

FLOE
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A familiar by your side, a crystal to find, a monster waiting for you in the cave. The cold is biting. The village is far away. Move forward.
What it's about
Heroes, crystals, and biting cold in the Iceberg Sea
Floe is an adventure and strategy game designed by Andrew Bosley (Everdell, Merchants of the Dark Road) and Yoma (Planet Unknown, Endless Winter), published in Italy by Cranio Creations. A frozen world unfolds before you: unexplored icebergs, monster-infested caves, seas rich with submerged treasures.
Each turn you choose: take refuge in the warmth of the village or venture into the tundra with your loyal familiar. Almost everything you do outside the village will cost you Heat — Floe's most precious resource. Manage it poorly and you'll have to return sooner than expected. Manage it well and you'll build a legacy the kingdom won't forget.
The movement system from region to region follows the natural shapes of ice and sea — no grids to count, just the orography of the Iceberg Sea guiding every choice. A game that feels alive every time you play.
From the game experience
Heat isn't just a resource — it's the time you have. Every step away from the village is a gamble on how far you can push before the cold forces you back.
Floe's secret in one line
Your familiar is not decorative. In critical moments, that little creature can gather the resource you were missing or turn the tide of a battle in the cave.
From the game experience
Floe
The solo mode retains all the exploratory depth — managing Heat alone becomes a very engaging tactical challenge.
What you take on your journey
Your arsenal in the Iceberg Sea
Modular region map
Six region boards assembled differently each game. No grids — movement follows the natural shapes of ice and sea.
Your loyal familiar
A unique miniature always by your side. Gathers resources, supports in battle. Small but decisive in moments that matter.
Cave and monsters
A separate Cave board with green, blue, and pink monsters of increasing difficulty. Precious crystals await those who survive.
Your village
Build and upgrade your dwelling. Buildings unlock enhancements, tavern characters offer warmth and special bonuses.
Every game begins with an iceberg ahead and one less resource than you'd like. What happens next depends on how far you're willing to push into the cold.
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ComponentsMiniatures, tiles, cards, and tokens
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Recommended Sleeves3 sizes
A five-act game
What happens at the table
Not the rules. The experience.
The village is warm. The ice is not.
You have your hero, your familiar, some Heat points, and a map that unfolds before you like a white enigma. Everyone watches the icebergs. Everyone calculates how far they can push before having to return. The first move is always either too cautious or too daring.
Someone enters a cave. And can't get out right away.
There's always someone at the table who decides to challenge the cave too early. The green monster seemed easy. It wasn't. The next turn, that person is still inside, consuming Heat, while others gather resources and plant shrines on the map.
The race for secret objectives begins.
No one knows what others are looking for. Each person has their secret objectives in hand and starts moving in a direction that others don't understand. Someone goes north on the map, someone always returns to the village. Only at the end of the game does it all make sense.
The right shrine in the wrong place.
Building a shrine is a long-term investment. There's always that moment when someone realizes they've placed it one region too far from the objective they had in mind. The familiar is sent to fix the damage. Meanwhile, someone else has already unlocked a Floe Stone.
The revelation of secret objectives.
The game ends, and everyone reveals their objective cards. Suddenly, all incomprehensible movements make sense. That race to the north, that strange alliance with the tavern character, that seemingly useless shrine. The table understands everything. And planning for the next game already begins.
How to play
Your turn in the Iceberg Sea
One simple choice each turn: rest or adventure. The consequences, much less simple.
You return to the village to recover Heat, upgrade your building, purchase upgrades, or interact with tavern characters for special bonuses. Warmth comes at a cost in terms of time — every turn in the village is one less turn on the iceberg.
You move from region to region following the natural shapes of ice and sea. No grids to count: each movement costs Heat. You can gather resources, complete encounters, place shrines, or reach the cave entrance.
Your loyal familiar can act semi-independently. It gathers resources, supports you in fights, or explores a nearby region. A small additional action that can make all the difference in critical turns.
