



Etherstone
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You have seven cards. Each turn you use one, maybe. The others are waiting for the die you need. The threat advances. And halfway through the game, you realize your plan was perfect three turns ago.
WHAT IT'S ABOUT
A forgotten planet where life and death dance in an eternal cycle
Etherstone is the new project by Simone Luciani (Barrage, Tzolk'in, Golem) and Virginio Gigli, published by ThunderGryph Games in 2025 with illustrations by Paolo Voto. Nobura is a planet shrouded in mystery: a cosmic entity sacrificed its divine essence to breathe life into its desolate lands, creating the Etherstones that shape the biomes and connect all living beings to nature. But the Vacuous, a parasitic force born from the depths, threatens everything.
Each player embodies a faction leader with unique abilities and must earn victory points by invoking cards, overcoming common threats, and utilizing shared dice more efficiently than opponents. The heart of the game is the tension between closed and open drafting: you start with seven cards and a leader, then each turn you choose only one action out of five possible. The game ends when someone runs out of cards, the threat deck is empty, or the victory tokens run out.
What they say abroad
Etherstone presented us with choices that seemed right until we saw everyone else's dice.
— FroGames
"A cosmic being sacrificed its divine essence to breathe life into Nobura's desolate lands. Players unite forces to avert extinction."
A cosmic being sacrificed its divine essence to breathe life into Nobura's desolate lands. Players unite forces to avert extinction.
— ThunderGryph Games
Etherstone
The tools on the table
What you handle for sixty minutes
Asymmetric Leader
Each leader has health points, strength, and a unique permanent ability that guides strategy. It's not a card: it's your identity for the entire game.
Personal deck of 7 cards
You start with seven drafted cards (or a pre-constructed deck for the first few games). Each invocation reduces your hand, each Rest rebuilds it. When they run out, the game can end.
Shared dice pool
The dice are all rolled together and placed in the center of the table. On your turn, you choose one: the others will no longer see it. The race for the right die is silent but brutal.
Threat Deck
Common threats that players can face to gain points. When the deck runs out, the game can end. Ignoring them is a calculated risk.
Recommended sleeves 221 cards in 1 size ▼
If you play often, we recommend protecting your cards with transparent sleeves to make them last a long time.
| Size | Quantity |
|---|---|
| 61 × 112 mm | 221 |
| Total cards | 221 |
Come si gioca
Video dimostrativo di gameplay.
🎲How to playThe rules in four steps▼
How to play
The flow of each round
Each turn is a single action. The game ends when one of three end conditions is met.
Dice Draft (take dice from the pool), Summon (play a card from hand), Attack (face a threat), Rest (recover all cards), Void Pact (special action). Only one action per turn, no automatic combos.
If you drafted dice, you use them to pay costs or activate effects. If you summoned, the card enters play and can give you points or abilities. If you attacked, you compare strength and dice against the threat and collect rewards.
If a player has run out of cards in hand, if the threat deck is empty, or if the victory tokens are gone, the current round ends and scoring begins.
Turns pass clockwise. There is no maintenance phase: each player acts when it's their turn, and the pace is determined by the players' actions.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
The draft and discovery
You're still choosing cards, and someone is already calculating combos. The leader you pick dictates everything: some focus on fast summoning, some on resilience, some on threat control. You don't play your first hand yet, but you already know who your direct rival will be.
The first dice disappear
The first turn is cautious: everyone takes a die, summons a card, studies. On the second round, someone drafts and changes hand, someone else attacks a threat. The dice you wanted are gone, and you realize that action timing is everything.
The race for points
Mid-game, victory points start to become scarce, and the threat deck thins out. Someone has already summoned half their cards, someone else has rested twice. No one knows when it ends, but everyone starts counting: remaining cards, tokens on the table, probable dice.
The Rest bluff
Someone declares Rest and takes all cards back into hand. It's a signal: are they slowing down the end or preparing a final combo? The others must decide whether to accelerate or consolidate. The perfect die you needed is taken by the player after you.
Sudden end
Someone plays their last card, or the threat deck runs out, or the victory tokens are exhausted. The game ends in two turns. Everyone counts: points from summoned cards, defeated threats, leader abilities. You only find out who won now, and often by two points.
🐸What to know beforehandThree honest things, from friends▼
What to know beforehand
Three things a friend would tell you
The learning curve is steep in the first two turns
The rules are simple, but understanding when to do what action requires a full game. The initial draft might seem arbitrary until you play the cards and see how the leader amplifies them. The second game is already a different game.
