




Falling
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🐸 Una rana saggia sa quando dividere l’ordine… e quando aspettare il salto giusto.
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You place the device in the tower, that section collapses, the device returns to you with a doubled bonus. Convert resources, combo, someone completes the objective first. In the end, no one remembers who won, only that impossible sequence in the third round.
WHAT IT IS ABOUT
A tower fallen from the sky, relics to recover before everything collapses
One day a tower falls from the sky. Kentaro Yazawa (Japanese designer known for his spatial optimization games) signs this management fantasy where you explore a ruined structure, placing special devices that increase resource income. Illustrations by Sai Beppu and Tomohiro Tsugawa in anime style, published by SUNNY BIRD and internationally distributed by Capstone Games. Part of the LongPack line, the vertical Japanese format that is conquering the hobby.
You place your device in a section of the tower. The section collapses, the device returns to your hand, the bonus is bigger. Convert resources through cards to build combos and score victory points. Twelve asymmetric companions offer unique abilities, a modular board changes every game, solo player officially supported.
What they say abroad
"One day, a tower fell from the sky, and in Falling you are an explorer searching for valuable relics and other items in that crumbling tower."
— SUNNY BIRD
This is an initial read on a newly announced title. The card will be updated as soon as we have verifiable reviews and actual gameplay sessions.
— FroGames
Falling
The game features an official solo mode in the basic rules. Without further details available on the specific mechanics (automaton, dedicated scenarios), we can affirm that the solo experience is complete and the designer intended it as an integral part, not an appendix. Competitive interaction for positions and objectives is absent, but optimization remains intact.
Explorer's Tools
Devices, resources, companions: what you handle during a game
Special devices
You place them in sections of the tower to increase the income of specific resources. When the section collapses, the device returns to your hand with an enhanced bonus. Timing its return is everything.
Resources and conversions
Collect resources from the tower and convert them using cards to build combos. Each conversion unlocks victory points or special abilities. Conversion chains are the engine of the game.
Asymmetric companion
Choose one of twelve companions at the start of the game. Each has unique abilities that change your style: some favor quick conversions, others slow accumulation, others aggressive exploration.
Modular board
The tower is built with modular sections. Every game has a different geography, more or less advantageous positions, new exploration paths. Variable setup guaranteed.
Recommended sleeves 205 cards in 3 sizes ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last a long time.
| Size | Quantity |
|---|---|
| 41 × 63 mm | 143 |
| 59 × 91 mm | 58 |
| 70 × 100 mm | 4 |
| Total cards | 205 |
Come si gioca
Video dimostrativo di gameplay.
🎲How to playThe rules in four steps▼
How to play
The flow of each round
Each round you have a limited number of actions: placing, converting, moving on the tower.
Choose a section of the tower and place one of your devices to increase the income of a specific resource. Or retrieve an already placed device (giving up the enhanced bonus).
Receive resources based on active devices and their position on the tower. Bonuses increase if the device is in an unstable section or if your companion's abilities enhance it.
Use conversion cards to transform resources into other resources or victory points. Each conversion can trigger chain effects if planned well. Long combos are worth a lot.
At the end of the round, some sections of the tower collapse according to precise rules. Devices in those sections return to players with enhanced bonuses. Timing is crucial.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Setup and companion selection
You build the modular tower together, each choosing their asymmetrical companion by reading the abilities. Some focus on quick conversions, others on accumulation. First devices placed, everyone watches where others place theirs.
First conversions and first disappointments
You start converting resources following your plan, but a section collapses earlier than expected and your device returns too soon. The combo you wanted to make is broken, you have to rethink the sequence. Focused silence at the table.
Race for objectives
Mid-game, someone is close to completing a shared objective. Everyone speeds up, placing devices in risky areas to maximize income. Sections collapse in quick succession, bonuses return enhanced, the table comes alive.
The impossible combo
Someone initiates a four-step conversion chain, leveraging their companion's ability at the right moment. Everyone stops to watch. Twenty-three points in one turn. Someone else curses good-naturedly and recalculates everything.
Last round and scoring
Tower almost completely explored, all devices returned, resources depleted. Final points scored, tallying up. The winner is whoever optimized returns best, not whoever collected the most resources. You look at the destroyed board and are already thinking about the next configuration.
🐸Good to know beforeThree honest things, from friends▼
Good to know before
Three things a friend would tell you
Variable duration with 4 players
The box says 90-120 minutes, but with four players optimizing every conversion, you can go over. Downtime increases if someone suffers from analysis paralysis. With two or three players, it flows much better.
Learning curve on companions
The twelve companions are not balanced to be equal: some are stronger with certain tower configurations, others require experience to be exploited. Expect perceived asymmetry in early games; you need to play to understand the paths.
Three different card sets
The game has 143 cards 41×63mm, 58 cards 59×91mm, 4 cards 70×100mm. If sleeving everything is important to you, you'll need three sleeve sizes and a non-trivial sleeve budget.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
The game ends when the tower is fully explored or when a player completes a certain number of objectives (varies based on player count).
Victory
- Victory points from resource conversions completed during the game
- Bonuses from shared objectives completed first
- Points from companion's unique ability if activated correctly
Game end
- Tower fully explored: no sections available for placing devices
- A player completes the required number of objectives (immediate end trigger)
- All devices have returned and no one can take any more significant actions
The winner is the one who built the most efficient combos, not the one who collected the most resources. It's a game of timing, not accumulation.
💬Frequently Asked QuestionsQuick answers before checkout▼
Frequently Asked Questions
Falling FAQ
What mechanics does Falling use?
Area movement (you move on the modular tower), variable player powers (the twelve asymmetrical companions), chain resource conversion via cards, worker placement (devices function as such). The modular board changes every game.
Is it a game for those new to management games?
No. Weight 2.5 on BGG, but the chain conversion system and the timing of collapses require experience with engine builders and resource optimization. Recommended gateway games first: Splendor, Wingspan, Cascadia. Falling is the next step.
Does it scale well from 1 to 4 players?
The solo mode is official and promises a complete experience (only the objective race is missing). With two players, it's tense and fast. With three/four, downtime increases, and the duration can get out of hand if someone optimizes too much. For now (limited BGG data), it seems designed for 1-2 players.
Are the companions balanced?
Too early to say for sure (142 votes on BGG). The asymmetrical powers mechanic suggests that some companions shine with certain tower configurations. Don't expect strict balance, expect different paths to explore.
Is it available in Italian?
No. This edition is in English. Conversion cards and objectives have text, but the language is functional (resource names, mechanical effects). A B1 level of English is sufficient, or translate the 12 companion cards once and you're good to go.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Falling is an exploration and resource management game for 1-4 players, lasting 90-120 minutes, recommended age 12+. Designed by Kentaro Yazawa, published by SUNNY BIRD and distributed by Capstone Games. Mechanics: device placement on modular tower, chain resource conversion, asymmetrical powers via twelve unique companions, integrated official solo mode. Medium weight (2.5/5 BGG), suitable for players with experience in engine builders and optimization. Anime-style illustrations by Sai Beppu and Tomohiro Tsugawa, Japanese vertical LongPack format. Available on FroGames.it.

Falling
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
The photos on the website often come from BoardGameGeek and are intended to give you an idea of the game. They may vary slightly from the version you receive. The content declared by the publisher is always binding.
📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
⏳How do pre-orders work?
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