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You play a low card to stay behind. The table plays high cards. You win the trick, advance towards the abyss, and everyone laughs. In three turns, it will happen again, but to someone else.
WHAT IT IS ABOUT
A race to disaster with rules that change every round
Marco Teubner takes classic trick-taking and injects a paradox: sometimes you need to win tricks to advance, other times you must avoid them at all costs. The theme of lemmings rushing towards the cliff (originally Last Lemming) is not decorative: it's the perfect metaphor for a game where running too fast eliminates you, but staying behind condemns you.
Each round, the movement rules change. You play cards to win or lose tricks according to the current objective, push opposing lemmings off the cliff when you can, and try to be the last one standing. The pace is fast, the twists frequent, schadenfreude guaranteed.
What they say abroad
A trick-taking game that rewards those who know when to rush and when to hold back. The changing rules keep everyone on their toes.
— FroGames
Perfect for families and card enthusiasts looking for variety without unnecessary complexity.
— FroGames
Ave Lemming (Last Lemming)
The pieces in play
What you get your hands on
Deck of numbered cards
Each player has cards with different values. You play one card per trick, follow suit when you can. The value decides who wins the trick, and winning or losing it moves your lemming.
Lemmings on the board
Each player has a lemming that races towards the cliff. Win a trick and you advance. Lose and you stay put (or move back). The first to fall is out. The last one standing wins.
Round cards with variable rules
Each round has a card that changes how movement works. Sometimes you want to win tricks, other times avoid them. Sometimes other lemmings follow too. You have to adapt on the fly.
Pushes and schadenfreude
Some cards or situations allow you to push opposing lemmings further towards the cliff. It's the element of direct interaction that livens up the table and generates laughter.
🎲How to playThe rules in four steps▼
How to play
The flow of each round
Four rounds, each with different movement rules. Within each round, classic trick-taking.
Reveal the card that dictates how movement works this round: win tricks to advance, or lose tricks to retreat, or other variations. Everyone adapts their strategy.
The lead player plays a card. Others follow suit if they can, otherwise they play any card. The player who played the highest card (in the leading suit) wins the trick.
Whoever won (or lost) the trick moves their lemming according to the active round card. Sometimes other lemmings move as a side effect. Anyone falling off the cliff is eliminated.
All cards in hand are played in successive tricks. Then proceed to the next round with new rules. After four rounds, the player with the lemming furthest back (still alive) wins the game.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Dealing and first glances
You draw your hand and immediately understand if you have high or low cards. You read the first round card: it says that winning tricks makes you advance. Players with high cards smile, those with low cards are already trying to figure out how to minimize damage.
First trick won by mistake
Someone plays low to stay back. The table plays even lower. The player who wanted to lose the trick wins it, advances two spaces, and finds themselves closer to the precipice than they wanted. The table laughs.
Round change, rules inversion
The second round card is revealed: now losing tricks makes you retreat (or winning them makes you stop). Players with high cards who were at the back suddenly have to rethink everything. Strategies are turned upside down mid-game.
Push towards the abyss
A special card allows you to push an opponent's lemming forward. You use it on someone already one step from the cliff. They fall, are eliminated, and protest. The table erupts in laughter and accusations.
Last lemming standing
Two players remain. Both one trick away from falling. The last card decides everything: whoever wins the trick falls and loses, whoever loses it stays alive and wins. Tension is at its peak for a few seconds, then everything is resolved.
🐸What to know beforehandThree honest things, from friends▼
What to know beforehand
Three things you need to know
Scales poorly below 4 players
With 3 players, the game works, but loses intensity: less chaos, fewer opportunities to push opponents, less unpredictability. The sweet spot is 4-5 players, where tricks become more complex and pushes become tactical.
The starting hand matters
If you draw only high cards in a round where losing tricks is advantageous, you suffer. There's tactical room in timing and following suit, but an unbalanced hand penalizes you. It's not a game of pure skill.
Requires some familiarity with trick-taking
The rules are simple, but those who have never played trick-taking games (Briscola, Hearts, Wizard) will take a round to understand the flow. It's not the first game to teach an absolute beginner; it's better to play it after a couple of gateway games.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to fall
The player with the lemming furthest from the cliff at the end of the four rounds wins. Or whoever is the last one standing.
Victory
- You are the only lemming still on the board (all others have fallen)
- At the end of the fourth round, your lemming is the furthest from the cliff
- You managed tricks to advance when necessary and stay back when needed
Elimination
- Your lemming falls off the cliff (goes past the last space on the board)
- You win (or lose) too many tricks in a round with unfavorable rules and are pushed off
- An opponent uses a special card to push you over the edge
A trick-taking game that rewards those who can read the table and adapt. Schadenfreude is included in the price.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Ave Lemming (Last Lemming)
What mechanics does Ave Lemming use?
Trick-taking with variable rules: you win or lose tricks according to the active round card, with conditional movement and implicit push-your-luck. It includes player elimination (whoever falls is out) and a pinch of take-that in the pushes.
Is it suitable for those who have never played trick-taking games?
It works, but it's better to have played at least a couple of games of Briscola or Wizard first. Trick-taking is simple, but those unfamiliar with the basic mechanism (following suit, high card wins) will take a round to get up to speed. It's not the ideal first gateway game.
How many players is it most fun with?
The official range is 3-6, but the game is best with 4-5 players. With 3, it lacks interaction; with 6, it can become chaotic (in a bad way: downtime, difficulty following who played what). 4 players is the sweet spot.
How long does a game actually last?
The box says 40 minutes, and it's realistic: 5-minute explanation, 30-35 minute game. With 6 players, it can approach 45. It's a long filler or a compact party game, depending on how you look at it.
Is it available in Italian?
Yes, this is the Italian Ravensburger edition with the localized title Ave Lemming. Cards, rules, and components are all in Italian. The original game is called Last Lemming.
Ave Lemming (original title Last Lemming) is a trick-taking game for 3-6 players, lasting 40 minutes, aged 10 and up. Designed by Marco Teubner and published by Ravensburger, it uses variable rule trick-taking: each round changes whether winning or losing tricks moves you closer to the cliff. The theme of lemmings rushing towards the abyss is not just humorous; it's the heart of the tactical paradox. Those who fall are eliminated, the last one standing wins. Fast-paced games, guaranteed laughs, schadenfreude included. Available on FroGames.it.

Hail Lemming
Frequently Asked Questions
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