Dice matter, but don't dominate
The roll is random, but the pool is common and visible: if the die you need isn't there, you must change your plan immediately. It's not bad luck, it's probability calculation and adaptability. Those who stubbornly stick to their plan lose.
With four players, downtime lengthens
A single action per turn means you wait for three players between your turns. If someone suffers from analysis paralysis, the game slows down. With two or three players, it flows better, especially in the first few games.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
The game ends when one of three conditions is met, and the player with the most victory points wins.
Victory
- Summoned cards: each card in play is worth points, plus any bonuses from leader abilities
- Defeated threats: threats give fixed points when you overcome them, often more than summoning points
- Asymmetric abilities: some leaders gain extra points from specific conditions (card type, dice used, etc.)
Game End
- The active player has run out of cards in hand (has summoned or discarded everything)
- The threat deck is empty (all threats have been faced or ignored)
- The victory point tokens in the common pool have run out (all assigned)
Etherstone is a game where every action is an investment and every die a silent negotiation. If you enjoy games where planning matters more than reacting, this is your table.
💬Frequently Asked QuestionsQuick answers before checkout▼
Frequently Asked Questions
Etherstone FAQ
What mechanics does Etherstone use?
Etherstone uses closed drafting (to build the starting hand), open drafting (for shared dice), hand management, deck/pool building (you build the deck by summoning cards) and variable player powers (each leader has unique abilities). The system resembles an eurogame with engine building, but more tense and competitive.
Does it play well with two players?
Yes, in fact: it's faster and more tactical with two. The dice pool is more predictable, control over end conditions is more direct, and downtime disappears. Luciani has a solid tradition in two-player games (see Barrage or Newton), and it shows here.
Is it suitable for those unfamiliar with Simone Luciani?
It depends. If you like games where every move counts and you need to anticipate others, yes. If you're looking for a gateway or family game, no: Etherstone has a steep initial curve and requires calculating probabilities and timing. It's not as challenging as Barrage, but not as immediate as a filler either.
Do games really last 30 minutes?
With two experienced players, yes. With three or four, expect 45-60 minutes, especially if someone is playing for the first time. The time varies greatly depending on who decides when to end the game: if someone accelerates with rapid summons, the game ends quickly.
Is the Italian edition complete?
Yes. The Ghenos Games edition includes all cards, dice, tokens, and the rulebook translated into Italian. The texts on the cards are localized, so it's playable immediately without the need for external translations.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Etherstone is a competitive card game for 2-4 players, aged 14 and up, with games lasting from 30 to 60 minutes. Designed by Simone Luciani and Virginio Gigli, published by ThunderGryph Games and distributed in Italy by Ghenos Games, it combines closed and open drafting with a shared dice system and asymmetrical leaders. Players build decks, face common threats, and compete for victory points by controlling the pace of the game. Each turn allows only one of five possible actions, creating tense and immediate decisions. The game stands out for its hand management, indirect competition over common resources, and three variable game-end conditions. Ideal for those looking for a strategic eurogame with indirect interaction and asymmetrical powers. Available on FroGames.it with immediate shipping.

Etherstone
Product Details
🐸 HOW TO PLAY
1. A world in precarious balance, you in command.
In Etherstone, you lead a faction on Nobura , a planet teetering between creation and destruction. The goal is to score the most Victory Points by summoning cards, thwarting threats, and exploiting asymmetric abilities, while the Vacuous corrupts everything it touches.
2. Initial choice that shapes the game.
The game begins with a draft of seven cards and your Leader card ; for the first few challenges, you can use predefined sets. Each Leader has Health Points, Strength, and a persistent ability that defines your playstyle: control, aggression, economy, or hybrid.
3. One action per turn, tough decisions.
On your turn, you choose a single action : Dice Draft to gain resources and triggers, Summon to summon units and powers, Attack to deal damage and pressure, Rest to restore and manage your hand, or Void Pact to accept a dark risk in exchange for an immediate boost. The pace is tense: each choice opens up opportunities and closes other paths.
4. Threats to contain, synergies to build.
Threats loom from the event deck and must be overcome with combinations of Strength, effects, and well-spent dice. Your summon cards create a game engine : chains of abilities, situational bonuses, and interactions with the Leader that transform a discreet turn into a decisive twist in this strategic and competitive board game .
