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You watch the board. You calculate where they'll go. You're wrong. Someone beats you to it, someone else follows you where they shouldn't have been. In the end, everyone laughs and no one remembers who predicted what.
WHAT IT IS ABOUT
You are a professional thief. So are the others at the table.
Pinched! is by Jonathan Gilmour-Long and David Gordon, published by Mighty Boards in 2025. The theme is simple: you're a thief planning heists around the city, but you're not the only one. Other burglars are making their plans, and if you guess where they'll strike, you can steal some of the loot directly from them.
Each turn, one player becomes the Mastermind and chooses where to strike. The others try to predict their destination: if they guess correctly, they show up at the crime scene and split the spoils. If they guess wrong, the Mastermind takes everything. The player who accumulates the most stolen goods by selling sets of items wins. Modular board, quick deduction, zero downtime.
What they say abroad
For a light game like this, you shouldn't think too much. And yet you always do.
— FroGames
"It's all about reading the room and calling the bluff at the right moment."
It's all about reading the room and calling the bluff at the right moment.
— Mighty Boards
Pinched!
The targets
Four types of locations to rob
Location card
Each location has a different value and offers specific types of loot. Villas, museums, banks: choose based on what you need to complete your sets.
Prediction token
Your personal token. Each turn you place it where you think the Mastermind will strike. If you guess correctly, you share the loot. If you're wrong, you go home empty-handed.
Loot card
Jewels, paintings, cash, artifacts. Collect sets of the same category to sell them and earn points. The more complete the set, the more it's worth.
Mastermind marker
It passes to each player in turn. When you have it, you plan the heist, but you also need to figure out if someone will follow you or if you'll go it alone.
Recommended sleeves 207 cards in 3 sizes ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 50 × 75 mm | 176 |
| 64 × 90 mm | 25 |
| 44 × 63 mm | 6 |
| Total cards | 207 |
🎲How to playThe rules in four steps▼
How to play
The flow of each round
A round lasts three minutes. Then it starts again with a new Mastermind.
The player with the Mastermind marker looks at the modular board and secretly chooses a location to hit. They don't tell anyone.
All other players simultaneously place their prediction token on the location where they think the Mastermind will hit. No one knows what the others are choosing.
The Mastermind reveals their choice. Those who placed their token on the correct location participate in the hit and take loot cards. Those who were wrong get nothing.
Cards are distributed among those who guessed correctly (and the Mastermind). If someone has completed a set of items of the same type, they can sell it immediately for victory points. The Mastermind marker passes to the next player.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
First round, everyone cautious
The first Mastermind looks at the board, chooses a rather predictable location. The others place their prediction tokens confidently. The card is turned over: half the table guessed right, half didn't. Nervous laughter.
Bluffs begin
Someone pretends to reason aloud, then places their token somewhere else entirely. Another changes their mind at the last minute. The Mastermind smiles too much: is it a feint or did they really choose the easy target?
First set completed
One of the players sells a set of three jewels and puts points on the scoreboard. The others realize they need to start completing collections, not just collecting random cards. The game tightens.
The solo heist
A daring Mastermind chooses an improbable location. No one follows. They pocket double the loot and take the lead. The table grumbles, some laugh, some reconsider their entire strategy.
Final turns, final count
Sets are only worth a lot if complete. Those who are behind try desperate moves, those who are ahead play defensively. The last cards are sold, points are counted. The one who best read the others wins.
🐸Good to know beforehandThree honest things, from friends▼
Good to know beforehand
Three things you should consider
With 2 players, it loses its edge
Deduction works best with 3 or more players. With two, it's too binary: either you guess right or you don't, without the group triangulation. If you're looking for a game for couples, this isn't the first candidate.
Fixed groups "read" each other
After 5-6 games with the same people, you start to know each other too well: you already know where Luca will go, Maria always bluffs the same way. With new guests, the magic immediately returns.
Luck of the draw exists
If you draw the wrong cards for your sets, you risk falling behind. Deduction matters, but if you need paintings and jewels keep coming out, you'll be short. It's not a pure abstract game.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
Point-based game, no elimination. Ends after a fixed number of rounds (depends on player count).
Victory
- You accumulate the most points by selling complete sets of loot
- You correctly predict where the Masterminds will strike and participate in many heists
- When you are the Mastermind, you manage to go solo on rich locations
How you fall behind
- You miss almost all predictions and collect few cards
- You accumulate scattered cards without ever completing a sellable set
- When you are the Mastermind, everyone follows you and you always have to split the loot
Pinched! is the party game for those who want a touch of light deduction. Rules in ten minutes, constant interaction, and by the end of the evening, everyone will have a story about that botched heist.
💬Frequently Asked QuestionsQuick answers before checkout▼
Frequently Asked Questions
FAQ about Pinched!
What mechanics does Pinched! use?
Bluffing, deduction (prediction), set collection, and modular board. Each turn, one player secretly chooses a location, others try to guess. Those who guess correctly collect loot and complete sets to earn points.
Does it work well with 2 players?
No, with two players it loses too much interaction. Deduction becomes binary: either you guess right or you don't, without the multiple readings of the group. At least a trio is needed, 4-5 is ideal.
How long does a game last?
45-60 minutes. Turns are very quick (simultaneous choice), but the rounds add up. With 5 players, it's almost an hour; with 3, you're under 50 minutes.
Is it suitable for those who never play board games?
Yes. The rules are immediate, no prior experience is needed. It's a great gateway game for mixed groups: strategic enough not to bore regular players, fast and interactive enough to engage new ones.
Is it available in Italian?
Yes, this is the Italian edition published by Giochi Uniti. All cards, rules, and components are in Italian.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Pinched! is a competitive bluffing and deduction game for 2-5 players, lasting 45-60 minutes, recommended for ages 10+. Designed by Jonathan Gilmour-Long and David Gordon, published by Mighty Boards and localized in Italy by Giochi Uniti (2025). Each turn, one player (the Mastermind) plans a heist, while others try to predict where they will strike to steal part of the loot. Mechanics: simultaneous prediction, set collection, modular board. Weight 1.5/5, ideal as a strategic party game for quick and interactive evenings. Available on FroGames.it with fast shipping.

Pinched! -ENG
Frequently Asked Questions
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