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You both think you know what the other will do. One of you is right. The other plays the wrong tile and loses three amulets in one go.
WHAT IT'S ABOUT
An abstract duel where luck is never random
Good Fortune bears the signature of Jean-Louis Roubira, the author who invented Dixit. This time, no imagination: just geometry, symbols, and a collection of amulets that is worth more points the more concentrated it is. The illustrations by Pauline Detraz imbue a ruthless mechanism with magic.
You each have 9 tiles. Each turn you play one, trying to connect it to the central tiles to win the duel and collect the amulet at stake. The trick: the more identical amulets you collect, the more they are worth. But to get them you have to guess what your opponent will play, because whoever connects best wins the round. The game lasts until you run out of tiles.
What they say abroad
Anticipating the other's moves is the only luck that matters. The tiles are just the pretext.
— FroGames
An abstract game that plays in 20 minutes but stays in your head for days.
— FroGames
Good Fortune
What's on the table
The elements of the duel
Duelist tiles
9 tiles each with different symbols. They are your hand, but you play them one at a time and they don't come back.
Central tiles
The disputed zone. Here you connect symbols to win rounds. Whoever connects best takes the amulet at stake.
Lucky amulets
There are five different types. The more of the same type you collect, the more points they are worth at the end of the game. Concentration pays off.
Connections
You must match the symbols on your tile with those on the table. The strongest connection wins the round and the amulet.
In half an hour you'll know if you read him better than he read you. Good Fortune doesn't forgive distractions.
🎲Box contents3 types of components
A game in five moments
What happens at the table
Not the rules. The experience.
Studying your hand
Look at your 9 tiles. You're already calculating: which symbols are strong, which amulets to pursue. No one speaks. Everyone builds their plan in silence.
The first rounds
You play the first tiles almost blindly. No one has understood the other's strategy yet. Amulets are distributed randomly. Everything seems open.
Refining your read
After 4-5 rounds, you start to understand which amulets your opponent is collecting. You change tactics: now every move is a response. The tension rises.
Tiles run out
You each have 2-3 tiles left. Every choice is final. Make a mistake now and you lose three amulets in one go. Someone hesitates before playing.
Final count
You discover who collected better. Did your opponent have 4 amulets of the same type? That's 10 points. Did you have 5 scattered? They're worth 7. Concentration won.
How to play
The flow of each round
A round lasts 30 seconds. Then it starts over until the tiles run out.
Both of you choose a tile from your hand and keep it face down. No one should see what you've chosen.
Flip your tiles at the same time. Now you can see who played what.
In turn, place your tile adjacent to the central tiles. Try to match symbols to create valid connections.
Whoever created the strongest connection wins the round and takes the amulet at stake. The other gets nothing. Start again.
Why it's different from others
Six mechanics that make a difference
Pure simultaneity
You choose your tiles at the same time, without knowing what the other player will do. There's no time to react: either you guessed right or you lost the round. This constant pressure makes each turn a micro-psychological duel.
Increasing set collection
Amulets are worth more if you collect many of the same type. 1 amulet = 1 point, 5 identical amulets = 15 points. The progression is not linear: focusing pays off, but it's also risky because your opponent can read your strategy.
Closed hand, finite resources
You only have 9 tiles. You don't draw, you don't reload. Every tile played is a resource burned. This makes the late game claustrophobic: options dwindle and mistakes become lethal.
Geometric connections
It's not enough to place a tile: you need to match symbols with the tiles already on the table. The table changes continuously, and with it the possibilities. A strong tile in round 3 might be useless in round 7.
Reading your opponent
After a few rounds, you know which amulets your opponent is chasing. But knowing isn't enough: you have to decide whether to chase them too (to deny them) or focus on your own. Every choice is a trade-off between attack and defense.
Very short games
A game lasts 15-20 minutes. There's no downtime, no breaks. It ends before you can get bored. This makes it perfect for quick sessions: you play 3 games in an hour and change your approach each time.
How it ends
How to win and how to lose
The game ends when you have both played all 9 tiles. You count the points from the collected amulets.
Victory
- You collected concentrated sets of identical amulets (the more you have of the same type, the more they are worth)
- You read your opponent well and won key rounds at the right time
- You balanced attack and defense: denying amulets to the other is as valuable as acquiring new ones
Defeat
- You scattered amulets across too many different types (few points, much dispersion)
- Your opponent anticipated your moves and shut you out of important rounds
- You played strong tiles too early or too late, without reading the game's rhythm
Good Fortune is a dry tactical duel where there is no luck other than what you create yourself. Perfect for those who love fast and ruthless abstract games.
Frequently asked questions
Good Fortune FAQ
How long does a real game last?
Between 15 and 30 minutes, but the first games tend to be 20-25. Once you know the rules, it's easy to get down to 15 minutes. It's perfect for quick sessions: you can play 3-4 games in an hour.
Is it suitable for those who have never played abstract games?
Yes, it's a great entry point. The rules are very simple (they're explained in 5 minutes), but the depth emerges after a few games. If you're looking for a fast, non-punishing gateway abstract game like chess, Good Fortune works very well.
Does luck really matter?
Zero. There are no dice, no random drawing. The only "lucky" element is the initial distribution of amulets on the table, but even that is symmetrical. Everything else depends on you and your ability to read your opponent.
Can more than two people play?
No, Good Fortune is designed exclusively for two players. The simultaneous choice mechanic and opponent reading only work in a direct duel. There are no official variants for 3+ players.
Is it available in Italian?
Yes, this is the Italian edition published by Asmodee. The game is almost language-independent (symbols are universal), but the rulebook and amulets are localized in Italian.
Good Fortune is an abstract game for 2 players designed by Jean-Louis Roubira (Dixit) and illustrated by Pauline Detraz. Duration 15-30 minutes, recommended age 8+. Mechanics: simultaneous tile placement and increasing set collection. Each duelist has 9 tiles and must connect them to the central tiles to win lucky amulets. The more identical amulets collected, the more points at the end of the game. Pure strategy, zero luck, constant opponent reading. Perfect for those looking for a fast, deep, and ruthless abstract game. Published by Asmodee in 2025. Available on FroGames.it.

Buona Fortuna
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