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You play one speaker, then another. Your opponent waits, counts the waves in the column, and unleashes a special effect when you least expect it. The audience card is yours, or maybe not.
WHAT IT IS ABOUT
War for listeners, one trick at a time
Audience is the second title from Pick 'N' Roll Games Lab, a small Milanese publisher that enters the casual market with this game while maintaining strategic dynamics. Designed by the trio Giorgio Castiglioni, Carlo Alberto Iocco, and Alessio Landi, with illustrations by Ilaria Rizzini, the game combines classic trick-taking and majority control in a competition between radio stations. Launched at Play 2025, the largest Italian fair in the sector, Audience stands out for a column saturation system that transforms every move into a tactical decision.
Each player manages a radio station with six speakers, each with a wave power (1 or 2) and, often, a special effect. On your turn, you play a speaker into a column or retrieve your discard pile. When the total power of a column reaches 4, it saturates: whoever has the most power wins the audience card, which is worth final points in six different majority categories. Sponsorship events appear during the game and offer alternative scoring methods. The game also supports team modes (2v2, 2v2v2, 3v3).
What they say abroad
"Marks the first foray into the casual market, still offering deep strategic dynamics for experienced players."
— Pick 'N' Roll Games Lab
Audience is a curious hybrid: it blends trick-taking and majorities into a 30-minute framework. There is still little BGG data for a definitive judgment, but the structure promises constant interaction and reduced downtime. FroGames is following it closely and will update this card with field data.
— FroGames
Audience
On the table
What you play
Speakers
Six cards per station, each with 1 or 2 wave power. Some have special effects that mess up others' plans (or yours, if you time it wrong). Identical decks for everyone: you make the difference.
Audience Cards
Listeners in six categories. You win the card by saturating the column with the most power. At the end, count the symbols by category: whoever has the most gets the majority points. This is where you win.
Sponsorship Events
Appear during the game, offering alternative scores with their own rules. They change priorities: sometimes an event is worth more than a classic majority.
Columns
Arranged in a row (or grid in advanced mode), they accumulate speakers until saturation (power 4). Whoever dominates the column gets the audience. Each column is a battle in itself.
Recommended Sleeves 93 cards in 1 size ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 63.5 × 88 mm | 93 |
| Total cards | 93 |
Come si gioca
Video dimostrativo di gameplay.
🎲How to playThe rules in four steps▼
How to play
The flow of each turn
Quick turns, two possible actions, zero downtime.
On your turn: either play a speaker from your hand into a column, or retrieve your entire discard pile. There are no other options. Simplicity is key.
If the played speaker has an effect, it resolves immediately: it can move cards, change orders, alter power. Effects are clearly written on the card.
If the column has reached a total power of 4 or more, it saturates. The player with the most power in the column claims the audience card. In case of a tie, the player with the highest speaker wins.
End. The next player plays. No complicated phases, no upkeep. The game flows quickly until the last audience card is claimed.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Conservative first moves
Everyone plays power 1 speakers, no one wants to saturate columns too early. You're gauging your opponents, trying to figure out who's aiming for which audience category. The columns fill up slowly.
The first special effect
Someone plays a speaker with an effect: shuffles the column, moves cards, reverses the order. The table reacts, strategies adjust. You realize the game isn't just about power, it's about timing.
Chain saturations
The columns reach threshold 4, audience cards are claimed. You start counting symbols: who is dominating which category? Someone retrieves their discard pile, ready for a second assault. Majorities become clear.
Sponsorship event
An event card comes out that is worth points in its own unique way. Priorities change: is that event more valuable, or the majority you were building? Players with strong speakers still in hand make quick calculations.
Final count
All columns are resolved. You count symbols by category, assign majority points, add events. Someone wins by one symbol difference. Then you immediately propose a rematch: at 30 minutes a game, there's no excuse.
🐸Good to know beforehandThree honest things, from friends▼
Good to know beforehand
Three things you need to know
Limited control
Opponents' special effects can mess up your plans in one turn. If you're looking for a game where every move can be calculated down to the millimeter, this isn't for you. Here, you react more than you plan long-term.
Variable scaling
The game promises 2-6 players, but the experience changes quite a bit: with two it's a tactical duel, with six it's controlled chaos. The first few games will help you figure out which number works best for your group.
Limited data available
Only 44 votes on BGG at the moment: it's a newly released game, without international editorial reviews. This sheet is based on preliminary data and will be updated with real feedback in the coming months.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win
Majority points in the six audience categories, plus claimed sponsorship events.
Victory
- Dominating the most audience categories with the symbols claimed
- Accumulating sponsorship event cards and fulfilling their scoring conditions
- Playing speakers at the right time to saturate columns when it benefits you
Defeat
- Wasting powerful speakers too early and being left without decisive options
- Ignoring majorities and pursuing the wrong columns
- Suffering from others' special effects without ever responding with your own
Audience promises constant interaction and zero downtime in a 30-minute format scalable up to 6 players. A rare hybrid in the trick-taking landscape.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Audience
What mechanics does Audience use?
Audience blends trick-taking, area majority, hand management, and set collection. The column saturation system is at its heart: you play cards until the total power reaches 4, then whoever dominates claims the audience. Special effects on cards add a tactical layer.
Does it work well with two players?
Yes, the game scales from 2 to 6. With two, it becomes a more controlled tactical duel, with less chaos and more calculation. With six, interaction explodes but control decreases. The team mode (2v2, 2v2v2, 3v3) adds a third dimension to the game.
How long does a game really last?
20-30 real minutes. Turns are very fast (you play a card or retrieve discards) and there are no upkeep phases. It's a game that lends itself to multiple plays in a row.
Is it suitable for those unfamiliar with trick-taking?
Yes, because it's not a pure trick-taking game: you don't follow suit, there's no classic hand winner. The saturation system is more intuitive. Those familiar with classic trick-taking will have to unlearn some habits, but the curve is gentle.
Is it available in Italian?
Yes, the edition sold on FroGames is in Italian, published by Pick 'N' Roll Games Lab. The game is language-independent at the component level (symbols and icons), but the rulebook and cards with text are localized.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Audience is a competitive card game for 2-6 players, lasting 20-30 minutes, recommended age 8+. Designed by Giorgio Castiglioni, Carlo Alberto Iocco and Alessio Landi, published by Pick 'N' Roll Games Lab in 2025. It blends trick-taking and area control in a competition between radio stations: you play speakers with wave powers and special effects to claim audience cards and dominate six categories by the end of the game. Column saturation system, optional team mode, constant interaction. Italian edition available on FroGames.it.

Audience With Free Gift Promotion
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
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