



Paper World - The World of Paper
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FroGames — Moments You'll Remember
Someone stacks three blue in a row. Someone waits for the perfect yellow. Someone steals the last card everyone needed. And in the end, nobody remembers who won, but everyone wants to play again.
WHAT IT'S ABOUT
Recreating landscapes with layers of paper
Paper World is designed by Alexandre Aguilar and Benoit Turpin, illustrated by Olivier Derouetteau. You are a traveler attempting to reproduce the landscapes seen during your journeys using overlapping transparent cards. Every layer counts, every choice is a point gained or lost.
Take cards of the same color or value, then arrange them in front of you, overlapping them to build your personal landscape. When only two piles remain in the center, everyone plays a final turn, and whoever has the most stars wins. Rules in five minutes, immediate first game, constant tension.
What they say abroad
A filler that doesn't know it's a deep puzzle until the third turn.
— FroGames
Every card you take is also a card you deny others.
— FroGames
Paper World
Your layers
What you stack to build the landscape
Color cards
Each card has a dominant color and a star value. You overlap them to add points, but lower layers are worth less.
Visible stars
Only the stars that remain uncovered count. Covering a card with too many stars can be a fatal mistake.
Color patterns
Some colors give bonuses if layered in sequence. But you need to have the right cards at the right time.
Discards
Cards you don't use go into the discards. In case of a tie, whoever has fewer discards wins. Every take counts.
Recommended sleeves 106 cards in 1 size ▼
If you play often, we recommend protecting cards with transparent sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 70 × 70 mm | 106 |
| Total cards | 106 |
In ten minutes someone will have won. In eleven minutes you'll already be shuffling for a rematch.
A game in five moments
What happens at the table
Not the rules. The experience.
Immediate Setup
Deal the piles, everyone takes three cards. No one explains anything because there are two rules: take cards or play cards. Of the same color or value. The first player starts and after thirty seconds everyone understands.
First Overlaps
Someone starts timidly overlapping cards. Someone else realizes that covering too many stars is a disaster. The first mistake is costly and immediately visible: you've just buried four stars to place a two.
Race for Key Cards
Six piles remaining. Everyone knows they need the high yellow. You take it. Your opponent's face is a poem. Now they have to adapt their entire plan and you have a turn advantage.
The Last Round
Two piles left. Game end declared. You have one turn to complete your landscape. Do you play that card or keep it in your discards? If you get it wrong, you lose on tie-break. If you play it badly, you cover the wrong stars.
Quick Count
Everyone counts their visible stars. Someone won by two points. Someone protests that you stole that card in turn three. Someone else is already shuffling. Immediate rematch.
How to play
The flow of each turn
Each turn lasts ten seconds. Do one thing, pass.
Take one or more cards of the same color or value from a central pile. End of turn.
Or play one or more cards of the same color or value from your hand, overlapping them on your landscape. End of turn.
If only two piles remain in the center at the end of your turn, you declare the end of the game.
Everyone, including the player who triggered the end, plays one last turn. Then, counting.
Why it's different from others
Six mechanics that make a difference
Physical Layering
Cards really overlap, it's not an abstract concept. You see the layers, you see the covered stars, you see the mistakes. Tactile and immediate.
Single rule for taking and playing
Same color or same value. Applies to both actions. One rule, zero exceptions. You explain the game in ninety seconds.
Tie-break on discards
If you tie, the player with fewer discarded cards wins. This means that every useless take matters. You don't take to accumulate, you take to play.
No wasted turns
Every action changes the state of the game. Take cards? You deny them to others. Play cards? You advance your plan. Zero downtime, zero empty turns.
Variable puzzle
Each game, cards appear in a different order. The optimal puzzle always changes. You can't memorize a solution; you have to adapt to the situation.
Fixed duration
Exactly 15 minutes, always. It doesn't drag on, it doesn't end in five minutes. Ideal for timed tournaments or multi-table evenings.
How it ends
How to win and how to lose
The game ends when only two central piles remain. Everyone plays one last turn.
Victory
- You have more visible stars in your landscape at the end of the game
- In case of a tie, the player with fewer cards in the discard pile wins
- If still tied, all tied players share the victory
Mistakes that cost points
- You covered too many stars with low-value cards
- You took cards that you couldn't play (they end up in the discard pile and count in the tie-break)
- You waited for the perfect card that never came out and wasted turns
Paper World doesn't ask you to learn complex rules. It asks you to make simple choices at the right time. And to live with the consequences for the next ten minutes.
Frequently asked questions
FAQ about Paper World
Can it be played with two players?
Yes, it works great. With two players, the interaction is more direct: every card you take is a card you deny your opponent. Tactical tension increases, duration remains the same.
Is it too simple for experienced players?
Depends on what you're looking for. If you want a 90-minute eurogame, no. If you want an abstract filler that plays in 15 minutes and rewards timing and reading opponents, yes. Experts use it as an aperitif or evening closer.
Can 8-year-old children really manage it?
Yes. The rules are immediate: take cards or play cards, same color or same value. The rest is optimization, but even a child can play without help from the start. Winning is another matter.
How much does luck count in card drawing?
It counts, but less than it seems. Cards are drawn in random order, but you choose which ones to take and when to play them. Those who adapt win more often. Those who wait for the perfect combination always lose.
Is it available in Italian?
Yes, this GateOnGames edition is entirely in Italian: rulebook and cards (where text is present). The game is otherwise completely language-independent: the cards are numbers and colors, zero text in play.
Paper World is an abstract game for 2-4 players aged 8 and up, designed by Alexandre Aguilar and Benoit Turpin, published by GateOnGames. Each game lasts exactly 15 minutes and is based on layering and pattern building mechanics: overlap colored cards to build layered landscapes, trying to maximize visible stars. The game rewards hand management and timing: take cards of the same color or value, play cards of the same color or value, and control when to trigger the end of the game. Ideal as a gateway or strategic filler for families and groups looking for quick and tactical challenges. Available on FroGames.it.

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