







Sardinia
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FroGames — Moments You'll Remember
Sixteen provinces, four ambitious nobles, one island to conquer. Every card played is a promise — and a threat.
What it's about
A classic by Stefan Dorra reborn in a box that becomes an island
Sardegna is a reimagining of Kreta, a 2005 Eurogame by Stefan Dorra that for years was almost impossible to find. Playte brings it back to life with an insight that changes everything: the magnetic box opens and becomes the game board. No 30x30 cm, no clutter — open, play, close.
We are in 14th-century Sardinia. You are one of the nobles who want to control the island. You have a hand of character cards — the Noble, the Bishop, the Captain, the Merchant — and with these, you move ships, found villages, build towers, send priests and peasants into the sixteen provinces.
The heart of the game is knowing when. You only know the next two provinces that will be scored. You must have your pieces there at the right moment — while others do the same, on the same spaces, with the same cards. The player who plans the turn first wins.
The secret of Sardegna
A magnetic box that opens to reveal Sardinia on your table. Playable anywhere — on the train, at the cafe, on your living room coffee table.
The secret of Sardegna in one line
You only know the next two provinces that will be scored. Every card is a gamble on the future — and opponents are betting on the same thing.
From the game experience
Sardegna
Your arsenal
What you control in each game
A hand of characters
Noble, Bishop, Captain, Merchant. Each player has the same deck — the difference is when to play them.
Ships, towers, villages
Wooden pieces you place on the island. Each is worth influence, each has different movement rules.
Priests and peasants
The movable pawns. Peasants work the land, priests shift the balance between adjacent provinces.
Visible scoring cards
You always see the next two provinces that will score points. Beyond that is fog — and opponents are reading the same map.
One hour, four nobles, sixteen provinces. And in the end, you discover someone else controlled Sardinia two turns ago.
🃏Recommended sleeves2 formats · 58 cards total
📖RulebookEnglish · Official PDF
🎯 COME SI GIOCA
A game in five moments
What happens at the table
Not the rules. The experience.
The box opens and the island appears
The magnetic cardboard folds in half and in ten seconds, Sardinia is on the table. Sixteen provinces, three ports, a couple of mountains. Everyone takes their hand of character cards. There's always that phrase: "is that really all there is?" Spoiler: yes, and it's enough.
The first scoring card
The card flips: Cagliari will be scored at the end of the round. Everyone looks at the same province. Everyone has the same hand. Who plays the Captain first? Who waits? Who bluffs with the Merchant? The game has already begun.
The turn you forget a card
You played the Bishop two turns ago thinking of Oristano. Now Oristano won't be scored—they changed the order. Your tower is in the wrong place, and in two turns it's Sassari's turn, where you don't even have a ship. We laugh, but it's a wry laugh.
The move others didn't see
There's always that turn in Sardinia. Someone held the Priest in hand for three rounds without playing him. Now they play him, move three peasants from the lost province to the one that matters, and turn the scoring around at the last moment. Silence at the table. Then applause.
Points are counted, the box is closed
The map disappears into the magnetic box as if it never existed. The scores are tallied: a difference of two or three points, as always. Someone says "next time I'll play the Noble differently." Next time is forty minutes later.
How to play
The flow of each turn
Four simple phases that hide a difficult decision every time. You learn in ten minutes, you strategize for hours.
From your hand, you select a card: Noble, Bishop, Captain, Merchant, Priest. Each has a specific power — but you can only play it once until you retrieve your deck.
You place pieces, move ships along the coasts, found villages, build towers, move priests or peasants between adjacent provinces. Each card moves only certain pieces.
The province at the top of the scoring pile awards points: to the first for influence and, often, to the second as well. Whoever has the most pieces there wins — and the next card is revealed.
When you've played your entire deck, you retrieve it — but you lose a turn of initiative. Choosing when to take a breath is the most subtle decision in the game.