5. End of game with variable trigger, victory to the most far-sighted.
The game ends if the active player runs out of cards in hand , if the Threat deck runs out , or if the VP pool is empty . The player with the most points wins. In Etherstone , timing, calculated risk, and die management are what count: summoning at the right moment, taming the Vacuous, and changing Nobura's fate is the only path to legend.
📦 BOX CONTENTS
75 Entity cards, 13 Leader cards, 18 Threat cards,
5 Etherstone dice, 4 dice pool rings, 3 discs
of Life, 1 disc of the First Player's Life,
80 Etherstone tokens, 32 Point tokens,
32 Counter tokens, 8 Pact with the Void tokens,
4 Player Aid cards, 1 token
End of the game, regulation.
🃏 SACHETS
61x112mm - Quantity 111
The sleeve sizes listed are based on data from BoardGameGeek.com (BGG), the global board game community.
🐸 We at FroGames strive to provide useful information, but we cannot guarantee the complete accuracy of the data reported.
We always encourage you to check them based on the edition and specific content of the game. 💬
✨ If you have any further questions, please contact us: we'll be happy to help!
On Nobura, power is conquered… or it devours you.
A forgotten planet, divine stones, and an all-devouring enemy
Etherstone – The board game where life defies the cosmic void
On Nobura, a world born from the sacrifice of a god, everything seems balanced… until the Vacuous arrives, a dark force that corrupts and devours everything. In Etherstone, you are the leader of a faction called upon to choose: protect, fight, or make a pact with the void itself .
Each turn presents you with a decision: summon creatures, draw strength from the Etherstones, attack enemies, or risk a dark pact that could turn the game around . The tension builds as you play, because here you're not just playing to win: you're playing to survive extinction .
A fantasy board game of drafting, asymmetrical powers, and dangerous choices.
Etherstone is a fantasy and science fiction board game published by Ghenos Games, designed for 2-4 players and with games lasting 30 to 60 minutes. The experience combines deckbuilding, closed drafting, and hand management , with leaders endowed with unique and asymmetrical abilities.
Each faction must earn victory points through summons, attacks, and special abilities, managing the delicate balance between building their strength or taking risks with the Void Pact , a powerful but dangerous action.
The game can end in various ways—exhausting the threat deck, the victory point pool, or running out of cards in hand—making each session different and unpredictable. Written by Italian authors Virginio Gigli and Simone Luciani, Etherstone is a game that offers strategic depth, epic atmosphere, and a unique cosmic soul .

We saw it… with the lights off and only the fluorescent stones 🐸
For the first game we watched, we turned off the lights and only lit fluorescent stones as "etherstones": the atmosphere was perfect. Etherstone surprised us with its mix of pure strategy and twists , because each turn you have to choose whether to stand firm or risk everything on a pact with the void.
The part that won us over is the variety: the leaders change the approach, the summon cards force you to rethink your moves, and the sense of fighting against the Vacuous always keeps the tension high. It's a game that sticks in your head and makes you think, "Next time I'll play this differently."
Other Ghenos Games board games that make your table shine:
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💣 Bomb Busters – Explosive combos and unexpected tactics
🏺 Men-Nefer – A Journey into Ancient Egypt Between Mystery and Construction
🌐 Civolution – Evolve, fight, survive: civilization is in your hands
🏛️ Hegemony – Extended Version – Politics, Economics, and Power Conflicts
🪐 Terraforming Mars – The great classic of space colonization
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I giochi da tavolo non servono a passare il tempo. Servono a viverlo meglio. – La Rana Saggia
Ogni regola è un’opportunità nascosta. Scoprila con occhi nuovi. – Il Girino Curioso
Non so come ho vinto. Ma è stato divertentissimo. Rigioca, se hai il coraggio. – La Ranarock Ribelle
Una buona mossa è silenziosa. La vittoria, inevitabile. – Ranaldo Stratega
Non serve vincere per giocare bene. Serve giocare per stare bene. – Zio Rospo Zen
I giochi da tavolo non servono a passare il tempo. Servono a viverlo meglio. – La Rana Saggia
Ogni regola è un’opportunità nascosta. Scoprila con occhi nuovi. – Il Girino Curioso
Non so come ho vinto. Ma è stato divertentissimo. Rigioca, se hai il coraggio. – La Ranarock Ribelle
Una buona mossa è silenziosa. La vittoria, inevitabile. – Ranaldo Stratega
Non serve vincere per giocare bene. Serve giocare per stare bene. – Zio Rospo Zen
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We always indicate the contents of the box on the product sheet, but there may be small variations due to reprints, updated editions, or last-minute editorial changes.
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