The Frogames review
A two-player card duel: build combos and use them up at just the right moment
Take the last Supply off your Villager: at the end of the turn it goes face down under your scoring card and earns points, but you can't use it any more.
You're a young adventurer, a Crow, Frog or Rabbit, taking on a single rival for the ‘Community Cup’, the prize for whoever gives most to the village. You recruit villagers, craft Gear, invest in buildings and explore the Adventure board.
Each turn you take two actions: play a card by paying coins, or activate a Starter card or a Villager. Every card has a limited number of uses and, once it's used up, it goes into your points. When the deck runs out, the highest score wins.
Released in 2025, designed by Iain Everett, illustrated by Pennie Jo Everett and published by PIKA Games.
At a glance
Why we like it. Timing is the heart of the game: cards keep paying off while they have uses left, but only score once you've used them up. Even your opponent's Gear becomes an opportunity, as meeting its condition earns you coins.
Good to know. Cards set aside for scoring stay face down and have to be remembered, and turns with chains of effects can run long.
What kind of gameFrogScore + LuckShared deck, but ‘Consider’ helps StrategyChains between buildings and Gear InteractionYour opponent's Gear pays you PaceTwo actions plus free chains Replayability1 themed deck out of 2 Rated by Frogames · from the rules · what the levels mean
We set the levels by reading the rules, always with the same yardstick: a 3 means the same on every game.
- you decide
- mostly you
- half and half
- often chance
- chance decides
- one choice per turn
- plan a few turns
- plan half the game
- build for later
- the whole game is a plan
- each to their own
- you compete for things
- you get in the way
- you hit each other
- you attack each other
- lots of waiting
- long turns
- medium turns
- short turns
- you play together
- always the same
- card order changes
- part of it changes
- a lot changes
- every game is different
Playing it solo
Official solo mode · rules p. solo rulebook, pp. 18-24Otto, an otter on a student exchange: an automated opponent that plays by fixed rules.
Finish the game with a higher score than Otto.
Otto finishes the game with a higher score than you.
After your turn you give him one coin for each Gear in play, reveal two cards from his deck and use the cheaper one.
1Play your turn under the normal rules: two actions plus any free ones. 2You can meet the conditions on Otto's Gear and take the coins. 3If Otto reveals two cards with the same cost, you activate a Starter for free.
Three levels, Easy, Normal and Hard, plus five extra challenges.
Your turn, the board, the shared deck and the way you score. Otto has no hand or Starters, plays cards for free and converts coins into points.
Setup Otto uses the advanced themed deck and starts with cards already in play.You need Nothing: the components in the box are all you need.
How to play
Watch a game
Official rulebook (PDF) →- 1Play cardsPay coins to bring Villagers, Gear or buildings into play with their Supply.
- 2Activate VillagersRemove a Supply and resolve the effect: coins, cards or steps on the board.
- 3Explore the boardMove along the paths and take the reward on the space where you stop.
- 4Add up three scoresVillagers by species, Gear by enchanted buildings, and coins invested in buildings.
What’s in the box
- 51 Core deck cards (Villagers, Gear, buildings)
- 24 Academy themed deck cards
- 24 Tidings themed deck cards
- 6 Starter cards (2 Nest, 2 Lilypad, 2 Warren)
- 3 Initiate Villager cards
- 2 player aid cards
- 2 scoring cards
Questions about A Wild Venture
How much English do you need to play A Wild Venture?+
You need to read English well. This is the English edition and almost every card carries text with effects and conditions to read during play.
Does A Wild Venture hold up over lots of plays?+
Yes, because the setup changes every game. You choose one of two themed decks, Academy or Tidings, to add to the Core deck, one of the two sides of the board and one of the three Initiate Villagers; on top of that there are two variants and the solo mode.
Is A Wild Venture hard to learn?+
The turn is quick to explain, but the exceptions take a few games. You take two actions, playing or activating cards, but you need to remember rules such as Gear triggering on your opponent's turn too and buildings interrupting effects already under way.
How do you win at A Wild Venture?+
The highest final score wins. Points come from three sources: Villagers set aside (smallest group multiplied by largest group across the three species), Gear set aside multiplied by enchanted buildings, and coins invested in buildings.
How much table space does A Wild Venture need?+
You need room for the board and two personal areas. Each player lays out cards in three rows, Gear, Villagers, and buildings with Starters, while the deck, discard pile and token supply sit in the middle.
Can you play A Wild Venture with three or four?+
No, it's strictly a two-player game. Alternatively, you can play solo against Otto, the automated opponent from the solo rulebook.
Can you play A Wild Venture solo?+
Yes, with the official mode against Otto. Otto uses the advanced themed deck, has three difficulty levels and needs no extra components.
Do you have to remember cards in A Wild Venture?+
Yes, cards set aside stay face down and can't be looked at. The ‘No Memory’ variant lets you keep them face up and check them.
What's the difference between the two sides of the A Wild Venture board?+
The Spring side is the one for your first game. The Autumn side adds paths that cost coins or cards discarded from your hand.
What are Gear cards for in A Wild Venture?+
Gear cards give coins to whoever meets their condition, your opponent included. When they're used up, at the end of the turn you resolve their Relic effect and add them to your points.
Is A Wild Venture suitable for children?+
The recommended age is 10 and up. The cards have English text and scoring requires planning across the whole game.
When does a game of A Wild Venture end?+
The game ends when the deck runs out. The current turn is completed, each player takes one last turn and then points are counted.
“A duel where every card has to be milked to its last use, and let go at just the right moment.”
Who is behind A Wild Venture
Who designed it, who drew it, who publishes it, and what else they made.
All the BoardGameGeek data released 2025 · #858 overall · #171 tra i Family · Powered by BoardGameGeek +
- Rating
- 8,04/10 · 2868 ratings
- Rank
- #858 overall · #171 in Family
- Complexity
- 2,63/5
- Year
- 2025
- Designers
- Iain Everett
- Artists
- Pennie Jo Everett
- Categories
- Avventura, Animali, Carte, Fantasy
- Mechanics
- Hand Management, Memory, Point to Point Movement, Set Collection, Track Movement
- Language dependence
- Tanto
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A Wild Venture in short. Competitive two-player card game, with a solo mode against Otto, designed by Iain Everett and published by PIKA Games in 2025. Recommended for ages 10 and up. Cards pay off while they have uses left but only score once you've used them up, and even your opponent's Gear can pay you. English edition, available at Frogames.it.
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