos increases and cards circulate faster. It is not scalable: it doesn't work with fewer than 3.
🏆Victory and defeatWhat the finale rewards▼
How it ends
How to win and how to lose
Loop 40 ends when a player completely empties their hand.
Victory
- First to empty your hand: you win immediately
- Build long sequences to play many cards in one go
- Win strategic rounds to discard large penalty chips (20, 40)
Elimination or penalties
- Accumulate too many penalty chips by passing turns
- Your hand swells by winning the wrong rounds
- Fail to build sequences and play one card per turn
Loop 40 is a climbing game that subverts the rules of the genre: winning is calculated risk, losing is tactics. And sequences are pure power.
💬Frequently Asked QuestionsQuick answers before the cart▼
Frequently Asked Questions
FAQ about Loop 40
What mechanics does Loop 40 use?
It is a number climbing game with hand management and sequence building. The central mechanic is the win/lose paradox: you win the round but pick up cards. Consecutive sequences (like 10-11-12-13) are played in blocks and give a huge advantage.
Is it suitable for those who don't know climbing games?
Yes, actually: the fact that it subverts the conventions of the genre makes it accessible even to those who have never played Big Two or Tichu. The basic rules can be explained in 5 minutes. The difficulty lies in understanding when it is better to win and when to pass.
Does it work well with 3 players?
It works, but it is different from 4-5. With 3, you have more control over your hand and fewer cards circulate. With 5, the chaos increases, sequences form more often, and hands swell up quickly. Both are valid, but they are different experiences.
Do games really last 20 minutes?
Yes, they are fast. The first game might take 25-30 minutes to explain the win/lose paradox, but from the second one onwards, the flow is smooth. Ideal for series of 2-3 consecutive games.
Is it available in Italian?
No, Loop 40 is in an English edition. The game uses numbered cards (1-40) and chips, so language dependency is low. The rulebook is in English, but once you understand the mechanic, you can play without reading any text.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they have done.
Loop 40 is a competitive card game for 3-5 players, ages 8+, lasting 20 minutes. Designed by 6jizo and published by Oink Games, it is a number climbing game where numbers from 1 to 40 form a continuous loop without a fixed hierarchy. The core mechanic flips conventions: winning the round means picking up opponents' cards; building long sequences provides power, and every decision is a dilemma between emptying your hand immediately or accumulating for a big strike. Compact components, immediate rules, constant tension. Available on FroGames.it.

Loop 40
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
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📦Does the content of the box match what is indicated?
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