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FroGames — Moments You'll Remember
Acid rain falls on dead neon. Someone knows where the truth hides — you must find it before darkness closes every lead.
What it's about
A cyberpunk noir where every investigative choice shapes the story
LA-1 is Los Angeles after the bombs — a city of dead neon, rebellious androids, and impenetrable social classes. This is where Mace & Doyle Investigations operates: an agency that survives by taking on cases no one else wants to touch.
Designed by Richard Launius (the creator of Arkham Horror) and published by Trick or Treat Studios, LA-1 is a cooperative card-driven adventure. Collect clues, interrogate suspects, stake out targets — and measure every action against the Darkness Track, the countdown that wants to devour the city.
Each case can be played solo or as a chapter in a campaign. The card deck is designed to generate different investigation paths each game: same city, always new stories.
From the game experience
It's not a deduction game — it's a choice game. Every card you flip in LA-1 is a door to an alley you didn't know existed.
The secret of LA-1 in a nutshell
When the Darkness Track advances one step, everyone stops talking and looks at the map. That sense of collective urgency is rare in a cooperative game.
From the game experience
LA-1
Your arsenal
What you control in each case
Your detective
Each investigator has unique abilities: the doctor heals, the Fixer opens doors, the old cop knows where to look. The team is as important as individual choices.
The Fate Deck
No dice — every skill check is faced with Fate cards. Managing the deck is managing risk: when you run out, luck becomes more unpredictable.
The city of LA-1
Black markets, corrupt police stations, mutant hideouts. Every place you visit reveals narrative text — and sometimes a choice that changes the investigation.
The Darkness Track
The true antagonist. Every turn, every failure, every wrong lead advances the Darkness. When it reaches its limit, the city — and the game — is lost.
In a few hours, you'll have a story to tell. A suspect that didn't quite fit, an abandoned lead that was the right one, a case closing on the brink of Darkness. It always happens with LA-1.
🃏RulebookEnglish · Official PDF
A game in five moments
What happens at the table
Not the rules. The experience.
Case files open in the acid rain
Read the agency notes. The case takes shape — who the victim is, what doesn't add up, where the investigation might begin. Everyone chooses their detective. The Darkness Track already shows how little time you have.
First leads take you to uncomfortable places
You split up to cover more ground. Some visit the black market, others seek information at the docks. Each card flipped tells you something — a real clue, a red herring, sometimes a threat. The Fate Deck determines if you succeed or fail the check.
The Darkness advances and resources dwindle
The Darkness Track rises. Someone has taken damage, the Fate Deck is thinning. You have to choose: pursue the hot lead risking precious turns, or stop to recover? Discussion heats up. Everyone has a different idea of where to look.
The missing piece reveals itself where you least expected it
That card that seemed irrelevant three turns ago had a key icon. You overlooked it. Someone remembers it and goes back — and when you flip it again, everything connects. The feeling of solving a puzzle tailored just for you is hard to describe.
The case closes — or the Darkness devours you
The final turns are frantic. You tie up loose ends, face the final confrontation. Maybe you succeed with the Darkness at the brink. Maybe the city wins. In either case, you'll still be talking about the case for half an hour afterward. Then someone asks, "When do we do the next one?"
How to play
The flow of each turn
A fluid system that always gives the impression of making progress — even when the Darkness advances.
Before any action, the countdown updates. Urgency is not a punishment mechanic — it's the emotional engine of the game. Every turn counts.
Each detective moves on the LA-1 map and visits a location. You read the narrative text of the corresponding card — and discover what happens in that place that turn.
Many actions require a check: you draw from the Fate Deck and compare with your skill value. Managing when to risk and when to conserve your best cards is the game's true tactical skill.
Results are applied: clues gained, damage sustained, new locations unlocked, suspects interrogated. The case advances — or becomes more complicated. The team decides where to go next turn.
Why it's different from others
Six mechanics that make a difference
The Darkness Track as a silent antagonist
There's no boss to fight — there's an unforgiving clock. The Darkness advances every turn and with every failure. It creates constant tension without needing a single opponent.
Fate Deck instead of dice
Checks are resolved with cards, not dice. As the deck empties, results become less predictable. Managing when to use your best cards is a real tactical choice.
Over 800 narrative text cards
The story isn't in a rulebook — it's in the cards. Every location, every suspect, every event has specific thematic text. Games feel like episodes of a TV series, not just board games.
Replayable cases with different outcomes
Multiple card paths ensure that the same investigation can lead to different places. It's not the same story told twice — it's an open structure that reacts to your choices.
Specialization that forces cooperation
Each detective has abilities that others don't. Some locations are only accessible with certain characters. The team must coordinate — this isn't a game you win by each going your own way.
A world that breathes
LA-1 isn't just a setting — it's a system of classes, corruption, and post-war survival. The city's political tensions emerge in the cards. The context changes choices, it's not just background.
How it ends
Solve the case. Or disappear into the Darkness.
Each case has its own victory conditions — but the defeat conditions are always the same: the Darkness closing every door.
Case solved
- Gather enough clues to identify the case objective
- Complete the final action before the Darkness Track reaches its limit
- Completed cases link to the campaign — unlocking new scenarios
The Darkness wins
- The Darkness Track reaches its maximum limit before resolution
- All detectives are eliminated during the investigation
- The case can be resumed — the story branches differently
LA-1 is one of the most ambitious narrative co-ops in recent years. A game that doesn't just tell a story — it brings it to life, one investigation at a time.
Frequently asked questions
LA-1 FAQ
Is it a true deduction game or a guided story?
It is clearly a cooperative narrative adventure — as the box states. You don't deduce a culprit by analyzing evidence like in a logic game. You explore the city, gather clues, and face skill checks. Those looking for pure deduction might be disappointed. Those looking for a detective story to experience together will find exactly what they were looking for.
Is it worth replaying once the case is finished?
Yes. The card system is designed to generate different investigation paths: not all locations are visited in the same game, and some choices open up alternative narrative branches. It's not the exact same experience just reshuffled — it's a genuinely open structure that rewards replaying.
Does it work well solo?
Very well. The solo mode is official and designed as a complete experience — not a makeshift variant. The Darkness Track functions as pressure even without human opponents, and the Fate Deck creates enough uncertainty to make every game a true challenge. It's one of the co-ops where the jump from 2 to 1 player feels the least impactful.
How long does a session last and how is the campaign managed?
Each case lasts between 60 and 120 minutes, depending on the group's experience and investigation choices. Cases can be played as independent one-shots or linked in a campaign — the base box includes 4 cases. It's not necessary to play them in order, but the campaign adds narrative continuity.
Is the difficulty accessible for casual players?
With some care, yes. The basic rules can be learned in 20 minutes and the turn structure is intuitive. The difficulty curve can be steep in the first case, especially in managing the Darkness Track. For a group of newcomers, we recommend carefully reading the difficulty level suggestions included in the rulebook.
Is it available in Italian?
This is the English edition. LA-1 is a game with very high textual content — narrative cards, location texts, case logs. A good command of written English is necessary to fully enjoy the experience. There is currently no official Italian edition.
LA-1 is a cyber-noir cooperative narrative board game for 1–4 players (ages 14+, duration 60–120 min per case). Designed by Richard Launius, published by Trick or Treat Studios. Main mechanics: narrative cards, skill checks with Fate Deck, Darkness Track management. Each player takes on the role of a detective from the Mace & Doyle agency investigating the post-apocalyptic remains of Los Angeles in a cyber-noir setting. 4 cases included, playable individually or as a campaign with multiple investigation paths and over 800 narrative text cards. English edition. Available on FroGames.it.
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