





Everdell Emerald
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FroGames — Moments You'll Remember
Someone finds the perfect gem in the last available quarry. Someone discovers a ruin that changes everything. And in the end, no one remembers who built what in the beginning.
WHAT IT'S ABOUT
A tropical jungle to explore and build
James A. Wilson and Clarissa A. Wilson bring the world of Everdell westward, into the jungles of Emerland. A land rich in gems, music, art, and archaeological mysteries where small critters — especially industrious insects — help larger builders create increasingly efficient and beautiful cities. The illustrations by Lina Cossette and David Forest evoke the same botanical magic of the original valley, but with the exotic charm of the dense jungle and forgotten temples.
You send your workers to various locations on the board to collect resources, then use them to play cards in front of you and build your jungle city. Each turn you choose one of six actions: place a worker (with or without a Helper), play a card, use an Artisan, dig with the archaeologist, or prepare for the next season. Resources circulate, gems gleam, tunnels open. Finish spring with the most valuable city and win.
What they say abroad
Emerland promises to take the magic of Everdell in a new and fascinating direction
— FroGames
The jungle hides unimaginable treasures: every dig can change the game
— FroGames
Everdell Emerland
The game natively supports solo play with dedicated rules: manage your city against seasonal objectives and variable conditions. The experience is complete and contemplative, perfect for those who enjoy optimizing in solitude. It only loses out on direct competition for the most coveted locations.
Your tools in the jungle
What you build and what you discover
Helpers (insects)
Small critters that assist your workers in actions. You can place them together or alone to optimize every move. They are the heart of efficiency.
Precious gems
Resources excavated from underground caves. They are used to build expensive buildings or activate Artisan cards. Who controls the gems controls the city.
Archaeological ruins
Remains of a lost civilization. The archaeologist digs and discovers unpredictable bonuses that can turn the strategy around mid-game.
Artisan cards
Special cards that activate to produce unique effects. They represent Emerland's artistic culture: music, painting, refined craftsmanship.
Recommended sleeves 19 cards in 1 size ▼
If you play often, we recommend protecting your cards with transparent sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 44 × 63 mm | 19 |
| Total cards | 19 |
When it's over, the table is covered with cards and your city gleams. You don't remember all the moves, but you remember that gem you grabbed just before your opponent.
A game in five acts
What happens at the table
Not the rules. The experience.
Initial explorations
Everyone places their first workers. Basic locations are available, resources abound. Some gather wood, others immediately aim for gems. No one yet knows which city they are building, but the first cards on the table begin to hint at it.
The rush to the mines
Gems become precious. Someone blocks the best mine, someone else sends an Helper to retrieve them. The played cards start to form combos: a building that produces resources, an Artisan that multiplies bonuses. The board fills up, choices become limited.
Archaeological digs
Someone sends the archaeologist into the ruins and discovers an unexpected bonus: extra points, rare resources, a powerful new card. The excavator's face changes. The others nervously look at their cities and recalculate.
Late spring
Everyone prepares for the final wave of cards. Helpers work at maximum capacity, the best locations are contested. Someone plays an expensive card worth many points, someone else plays three small cards that create synergy. No one knows who is ahead.
Final count
The cities are complete. Points are counted card by card, building by building. Someone discovers they forgot a hidden bonus, someone else wins by two points. The jungle has a new king, but everyone wants to replay immediately with a different strategy.
How to play
The flow of each turn
Each player takes one action per turn, then passes to the next. This continues until everyone has prepared for the season.
Place a worker (with or without an Helper), place only an Helper, play a card from your hand, use an Artisan card already in play, dig with the archaeologist, or prepare for the season.
If you placed a worker, gain resources or the location's effect. If you played a card, pay the cost and add it to your city. If you dug, reveal a ruin card and apply the bonus.
The turn passes to the next player. There are no structured rounds: everyone continues until they can no longer take actions or choose to prepare for the season.
When everyone has prepared, everything is reset, and play continues. The game ends at the end of spring, when no one can take any more actions. Points are counted, and the player with the most valuable city wins.
