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Build your village. Recruit your troops. Then lay waste to others'. Exactly as you expected — only better.
What it's about
The game that devoured your phone comes to the tabletop
Clash of Clans has accumulated over 120 billion hours of gameplay since its release in 2012. Now Eric M. Lang — the designer of Blood Rage and Marvel United — and Ken Gruhl have transformed that addiction into a board game that works even without an internet connection.
Each game alternates two phases: build your village with simultaneous worker placement, then launch raids and burn down those of your opponents. You earn stars by destroying enemy structures. The first to reach 40 stars triggers the end — but the one with the most stars wins.
The result is an engine builder with constant direct interaction, where every construction choice is also a defensive choice — and every raid is an act of calculated warfare.
A gateway game that respects the player's intelligence — the engine is simple, the decisions are anything but trivial.
The secret of Clash of Clans: The Epic Raid in one line
Build, attack, defend — every turn is an equation where you are the variable. And the other three players around the table.
From the game experience
Clash of Clans: The Epic Raid
Your arsenal
What you control in each game
Your village
Building tiles that you construct and connect each round. Each structure generates resources, points, or troops — and has a defensive value that opponents will have to breach.
Your troops
Barbarians, archers, dragons — recruited from the shared market. Each unit has a role in the raid: destroy structures, overcome defenses, accumulate stars.
3 actions per round
Tight worker placement: build, recruit, attack, upgrade the town hall. In 1v1 many actions are mutually exclusive — choosing wisely is already half the victory.
The star counter
Each destroyed structure is worth stars. The one who reaches 40 triggers the endgame — but it's not certain they will win. The final count can turn everything around.
Your village will be magnificent tonight. The problem is, the other three players around the table are thinking the same thing.
📖RulebookEnglish · Official PDF
A game in five moments
What happens at the table
Not the rules. The experience.
Empty village, endless possibilities
At the beginning, every board is identical — level one town hall, zero resources. But as you choose the first tiles, you already understand which direction you want to go. Offensive or defensive? Heavy troops or volume? The game hasn't even started and you already have a plan.
The market empties too quickly
You wanted that defensive tile. Someone snatches it from you with the building action before you even get your turn. You adapt the plan. You take something different, maybe something better. The shared market is already a battlefield before the first raid begins.
The first raid — and the star count
You launch troops on the most defenseless village. Dice roll, structures fall, stars accumulate. But the satisfaction lasts one turn — because now the player you attacked looks at you with an expression you know well.
Someone approaches 40 stars
The counter rises. The one who was ahead becomes everyone's target. Undeclared alliances form and break in one turn. The game changes tactics: it's no longer just about scoring points, but about preventing others from doing so.
The finale — and the winner isn't who you'd expect
Someone reaches 40 stars and triggers the final round. But the definitive count can overturn everything — the one who had silently built a point engine throughout the game emerges. You put everything back in the box already discussing the next raid.
How to play
The flow of each round
Two alternating phases each round. Learn in twenty minutes, master in three games.
All players choose and place their actions simultaneously. Each player has three actions: build a tile in the village, recruit troops from the shared market, upgrade the Town Hall, or place defenses. Simultaneity speeds up the pace and keeps everyone engaged.
In turn order, players place their workers on available actions. Some actions in 1v1 exclude each other — whoever comes second must resort to alternatives, which makes each round a mini-game of anticipation and blocking.
Choose an opponent and launch your troops against their village. Dice determine the attack results. Each destroyed structure is worth stars — and the value varies by type. Manage troops well because they don't automatically regenerate.
If at least one player has reached 40 stars, a final full round is played, and then total points are counted. The person who triggered the end doesn't necessarily win — whoever optimized their point engine better can overtake in the last turn.
Why it's different from others
Six mechanics that make a difference
The village as a defensive puzzle
Every tile you add to the village generates resources or troops — but it's also a part of your defensive system. There's no neutral construction: every choice exposes you somewhere.
Tight worker placement
Three actions per round, some exclusive. The first to key actions gains a real advantage — not a marginal bonus. Blocking is a strategy, not a side effect.
Dice in raids, strategy in building
Raids have a luck component — but building is pure strategy. The game balances the two moments so that no one ever feels completely at the mercy of chance.
Unforeseen final trigger
Reaching 40 stars triggers the end but doesn't guarantee victory. The one who has accumulated points silently through the game engine can win without ever having been in the lead during the game.
Shared market as extra tension
Troop and structure cards are available to everyone. Every purchase is potentially a block to opponents. Drafting from the market adds a second strategic dimension to the building phase.
Faithful to mobile, original mechanics
The Clash of Clans feeling is recognizable — Barbarians, Archers, dragons, elixir, gold — but the system is entirely designed for the tabletop. It's not a mere port: it's a standalone game inspired by an iconic universe.
How it ends
One way to win, one way to unleash chaos
Reach 40 stars to trigger the end — but the winner is decided by the total count, not who gets there first.
Victory
- Have the most stars (points) at the end of the game
- The trigger starts when at least one player reaches 40 stars — then a final full round is played
- The one who triggers the end doesn't automatically win — a well-built point engine can overtake in the final turn
Note: Core Edition
- This is the Core Edition — the most complete version of the base game
- There is also the Village Edition with a different set of included content
- Check compatibility before purchasing expansions designed for a specific version
Clash of Clans: The Epic Raid brings one of the most beloved universes of mobile gaming to the tabletop — with mechanics designed for those who want more than just a simple port. Eric M. Lang knows how to make games that are still played months later.
Frequently asked questions
FAQ about Clash of Clans: The Epic Raid
Do you need to know the mobile game to enjoy the board game?
No. The board game works perfectly as a standalone — the mechanics are complete and autonomous. Those familiar with Clash of Clans will immediately recognize the universe, characters, and the build+raid logic, which makes onboarding even faster. But it's not a requirement.
What is the difference between Core Edition and Village Edition?
The two versions of the game share the same basic mechanics but differ in the included components. The Core Edition is the most complete version. If you are considering expansions or integrations, always check the reference version before purchasing.
Does it work well with two players?
Yes, but the experience changes. In 1v1, worker placement is more tense because many actions directly exclude each other — every move is a direct confrontation. With 3-4 players, undeclared diplomacy and the chaos of multiple raids come into play. Both configurations are valid, with very different feelings.
How difficult is it to learn?
Designer Eric M. Lang describes it as "a gateway game that respects its audience." The rules can be explained in 15-20 minutes, and the first game flows naturally. Strategic depth emerges from the third game onwards, when you start to understand how to build an efficient point engine.
Are there expansions?
Yes. During the Kickstarter campaign, two main expansions were announced: one that adds a new resource and extra mechanics, and Clan War which increases the maximum number of players to 6 with team modes, trap tokens, and spell cards. Both are compatible with the base game.
Is it available in Italian?
This is the English edition. The game uses icons and visual symbols that make learning accessible even without fluency in English, but cards and rules are in English.
Clash of Clans: The Epic Raid — Core Edition is a competitive board game for 2–4 players (ages 12+, duration 60–90 min). Designed by Eric M. Lang and Ken Gruhl, published by Maestro Media in collaboration with Supercell. Core mechanics: worker placement, engine building, dice combat. Each player builds a village with structure tiles, recruits troops from the shared market, and attacks opponent villages to accumulate stars. The final trigger activates at 40 stars — the player with the highest score at the end of the round wins. Inspired by the mobile video game Clash of Clans. Core Edition. Available on FroGames.it.

Clash of Clans The Epic Raid Core Edition
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