





FlexiQ - Arr!-Mada
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Pairs well with
FroGames — Moments You'll Remember
Someone remembers where the red barrel was, someone swears it was on the other side, someone picks the parrot, and everyone laughs. In the end, they play again immediately.
WHAT IT IS ABOUT
A pirate memory game where barrels hide ships to capture
Arrr!-Mada is a memory game set in the world of pirates, where each overturned barrel can reveal the color or number of sails of a ship you want to add to your armada. Published by FlexiQ Games in 2025, it brings the classic memory mechanism to the open sea with a twist: you're not looking for matching pairs, but for symbols you need to capture the right ships.
At the table, you flip barrels trying to remember where the symbols that allow you to complete your fleet are hidden. Three ships with the same color or the same number of sails and you've won. But beware: magic compasses, grappling hooks to steal, and the dreaded Blackbeard can turn everything upside down in an instant.
What they say abroad
A memory game that never gets boring, because every game changes the rules as it goes.
— FroGames
Bonus barrels add chaos and laughter. Perfect for families who want more than just a simple 'flip and find'.
— FroGames
Arrr!-Mada
What you find in the barrels
The symbols that make you capture (or lose) ships
Sail color and number
Each barrel hides a symbol: sail color or number of sails. Find the right one, capture the ship. Make a mistake, flip the barrels and hope to remember where it was.
The magic compass
Allows you to move to any ship you want, skipping normal rules. A wildcard that can save you or make you win at the last second.
The boarding hook
Steal a ship from another pirate's armada. No memory needed, just audacity. And a bit of luck in flipping the right barrel.
Parrot, rum and Kraken
Bonus barrels add strange effects: the parrot makes you lose a turn, rum confuses your mind, the Kraken turns the table over. Literally.
In ten minutes, someone will have built their fleet. But first, there will be shouts, laughter, and at least three "but I saw it there!"
A game in five moments
What happens at the table
Not the rules. The experience.
Barrels everywhere, hopes high
The 12 barrels are scattered on the table, face down. Everyone chooses their starting ship and begins turning over barrels, looking for the right color or number. The first two turns are pure exploration: no one knows yet what's where.
Someone captures the first ship
Right barrel, first ship captured. But now you have to swap the positions of two barrels, and everyone's mental map goes haywire. "It was here, wasn't it?" "I swear I saw it there." The confusion begins.
The compass (or grappling hook) comes out
Someone turns over a special barrel. The compass allows them to take any ship, the grappling hook lets them steal an already captured ship. The balance of power shifts. Whoever was about to win now has to defend themselves.
Blackbeard enters the scene
A player turns over Blackbeard's barrel and can attack a specific opponent's ship. The opponent must defend it by finding the correct symbol. It's pure competitive memory: either you remember, or you lose your most valuable ship.
Three ships, one winner
Someone completes their fleet: three ships with the same sail color or the same number. They win. The others protest, someone asks for an immediate rematch. The table is cleared and the barrels are reshuffled. They play again immediately.
How to play
The flow of each turn
A turn lasts thirty seconds. You turn over a barrel, see if you need it, capture or pass. Simple.
Choose a face-down barrel and turn it over. Once the symbol (sail color or number) is revealed, show it to everyone.
If the symbol matches the color or number of sails of a ship not yet captured, take that ship and add it to your fleet.
Every time you capture a ship or turn over Blackbeard, you must swap the positions of any two barrels. Everyone's memory is sabotaged.
If you haven't captured anything, the turn passes to the next player. The game continues until someone completes their fleet of three identical ships.
Why it's different from others
Six elements that make a difference
You don't look for pairs, you look for useful symbols
Unlike classic memory games, here you don't turn over identical tiles. You look for the symbol you need to capture a specific ship. It's a small but effective paradigm shift: every barrel can be useful to multiple players simultaneously.
Swapping barrels sabotages collective memory
Every time you capture a ship, you must swap two barrels' positions. This means that the mental map built by players constantly shifts. No one can ever be sure of remembering everything.
Blackbeard makes you attack an opponent
Turning over Blackbeard is not like drawing a penalty card. It allows you to choose an opponent's ship and force them to defend it by finding the correct symbol. It's direct, not passive, interaction.
Bonus barrels change the game
Once you've learned the basic rules, add the 6 bonus barrels: spyglass, bombs, whirlpool, mermaid, Kraken. Each adds a different effect. More barrels, more risks, more laughs.
Scalable from easy to chaotic version
You can play with only the 12 basic barrels (perfect for younger players) or add all the bonuses for a more unpredictable version. The game grows with the players, without needing expansions.
Clear victory, multiple paths
Three ships with the same sail color or three ships with the same number of sails. Two different paths to victory, making each game slightly different. You have to decide which fleet to build and change strategy on the fly if someone steals a ship from you.
How it ends
How to win and how to lose
The game ends when a pirate completes their fleet. There are no defeats, only second place.
Victory
- Build a fleet of 3 ships with the same sail color
- Or build a fleet of 3 ships with the same number of sails
- The first one to meet either of these conditions wins immediately
No elimination
- No one is eliminated, you play until someone wins
- You can lose ships stolen by other players (grappling hook or Blackbeard)
- But you can always rebuild your fleet by capturing new ships
Arrr!-Mada is a memory game that won't bore anyone. Interaction, controlled chaos, and super-fast games. Perfect for when you have ten minutes and five pirates at the table.
Frequently asked questions
FAQ about Arrr!-Mada
Is it too easy for adults?
The basic version with 12 barrels can be a bit simple for those with good memory. But once you add the 6 bonus barrels (bombs, Kraken, whirlpool, mermaid), the chaos increases, and even adults need to pay attention. Furthermore, the continuous swapping of barrels makes memory less decisive than it seems.
Can young children play?
Yes, from 6 years old and up it works well. The rules are immediate: you turn over a barrel, see if it matches the ship you want, capture or pass. Children often beat adults at memory games, and the same applies here. If they are under 6, you can play without the bonus barrels and reduce the number of ships in play.
How long does a game really last?
From 5 to 15 minutes, depending on how many ships you put in play and if you use bonus barrels. The first few games are faster because no one remembers anything yet. From the third game onwards, with players starting to memorize, it can lengthen a bit. But it always remains fast and replayable.
Can it be played well with 2 players?
Yes, it also works with 2 players. It becomes more of a pure memory duel, with less chaos and more control. If you prefer unpredictability, the ideal number is 3-4 players, where barrel swaps and thefts create more confusion.
Is it available in Italian?
Yes, this edition of Arrr!-Mada is in Italian, with fully localized rules and components. The game is almost language-independent (the barrels have symbols), but having the rules in Italian makes everything more immediate for families and children.
Arrr!-Mada is a memory game for 2-5 players, ages 6+, with games lasting 1 to 15 minutes. Published by FlexiQ Games, it uses the memory mechanic applied to a pirate theme: instead of looking for identical pairs, players turn over barrels to find symbols that allow them to capture ships and build their fleet. It includes optional bonus barrels (spyglass, grappling hook, Kraken) that add direct interaction and unpredictability. Perfect for families and children who want a memory game with more action and less boredom. Available on FroGames.it.

FlexiQ - Arr!-Mada
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