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Some stare at cards like an oracle. Some sigh and start over. And in the end, no one remembers how they remembered.
WHAT IT'S ABOUT
A memory experiment in eight cards
Compress was born from the minds of Jun Sasaki and Goro Sasaki for Oink Games, the Japanese publisher that makes microgames a philosophy. The game arrives in 2025 with the declared goal: to test the limits of your memory using the bare minimum. Eight cards. Binary sequences. Nothing more.
At the table, you have to remember infinite strings of 0s and 1s. Impossible. So you use the eight cards to annotate the sequences, compressing the information like an algorithm. The more you compress, the more you remember. The more you remember, the more points you score. But if you make a mistake, you lose everything. It's a frantic loop of deduction, annotation, and betting on your own memory.
What they say abroad
Eight cards seem few until you realize they are too many.
— FroGames
Compress makes you feel smart for three turns, then humiliates you.
— FroGames
Compress
The tools of memory
Eight cards, infinite combinations
The eight cards
Eight identical cards on which to annotate sequences. Your only tool for compressing information. When they run out, you have to deduce.
The binary sequences
Strings of 0s and 1s that are revealed one digit at a time. A new one arrives every turn. You have to remember everything from the beginning.
The annotation system
You decide how to use the cards. You can write patterns, group digits, create symbols. The compression is yours.
The final test
When you think you remember, you declare the full sequence. If you miss a digit, you lose points. If it's perfect, you win the round.
In half an hour you'll wonder how you remembered everything. Or how you managed to forget that one digit.
A game in five moments
What happens at the table
Not the rules. The experience.
Eight cards, zero ideas
Everyone looks at the blank cards. Someone starts drawing symbols, someone writes numbers. No one knows yet what will work. The first sequence is short, it seems easy. Spoiler: it's not.
The sequence lengthens
Third turn: the string is already 12 digits long. Someone has used up three cards. Someone has a brilliant system that is about to collapse. The first doubts begin to creep in.
The gamble
A player declares: 'I have the complete sequence'. Everyone stops. He starts reciting the numbers. 0-1-1-0... The first ten digits are correct. Then he makes a mistake. He loses half his points. The table sighs.
The involuntary bluff
Someone stares at their cards with too much confidence. The others think they've figured everything out. In reality, they are just trying to decipher their own notes. No one knows it, but everyone imitates them.
The end
One wins by a single point. Everyone else got the last digit wrong. Someone asks for an immediate rematch, convinced they've found the perfect system. They haven't found it. But they'll try again.
How to play
The flow of each round
Each round adds a digit. You annotate, compress, forget, hope.
A player draws a sequence card and reveals the next digit (0 or 1). Everyone must update it mentally or on their cards.
Decide whether to use one of your eight cards to write the digit (or a pattern), or to try and deduce it later from memory.
You can declare that you have memorized the entire sequence. If you do, you recite all the digits from the beginning. If you make a mistake, you lose points. If it's perfect, you win the round.
If no one declares victory, another digit is added and the round restarts. The sequence lengthens. The cards run out. Memory fails.
Why it's different from others
Six mechanics that make a difference
Eight cards, nothing more
You have no decks, no boards, no tokens. Just eight blank cards to write on. When they run out, you have to rely on pure memory. It's a physical constraint that becomes mental tension.
Compression vs. brute memory
You can write each digit, one per card. Or you can compress: write only patterns, indices, regularities. The more you compress, the more you risk. But you have more leeway if the sequence lengthens.
Brutal speed
A full game lasts 15-30 minutes. There's no time for long strategy. Decide in a few seconds how to annotate, then live with the consequences. The pace never slows down.
The final declaration
You can declare victory at any time. If you're right, you win immediately. If you're wrong, you lose half your score. It's an involuntary bluff: others think you know everything, but maybe you're just gambling.
The psychological meta-game
Watching others take notes influences you. If someone writes a lot, you think the sequence is complex. If they write little, you think you've got it all wrong. Doubt is contagious.
Every game is a new system
After one game, you immediately want to play again to test a better technique. Grouping digits? Writing only 1s? Annotating positions? There's no perfect solution, but everyone seeks it.
How it ends
How to win and how to lose
Victory is precision. Defeat is a wrong digit.
Victory
- You declare the complete sequence without errors: you win the round and get full points
- You reach the end of the sequence deck with fewer errors than others
- You accumulate more victory points at the end of all rounds
Defeat
- You declare the sequence but make a mistake: you lose half of your accumulated points
- You can't reconstruct the sequence from your fragmented notes
- Others remember better: you end up with fewer points at the end
Compress is memory under pressure. Eight cards, infinite binary sequences, and the certainty that in ten minutes you'll remember nothing.
Frequently asked questions
Compress FAQ
Can I use the cards however I want?
Yes, you are free to annotate as you prefer. You can write each digit, create symbols, group patterns. The game doesn't impose a method. The only limit is the eight cards.
How long does a game really last?
Between 15 and 30 minutes, depending on how many players declare victory early or wait until the end. It's very fast: perfect as a filler or a party starter.
Is it only for people with good memory?
No. It's for those who want to test their memory under stress. Nobody remembers everything perfectly: the beauty is seeing how everyone develops their own compression system. Even those who lose have fun.
Does it work well with 2 players?
Yes, but the psychological tension is stronger with 3-4 players. With two, it becomes almost a pure mental duel. Fun, but less chaotic.
Is it available in Italian?
This edition is in English. However, the game is almost language-independent: the sequences are binary numbers (0 and 1), and the few rules can be learned in a few minutes. You don't need to know English to play.
Compress is a memory game for 2-4 players designed by Jun Sasaki and Goro Sasaki, published by Oink Games. In 15-30 minutes, players must remember binary sequences using only eight cards for annotation. The central mechanic is information compression: you must decide what to write and what to deduce, balancing brute memory and intuition. Suitable for ages 10 and up, Compress is a cerebral microgame perfect as a filler or a quick party game. Available on FroGames.it.

Compress
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