Why it's different from others
Six mechanics that make a difference
Unique Helper system
Helpers are small insects that assist workers or act on their own. You can use them to optimize every action or unlock otherwise occupied locations. No other Everdell game has this level of tactical flexibility: every turn you have more options than it seems.
Gem economy
Gems are premium resources excavated from caves. They are never abundant, but they are needed to construct the most valuable buildings and activate Artisans. Whoever controls the mines controls the pace of the game. The tension over gems is constant.
Unpredictable archaeological digs
The archaeologist explores ancient ruins and discovers hidden bonuses: extra points, rare resources, powerful cards. You don't know what you'll find until you dig. This system adds a layer of discovery and surprise that is missing in other pure worker placement games.
Activatable Artisan cards
They are not just passive buildings: Artisan cards are used as actions to produce unique effects. They represent the musical and artistic culture of Emerland. Building one means unlocking new strategies for the rest of the game.
Progressive tableau building
Your city grows card by card, and each card influences the next ones. Some reduce costs, others produce resources, others multiply points. The tableau is not just aesthetic: it is the engine of your strategy.
Six actions, infinite combos
Emerland offers six possible actions each turn, but the depth emerges from the synergies between cards, Helpers, and locations. It is not a game of forced moves: it is a game of long-term plans and continuous micro-optimizations.
How it ends
How to win
The game ends when everyone has completed spring and can no longer take actions. Points are counted, and the player who built the most valuable city wins.
Victory
- Accumulate the most points from cards played in your city: buildings, Artisans, archaeological discoveries
- Optimize synergies between cards to multiply bonuses: some cards are worth more if you have other specific cards
- Control the right resources at the right time: gems, wood, resin, berries. Those who build expensive buildings have a better chance
Fatal errors
- Wasting turns on actions that don't earn points: every placement must have a purpose
- Ignoring gems and falling behind on premium buildings: those who only have cheap cards won't win
- Not utilizing Helpers: if you keep them idle, you're playing with half the available options
Emerland is for those who love to build complex engines, optimize every move, and see their strategy shine card by card.
Frequently asked questions
FAQ about Everdell Emerland
Do I need to know Everdell to play Emerland?
No. Emerland is a complete standalone game. It shares the world and aesthetics of Everdell, but the mechanics are different, and you don't need to have played the original. If you already know Everdell, you'll find familiar themes but a new game system with Helpers, gems, and archaeological digs.
How complex is it compared to base Everdell?
Slightly more complex. The Helper system adds a layer of tactical optimization, and the six possible actions offer more choices each turn. The estimated weight is 3/5: accessible but with strategic depth. If base Everdell seemed light to you, Emerland will be more satisfying.
Is it suitable for solo play?
Yes, the game natively supports solo play with dedicated rules. You face seasonal objectives and variable conditions, building your city without direct opponents. The experience is contemplative and optimal for those who enjoy planning without social pressure. Solo rating: 4/5.
Do games really last 30-120 minutes?
It depends on the number of players and experience. With 2 experienced players, 30-45 minutes is realistic. With 4 players playing for the first time, expect 90-120 minutes. The game scales well, but more players mean more waiting and more competition over locations.
Is it available in Italian?
The edition sold on FroGames is in English. The cards have text and require language proficiency. An official Italian localization has not yet been announced. If you are looking for Everdell family games in Italian, consider base Everdell or Spirecrest, which have already been localized.
Everdell Emerland is a strategy game with worker placement and city building for 1-4 players, lasting 30-120 minutes, recommended age 10+. Designed by James A. Wilson and Clarissa A. Wilson, published by Tycoon Games. Set in the tropical jungle of Emerland, the game introduces original mechanics such as the Helper system (insects that assist workers), the gem economy excavated from caves, and archaeological digs that reveal unpredictable bonuses. Each turn you choose from six actions: placing workers, using Helpers, playing cards, activating Artisans, or digging ancient ruins. Build your city card by card, optimize synergies, and accumulate points. Supports solo play with dedicated rules. Available on FroGames.it.

Everdell Emerald
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