Almost everything you do outside the village costs you Heat. If you run out, you must return to the village the next turn — there's no choice. Managing this resource is the true core mechanic of Floe.
Why it's different from others
Six mechanics that make a difference
Heat as time
It's not just a resource — it's your clock. Every step in the cold consumes it. Planning how far to push before returning to the village is the true strategic heart of the game.
Region movement, not square movement
The Iceberg Sea is navigated by following the natural shapes of ice. No grids to count — just geography. An intuitive system that feels authentic from the first turn.
The familiar as an extension of the hero
Small but never merely decorative. The familiar acts every turn — gathers, fights, explores. The synergy between hero and familiar is a constant tactical puzzle to optimize.
Shrines as a light legacy
Building shrines on the map is not just a way to earn points — it's leaving a mark on the world. Floe Stone stickers track progress between games, opening packs with new content.
Secret objectives that change everything
No one knows what others are looking for. Each player pursues a hidden plan — and the final revelation often overturns expectations. A gentle tension that lasts the entire game.
Illustrations that create a world
Andrew Bosley and Yoma have created a visual universe that goes beyond the game. Every iceberg, every creature, every card tells a story. A game you want to leave on the table even when you're not playing it.
How to win
The boldest explorer of the realm
It's not enough to survive the cold — you must leave a legacy no one forgets.
Victory
- Be the first to reach 6 victory points (or 12 half-points)
- Points come from quests, treasures, defeated monsters, built shrines, and revealed secret objectives
- Whoever manages Heat best has more available actions — and more actions mean more points
Defeat
- Run out of Heat far from the village — you are forced to return immediately, losing your turn
- Opponents complete objectives before you can react
- There is no elimination: you play until the end, but every lost turn stings
Floe is one of the most carefully crafted adventure games of recent years — deep enough, always beautiful. A box that opens with curiosity and closes with a desire to start again.
Frequently Asked Questions
Floe FAQ
Is it really as complex as it seems from the component list?
There are many systems — hero, familiar, buildings, encounters, cave, secret objectives — but they are introduced progressively. The learning curve is real: the first game takes time to absorb everything. From the second game onwards, the game flows much more naturally, and each system connects to the others in a satisfying way.
Is it really worth it as a solo game?
Yes, surprisingly so. The movement system and Heat management become a pure tactical puzzle without the social component. Those who often play solo will find Floe a challenging experience and an atmosphere that can be thoroughly enjoyed alone. Solo support is official and well-integrated.
Do Floe Stone stickers make the game consumable?
No. The stickers track village progress between games by opening packs with new content, but they don't make the game a legacy campaign in the strict sense — choices are not permanent in the way of Pandemic Legacy. You can enjoy the unlocked stories and put everything back in the box without losing the replayability of the base game.
Who are the authors and why is that a good sign?
Andrew Bosley is the designer of Everdell — one of the most beloved gateway games of recent years. Yoma worked on Planet Unknown and Endless Winter. Together, they have created not only an extraordinary visual world but also a design consistent with their history: deep games with an accessible and characterful soul.
Does it work well with two players?
Yes, although the experience changes. With two players, the map feels larger, and the competition over secret objectives is more intense and readable. With 3-4 players, the table becomes livelier, and indirect interactions become richer. Both experiences are valid — it depends on what you're looking for in an evening.
Is it available in Italian?
Yes, this is the Italian edition distributed by Cranio Creations. All textual components — cards, rulebook, tiles — are in Italian. You can play without needing to consult rulebooks in other languages.
Floe is an adventure and strategy board game for 1–4 players (ages 14+, duration 90–150 minutes). Designed by Andrew Bosley and Yoma, illustrations by Andrew Bosley and Yoma, published by Pika Games and edited in Italy by Cranio Creations. Main mechanics: region exploration, resource management (Heat), light worker placement, secret objectives. Each player guides a hero with their familiar through the Iceberg Sea, facing encounters, cave monsters, and the constant challenge of the Heat resource. Progression system with Floe Stone stickers between games. Complete Italian edition. Available on FroGames.it.

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