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FroGames — Moments You'll Remember
Everyone looks at their cards. Everyone tries to read the others. Someone bluffs, someone believes it, someone wins by pure chance. And in the end, no one is really sure what happened.
WHAT IT'S ABOUT
Gold coins, castles, and ports. And a lot, a lot of nerve.
Emblems is a card game by Adrien Bonnard and Romaric Galonnier, illustrated by Janice Perreux, set in a stylized medieval era where nobles, merchants, and warriors vie for control of three key locations: the Castle, the Village, and the Port. The Italian edition is published by GateOnGames.
Each turn you choose a card from your hand, evaluating its value and effect, and place it face down in front of you. Then everyone reveals together and decides where to place it among the three locations. The player with the highest card in each location wins gold coins. Simple to explain, unpredictable to play, with the right mix of strategy and controlled chaos.
What they're saying abroad
Emblems is the game that makes you realize who at the table bluffs well and who doesn't. Spoiler: everyone thinks they bluff well.
— FroGames
A filler that never feels the same. Every game is a micro-lesson in reading the table.
— FroGames
Emblems
The cards you play
Value, effect, and a dash of hope
High-value cards
Win the location if no one beats you. But everyone knows what you're doing, and special effects can ruin your plans.
Effect cards
Low value, but with rule-changing powers: move other players' cards, modify scores, block opponents. The bluff starts here.
Wild cards
Work in all locations. Great for not committing too early, risky if others catch on.
Gold coins
Whoever has the most gold at the end of the game wins. Simple. But getting there without being read is another story.
Recommended sleeves 84 cards in 1 size ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 63 × 88 mm | 84 |
| Total cards | 84 |
In half an hour, you'll find out who at the table bluffs well and who doesn't. And it probably won't be you.
Come si gioca
Video dimostrativo di gameplay.
A game in five acts
What happens at the table
Not the rules. The experience.
The first turn is easy
Everyone chooses a card based on its value and effect. No one knows yet how others are playing. Cards are placed face down, the atmosphere is light. Someone laughs. For now.
The table starts to read
Three turns later, someone has figured out that you always play at the Castle. Someone else has noticed that Marco uses effects as soon as he can. Choices become reactions. Bluffing comes into play.
Chaos erupts
A card with a special effect changes everything. Someone who was winning at the Port is now last. Those who bluffed laugh, those who believed protest. Coins change hands in an instant.
The last turns count double
Everyone knows how much gold others have. Those ahead play defensively. Those behind must take risks. Every card counts, every choice is a real-time calculation.
End of game
Coins are counted. Someone wins by a hair, someone else kicks themselves for that card played on turn two. Someone immediately asks for a rematch. It always happens.
How to play
The flow of each round
Every turn is identical in structure, vastly different in dynamics.
You draw and hold your cards. Choose which one to play, considering its value, effect, and what you think others will do.
Everyone simultaneously places their card face down in front of them. No one knows what others have played. Yet.
One by one, in turn order, you reveal your card and place it in one of the three locations: Castle, Village, or Port.
At the end of the round, whoever has the highest value in each location collects the coins. Special effects are applied. And then you start again.
Why it's different from others
Six mechanics that make a difference
Three simultaneous locations
There isn't just one battlefield. You have to decide where to invest, where to bluff, where to give up. Each location is a game within a game, and others know it.
Effects that turn everything around
Cards are not just numbers. Some effects move opponent's cards, others modify values, others block entire locations. A well-played card is worth more than three high cards.
Simultaneous reveal
You place cards face down, then reveal them in order. This means that whoever plays last sees everything before deciding. But if everyone knows this, whoever plays last is also the most predictable.
Visible gold
Coins are public. You always know who is winning and by how much. This radically changes choices: those ahead play safely, those behind must dare.
Very fast games
There's no downtime. Choose, place, reveal, resolve. Fifteen minutes fly by, and often another game is played immediately because someone wants a rematch.
Filler rules, gateway depth
You explain the game in five minutes, but the table dynamics only emerge through play. Each group develops different metas: some bluff a lot, some count cards, some read faces.
How it ends
How to win and how to lose
The game ends when the cards run out. The player with the most gold coins wins.
Victory
- Accumulate more gold coins than other players
- Win the locations with the highest rewards
- Use special effects better than your opponents
Defeat
- Others read your moves and always anticipate you
- Play all strong cards too early or too late
- Focus on one location and lose the other two
Emblems is a filler game that plays in fifteen minutes but leaves you wanting a rematch. Always.
Frequently Asked Questions
FAQ about Emblems
Does Emblems play well with 3 players?
Yes, absolutely. With three players, bluffing is more readable, but precisely because of this, it becomes a very strong psychological game. With five players there's more chaos, with three there's more control. Both are excellent experiences.
Is it suitable as a game to start an evening?
Perfect. It's explained in five minutes, played in fifteen, warms up the table without being tiring. And if you like it, you can immediately play another game while waiting for others to arrive.
Do the cards have overly chaotic effects?
The effects are strong, but not random. You know when others have powerful cards, you know what they can do. There is chaos, but it's controllable if you read the table well.
Can I play it with children under 10?
The rules are accessible, but bluffing requires a minimum of social reading. With very bright children from 9 years old it can work, but below that threshold it's probably too early.
Is it available in Italian?
Yes, this is the Italian edition published by GateOnGames. Cards, rulebook and all texts are in Italian.
Emblems is a competitive card game for 3-5 players, designed by Adrien Bonnard and Romaric Galonnier, with games lasting 15 to 30 minutes. Players choose cards from their hand, place them face down, and then reveal them to conquer three simultaneous locations: the Castle, the Village, and the Port. Whoever controls each location collects gold coins, but the special effects of the cards can turn everything around. Emblems combines card placement, bluffing, and table reading in a fast but never trivial filler, perfect as a gateway game or an evening starter. Italian edition by GateOnGames. Available on FroGames.it.

The Last Seal
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