Why it's different from others
Six things that make Sardinia special
The box IS the board
Playte's L.BOARD system: the magnetic box opens into two halves that form the map. Setup in thirty seconds, no need to clear the table, no clutter.
You only see two turns ahead
You know the next province that will be scored and the one after that. That's it. The third turn is a fog — and the whole game is about managing that fog better than others.
Same hand for everyone
No secret characters, no asymmetric powers. Everyone has the same cards. The only difference is the order in which you play them — and how well you can read others.
Second place matters
In many provinces, the second-place player also scores points. You can't win everywhere — but you can place everywhere. It's an incentive to intelligently disperse influence.
Virtually zero luck
No dice. Variability comes from the order of scorings and opponents' moves. If you lose, it's because someone thought better than you — and you know it.
Signed Dorra, class of 2005
Stefan Dorra signs one of his most elegant euros here. A reimplementation of Kreta, which has been impossible to find for years. Classics enthusiasts will recognize it on the first turn.
How it ends
One path to victory, a thousand ways to seek it
The player with the most influence points when the scoring cards run out wins. Simple to state, fierce to achieve.
Victory
- Accumulate more total influence points than other players
- Points come from first and second places in scored provinces
- Provinces are worth different points: some are more valuable than others
Defeat
- There are no eliminations: everyone plays until the end
- Whoever finishes last usually played the right card at the wrong time
- The gap between first and last is always small — a rematch is mandatory
Sardegna is one of those games that seem simple until the third turn. Then you realize that every move contains a lie — and your real game begins there.
Frequently asked questions
Sardegna FAQ
Is it the same game as Kreta from 2005?
Yes, Sardegna is a reimplementation of Kreta by the same designer — Stefan Dorra. The map changes (Sardinia instead of Crete), the L.BOARD system transforms the box into a game board, and the materials are updated, but the core hand management and area majority mechanic is that of the original. Those who have been looking for Kreta for years without finding it will rediscover it here, improved.
What is Playte's L.BOARD system?
It's a patented idea by Playte: the box is magnetic and folds so that its interior becomes the game board. No need for large boxes or separate boards to open — setup takes only a few seconds, and the game is truly portable. It works surprisingly well even on a train or at a cafe.
Is it a suitable game for those starting with eurogames?
Yes, Sardegna is a good entry point. The rules can be explained in ten minutes; there are no hidden victory points or secondary mechanics. The depth emerges from timing choices — you play the first game learning, the second thinking, and from the third game onwards, you really see the game.
How many players does it work best with?
It's at its best with 4 players: the pressure on provinces is maximal, and every card counts. With 3 players, it's more relaxed and slightly more strategic. With 2 players, it becomes a tight, almost abstract tactical duel. All three configurations work — they are just different experiences of the same game.
How much does luck count?
Very little. There are no dice and no random hand — everyone has the same cards. The only variability is the order in which the scoring cards appear, but you see that two turns in advance. If you lose, it's because an opponent read the map better. The game rewards planning, not a lucky shot.
Is it available in Italian?
No, this is the English/Korean edition published by Playte. The text on the cards is minimal — icons and symbols guide the game — and the English rulebook is brief and clear. You don't need language proficiency to play, but it should be noted that it is not localized in Italian.
Sardegna is an area control board game with hand management for 2-4 players (age 11+, duration 60 min). Designed by Stefan Dorra, with illustrations by Wanjin Gill and Jiyeon Lee, published by Playte in an English/Korean edition. A reimplementation of Kreta (2005, Goldsieber Spiele) set in 14th-century Sardinia: each player controls the same set of character cards (Noble, Bishop, Captain, Merchant, Priest) to move ships, found villages, erect towers, and settle peasants in sixteen provinces. The L.BOARD system integrates the board and box into a single magnetic object. Main mechanic: area majority with cascading scoring and limited visibility of upcoming provinces. Available on FroGames.it.

Sardinia
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