


Caper: Europe
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FroGames — Moments You'll Remember
Six rounds to dominate Europe. She's already thinking about Paris while you're still deciding who to send to London. It turns out neither of you anticipated Rome.
WHAT IT'S ABOUT
Two masterminds, six European locations, one perfect night to plan
Caper: Europe is designed by Unai Rubio, with illustrations by Josh Emrich that bring the retro style of 60s cinematic heists to the table. It's not your classic heist game: it's a planning duel where every recruited thief, every placed piece of equipment, every stolen good is a tactical move against the other mastermind.
Six rounds to choose the right thieves and send them to the right locations. Paris, London, Rome, Barcelona: each city is a battlefield where the winner is whoever controls more power at the end of the night. But dominating isn't enough: you also have to steal the most valuable goods before your opponent does. The draft is closed, time is running out, and every choice alters the other's plan.
What they say abroad
A duel where every card you draw changes what your opponent can do. Fast, tight, clever.
— FroGames
The choices are simple, but never trivial. Six rounds are enough to figure out who planned better.
— FroGames
Caper: Europe
Your arsenal
Thieves, gear, and goods: the cards that make a difference
Thieves
Each thief has a unique power that influences the location where you place them. Recruiting the right thief at the right time gives you an advantage in final control. But choose poorly and you hand the initiative to your opponent.
Gear
Equipment enhances already deployed thieves. Each piece of gear increases control or activates special abilities. Timing is everything: equipping too early exposes you, too late and you risk losing the location.
Goods
Goods are worth victory points. They are stolen at the right moment, but only if you control enough power in the location. Whoever arrives first takes home the best loot. Those who wait too long are left empty-handed.
Locations
Paris, London, Rome, Barcelona. Each location rewards whoever dominates it at the end of the game. But dominating all of them is impossible: you must choose where to invest and where to leave the field open to your opponent.
Recommended sleeves 113 cards in 1 size ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 57 × 87 mm | 113 |
| Total cards | 113 |
Half an hour later you'll be done. One of you will have planned better. The other will already be thinking about a rematch.
A game in five moments
What happens at the table
Not the rules. The experience.
The first thieves
Discover the first locations. The draft begins: you draw two cards, choose one, pass the other. The first thieves go to the table. No one knows yet where it's going, but already someone is reading the other's moves.
Control begins to take shape
Third round. Some locations already have two or three thieves per player. You start to understand who is dominating where. Equipment comes into play. The first goods are stolen. Someone has already made a move that the other didn't anticipate.
The moment of definitive choices
Fourth round. The draft gets tighter. The cards that pass are increasingly less appealing. You have to decide: do you defend the locations where you're winning or try to overturn those where you're losing? Every wrong choice costs points.
The last hand
Sixth round, last card to draft. Someone places the thief they need, someone draws the one they didn't want. The final goods are contested. You look at the table and count: who controls what. It's always closer than it seemed.
Final count
Points are tallied: dominated locations, stolen goods, preferred equipment by thieves. The player who planned best wins, but often the margin is three to four points. Enough to think that with another card, it would have gone differently.
How to play
The flow of each round
Two phases per round: draft and placement. Six rounds and it's over.
Each player draws two cards from the round deck. They choose one, pass the other to the opponent. This happens three times per round: draw, choose, pass. At the end, everyone has three cards.
Players simultaneously reveal the drafted cards. First, thieves are placed in locations, then equipment is added to already deployed thieves. Each card has an ability that modifies control or activates special effects.
Whoever has enough power in a location can steal goods. Goods are worth victory points and some give immediate bonuses. They are stolen in order of value, from most valuable down. The first to arrive gets the best.
Move to the next round. New cards, new draft. After six rounds, count who controls each location and who stole the most goods. The highest score wins.
Why it's different from others
Six mechanics that make a difference
Closed rotating draft
It's not a classic draft where you pass the deck. Here you draw two cards, choose one, the other goes to the opponent. Every card you discard becomes a resource for them. You can't afford to give them what they need.
Multiple simultaneous control
There isn't just one area to dominate. There are four European locations in play each game. You have to choose where to invest and where to leave the field open. Winning everywhere is impossible, losing everywhere is fatal.
Chain abilities
Each thief has a power. Each piece of equipment has another. When you combine a thief and gear in the same location, you activate synergies that change control in an instant. The combos are simple but deadly.
Contested loot
Goods are not passive points. They are active objectives. If you control enough power, you can steal them before your opponent. The best goods are worth more, but require more control to be taken.
Compressed timing
Six rounds. Eighteen cards drafted in total (three per round). You don't have time for experiments: every choice must count. The game forces you to decide quickly and make few mistakes.
Location variability
Each game is played on four different locations. Paris doesn't reward like Rome. London has different rules than Barcelona. The strategy changes based on the cities drawn. There's no dominant build.
How it ends
How to win and how to lose
After six rounds, points are tallied. The player with the most points wins. Tie = the player who stole the most goods wins.
Victory
- You control more locations than your opponent by summing the power of your thieves and gear
- You steal the most valuable goods before your opponent does
- You equip thieves with their preferred gear for bonus points
Defeat
- You draft poorly and give your opponent the cards you needed
- You invest in too many locations and don't dominate enough of them
- You arrive late for the goods and only get the least valuable ones
Caper: Europe is the game that ends before you want to stop. Half an hour, two players, zero downtime. Immediate rematch guaranteed.
Frequently Asked Questions
FAQ about Caper: Europe
Is it suitable for those who have never played a draft game?
Yes. The draft here is simpler than 7 Wonders or Sushi Go: you only draw two cards, choose one, the other goes to the opponent. You'll understand the first game right away. Tactical depth emerges later, but accessibility is immediate.
How long does a game actually last?
25-35 minutes, counted. Six rounds pass quickly. The game has no downtime: while one player chooses, the other is already looking at their cards. If the first game takes almost 40 minutes, from the second game onwards you'll be under 30.
Can more than two people play?
No. Caper: Europe is designed exclusively for two players. The closed draft and direct control of locations only work with two. It is not scalable.
How much does luck matter in the draft?
There's luck, but it's manageable. You draw two cards and choose one: this already gives you control. And every card you discard goes to your opponent, so you always have to think about what you're giving them. Luck influences, but intelligent drafting wins.
Is it available in Italian?
No. The edition for sale is in English. The cards have text, but the abilities are clear and quick reference helps. After the first game, you don't need to read anymore: you recognize the icons.
Caper: Europe is a 2-player card game, lasting 25-35 minutes, ages 10+. Designed by Unai Rubio and published by Keymaster Games, it's a tactical duel of closed drafting, area control, and set collection. Each game is played across four European locations (Paris, London, Rome, Barcelona) where two masterminds recruit thieves, place equipment, and steal valuable goods. Core mechanics: closed drafting, area majority, tug of war. Six rounds, eighteen drafted cards, zero downtime. Perfect for those seeking direct confrontation, tight decisions, and high replayability. Available at FroGames.it.

Caper: Europe
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
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