



Annulet
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🐸 Una rana saggia sa quando dividere l’ordine… e quando aspettare il salto giusto.
Pairs well with
FroGames — Moments You'll Remember
Between a card drawn and a stone spent, the table discusses whether to sacrifice the character or keep the land. In the end, the game always finishes with 'just one more'.
WHAT IT'S ABOUT
An ancient game in a fantastical realm, where every card tells a story
Annulet is set in the world of The Old King's Crown, a fantasy universe where games seem to echo games played centuries ago in taverns and royal halls. Pablo Clark (designer and artist) has built a tactile experience with wood, fabric, and stone components, designed to physically transport you to that realm.
Each round you compete for initiative and then draft cards from the river to build your kingdom: lands that form valuable sets, characters that modify the lands they are placed on, opening new scoring opportunities, and annulets that provide stones. These stones are your currency for extra actions and give end-game bonuses. Manage personal fate cards with special abilities to turn the tide, while story cards modify the rules for everyone. No two games are ever the same.
What they're saying abroad
A game that promises to evoke the feeling of playing something timeless, ancient yet fresh.
— FroGames
The physical wood and stone components add a tactile dimension rare in modern games.
— FroGames
Annulet
The game supports solo play in the basic rules. The experience is a good optimization puzzle without the competitive draft interaction, but it works as a challenge against the score.
The elements of your kingdom
Cards, stones and fates: what you truly build
Lands
Territory cards that form sets of increasing value. The more you amplify a type, the more points you earn. The foundation of your kingdom.
Characters
Figures that are placed on lands and modify their scoring or effects. They open up unexpected combos if you combine them well.
Annulets
Rings that provide precious stones. You use them for extra actions during the game and for final bonuses. Economy and scoring combined.
Fate Cards
Personal special abilities that you unlock by spending stones. They allow tactical moves that turn the tide of the game.
Between stones, lands, and characters, you'll discover that each game tells a different story. And you'll immediately want to play it again.
A game in five acts
What happens at the table
Not the rules. The experience.
The First River
Cards are revealed, and everyone studies the river. Some aim for lands, some look at the annulets. Someone decides their strategy immediately, others wait to see what everyone else does. The first choice seems harmless, but it will define your kingdom.
The Race for Gems
The first annulets disappear from the river, and tension builds. Whoever has more gems can unlock extra actions, and the advantage is immediately apparent. Those who focused on lands wonder if they made a mistake. Fate cards begin to circulate.
Characters Change Everything
Someone places a character on a land and unlocks an unexpected score. The table reacts, adapts, copies. Initial strategies are re-evaluated. Those who seemed ahead discover an opponent's combo is worth more. The game reopens.
Tale Cards Turn the Tide
A tale card enters play and changes the rules for everyone. What worked before is now less powerful, or vice versa. Some curse, some laugh, some recalculate everything. It's the most memorable moment: the game surprises you.
Final Count
Kingdoms are complete, gems are spent. Sets, character bonuses, and final annulet points are tallied. The one who balanced everything best wins. And while some count, others are already asking 'rematch?'
How to Play
The Flow of Each Round
Each turn follows a simple yet rich structure of choices, where initiative and drafting intertwine.
Players simultaneously reveal their bids to determine who chooses first. The highest bidder pays the cost but gains drafting priority.
In turn, according to initiative order, each player chooses a card from the common river. Lands, characters, or annulets: each choice influences your kingdom and blocks options for others.
Drafted cards are placed in your kingdom. Characters are positioned on specific lands, annulets provide gems. Gems can be spent to unlock fate cards.
New cards are revealed for the next round. Tale cards enter play, modifying global rules. The competition for initiative begins anew.
Why it's different from others
Six mechanics that make a difference
Tactile Wooden and Stone Components
Not just plastic: Annulet uses real stones, wooden tokens, and fabrics to create a physical experience reminiscent of ancient games. Touching the components adds immersion. It's not empty aesthetics, it's intentional design.
Gems as Dual Currency
Gems are not just final points. They are the economy for extra actions during the game: unlocking fate cards, modifying initiative, activating abilities. Managing them well means balancing present and future.
Tale Cards that Change the Rules
Each game introduces different tale cards that modify global mechanics. One might reward small sets, another make characters more powerful. No two games play out the same, ever.
Personal Fate Cards
Each player has a deck of fate cards with unique special abilities. Spend gems to activate them and turn difficult situations around. They are your tactical wild card, to be used at the right moment.
Characters that Modify Lands
Characters don't score points on their own. They modify the lands they are placed on, opening up combos and alternative scoring. The right character can transform a weak set into a point-scoring machine.
Drafting with Competitive Initiative
It's not enough to choose well: you also have to compete to choose first. Initiative is bought, and whoever wins it controls the river. But paying too much takes away your resources. Each round is a micro-game.
How it ends
How to win and how to lose
Victory goes to whoever builds the most valuable kingdom by balancing land sets, character bonuses, and final gems.
Victory
- Highest total score by summing land sets, character bonuses, and accumulated gems
- Having balanced economy (gems spent for actions) and final score (gems saved)
- Having leveraged active tale cards better than opponents
What will cost you the game
- Focusing on only one type of card (only lands or only annulets) without diversifying
- Spending all gems on actions during the game and ending up with zero at the end of the game
- Ignoring tale cards and playing with a rigid strategy that doesn't adapt
Annulet is a game that feels classic but plays modern, where every game surprises you with different rules and new combos. Perfect for those who want accessible strategy with infinite replayability.
Frequently asked questions
Annulet FAQ
How long does a game actually last?
First games are around 60 minutes as you learn the combos. After 2-3 games, it goes down to 30-45 minutes: drafting is quick, placement is immediate, and phases are streamlined. The pace is relaxed but never slow.
How do tale cards work?
Each game uses some of them (not all). They enter play during the game and modify the rules for everyone: one might reward those with more characters, another change the value of sets. They guarantee absolute variety between games.
Are real stones necessary or just aesthetic?
They are functional: they represent your action currency and serve as a physical tracker. Using real stones instead of tokens increases immersion and makes the game more tactile. You can replace them with normal tokens, but you lose some of the charm.
Does it work well with all player counts?
Yes. Solo it's a puzzle against the score. With 2 players, the draft is more predictable and tactical. With 3-4 players, the chaos of the river and the unpredictability of tale cards increase. Each count changes the feeling, but all work.
Is it available in Italian?
No, this edition is in English. Text on cards is present (lands, characters, fate, and tale cards have descriptions), so a basic knowledge of English is required to play.
Annulet is a strategy and drafting game for 1-4 players, ages 10+, lasting 30-60 minutes. Designed by Pablo Clark and published by Eerie Idol Games, Annulet combines set collection, pattern building, and open drafting in an experience that evokes ancient games with tactile wooden, fabric, and stone components. Each game players compete for initiative, draft cards from the river to build kingdoms with lands, characters, and annulets, and manage precious gems as currency for extra actions and final bonuses. Tale cards modify global rules ensuring infinite replayability. Annulet also supports solo play with official rules. Available on FroGames.it.

Annulet
Frequently Asked Questions
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