


The Glorious Guilds of Buttonville
🐸 Dettagli da BoardGameGeek
Consiglio BGG sul numero di giocatori
Categorie
Meccaniche
Design & Art
Lingua
Pre-order - leggi i dettagli
🐸 Una rana saggia sa quando dividere l’ordine… e quando aspettare il salto giusto.
Pairs well with
The FroGames Card
You draw two cards. One you want, the other you don't. You play the set of three blacksmiths and unlock the discount. The one next to you is waiting for the fourth bard. In the end, the winner is the one who best read the deck.
WHAT IT'S ABOUT
A village to populate, a guild to build
Buttonville is the most glorious village in the world. There's just one problem: it's completely deserted. Christian Kudahl and Erik Andersson Sundén (authors of family titles for Ravensburger) create a light set collection game where the fantasy theme — illustrated by Matt Owen — is an excuse to bring a combo system to the table that rewards timing.
Each turn you draw two cards, either from the market or blindly. When you've collected enough similar characters — three bards, four blacksmiths — you play the set and trigger its effect. Sets empower each other: the larger the set, the stronger the effect. 25 different characters and a modular market that changes every game. The question isn't what to draw, but when to play what's in your hand.
What they say abroad
"The village of Buttonville is undoubtedly the most glorious village of all time aside from one small problem: There's no one there!"
— Ravensburger AG
This sheet is based on preliminary data. We will update with game details as soon as we have access to the full rulebook and first play sessions.
— FroGames
The Glorious Guilds of Buttonville
The characters you recruit
Four types, infinite combos
Bards
Three bards give you a song of power. The fourth bard unlocks even stronger effects. Do you play them together or wait for the complete set?
Blacksmiths
Four nimble blacksmiths give you a discount on your next recruitments. Each additional blacksmith increases the economic advantage of the next turn.
Inventors
Bizarre inventors unlock unique abilities when you play their set. The more inventors you have, the more their inventions empower each other.
Guards
Brave guards defend the village and protect you from opponents' moves. A trio of guards is a tactical insurance policy.
Recommended Sleeves 300 cards in 1 size ▼
If you play often, we recommend protecting the cards with transparent sleeves to make them last a long time.
| Size | Quantity |
|---|---|
| 59 × 92 mm | 300 |
| Total cards | 300 |
🎲How to playThe rules in four steps▼
How to play
The flow of each round
A turn is draw, decide, play. Repeat until the deck runs out.
Take a card from the open market or blindly from the deck. Then draw the second card in the same way (you can mix: one open, one blind). Keep both or discard one.
If you have at least three identical cards, you can play them as a set. You activate the character's effect (the larger the set, the stronger the effect) and score the indicated victory points.
Sets already played boost new ones. If you played smiths before, now you recruit at a discount. If you have bards on the table, new cards cost fewer actions. Combos accumulate turn after turn.
Replace cards taken from the market by drawing from the deck. The turn passes. The next player sees a different market from yours and starts again.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
The market is open
On the table are face-up cards and the face-down deck. You draw two cards: one from the market (you see it), one blindly. You decide what to keep, what to discard. Others watch your choices and calculate what you are missing.
First set played
Someone plays three identical cards. They activate the basic effect of the set, draw a bonus card, score the first points. You only have two smiths in hand. Do you wait for the third or change strategy?
Synergies come into play
Those who played first now have cumulative advantages. The smiths' discount lowers costs, the bards' songs boost subsequent turns. The table divides: some accumulate, some play immediately.
The set of four
Finally, you manage to play four inventors together. The effect is double that of a trio: you draw three cards, activate two abilities, score a burst of points. Others watch you and recount the deck.
End of game
The deck runs out, everyone reveals their last cards. Those who waited too long have dead points in hand. Those who played too early missed the final combos. Points are summed: sets, synergies, bonuses. The one who best read the rhythm wins.
🐸Things to know firstThree honest things, from friends▼
Things to know first
Three things you need to know
Luck in draws
Drawing blindly from the deck can give you the card that completes the set or a useless card. The game mitigates this with the market/deck choice, but a series of unlucky draws slows you down. If you hate games where the die (or deck) decides key moments, consider carefully.
Low learning curve
Basic rules are explained in 5 minutes. The complexity lies in understanding when to play sets and which synergies to pursue. The first games are tactical, not strategic: you learn by playing, not by studying the rulebook.
Depth to be verified
With few votes on BGG and zero long reviews, we don't yet know if the combos remain interesting after 10-15 games. The modular system promises variety, but long-term sustainability is yet to be confirmed in the field.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win
The game ends when the deck runs out. The player with the most points from the sum of played sets, activated synergies, and character bonuses wins.
Victory points
- Each played set is worth base points (indicated on the card)
- Sets of four or more cards are worth additional bonus points
- Some characters give extra points if you combine their effects
How you lose points
- Cards remaining in hand at the end of the game are worth nothing
- Sets played too early lose final synergistic bonuses
- Waiting too long leaves you with unfinished combos when the deck runs out
Buttonville is pure timing: whoever reads the deck's rhythm wins. Whoever waits or plays too early loses. Two turns make all the difference.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about The Glorious Guilds of Buttonville
What mechanics does The Glorious Guilds of Buttonville use?
Pure set collection with hand management and push-your-luck on blind draws. Synergies between played sets add a layer of light engine building. The modular market changes the setup every game.
Is it suitable for people who never play games?
Yes. Rules in 5 minutes, intuitive mechanics (draw, play sets, score points). The fantasy theme and illustrations help. Perfect as a gateway for those who want to move from party games to games with a bit of tactics.
Does it work well with two players?
Yes, the game starts with 2 players. With two, the market is more controllable (less chaos, more calculation), but you lose some interaction and competition over cards. The ideal configuration is probably 3-4.
How long does a game really last?
30 effective minutes with players who know the rules. The first game can extend by 10 minutes to explain setup and synergies. Low downtime: turns are fast, no one gets stuck planning 5 turns ahead.
Is it available in Italian?
No. The edition sold on FroGames is in English. The texts on the cards are minimal (character names, effect symbols), the rulebook is in English. Language dependence is medium-low: a player who reads English can explain the effects to others.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
The Glorious Guilds of Buttonville is a set collection game for 2-4 players aged 8 and up, with games lasting 30 minutes. Designed by Christian Kudahl and Erik Andersson Sundén, published by Ravensburger in 2025, it brings to the table a system of synergistic combos where the size of the sets increases the power of the effects. With 25 different characters and a modular market that changes every game, Buttonville combines hand management, tactical timing, and push-your-luck draws in a light family game (1.6/5 on BGG). Perfect as a gateway for those looking for the first step beyond party games. Available on FroGames.it.

The Glorious Guilds of Buttonville
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?
Pre-order the game before release, payment is immediate, and the game is reserved for you. As soon as it arrives, we'll ship it right away! If there are any delays, we'll update you promptly.
🔒Can I trust buying here?
Absolutely! Secure payments, tracked shipments, and a team that loves board games as much as you do. If something goes wrong, we'll do our best to fix it.
🛠There's a problem with my order, what should I do?
Write to us now! Whether it's a missing part, damage, or an error, we'll help you resolve it as soon as possible. Your experience truly matters to us.