




Gardlings
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You draw one creature, then another, then — wait, was that a gnome? It's too late to stop now.
What it's about
The garden that grows each round — and the bag that betrays you
Gardlings is the fusion of bag building and tile placement, designed by Kristian Amundsen Østby and Maria Østby (father and daughter), published by Alion – by Dr Ø. A game that can be explained in five minutes, and then you can't stop playing.
Each round, you draw tiles from the bag and arrange them in your garden, fitting colored gems together that multiply when colors meet. You can stop whenever you want — but there's always that temptation to draw one more tile. Until a gnome comes along and steals everything from you.
With the accumulated gems, you buy new creatures, each with special abilities. The bag grows, the puzzle becomes more complex, and every game tells a different story.
What they say abroad
"A fun little bag-building game that is mashed up with a tile-laying game […] a very pleasing super filler."
A delightful bag builder mixed with a tile placement — a truly satisfying super filler.
— The Opinionated Gamers
"The repeated puzzle of building your network from your tiles with the added push-your-luck pressure keeps gamers on their toes."
The recurring puzzle of building your network from your tiles, with the added push-your-luck pressure, keeps everyone on their toes.
— The Opinionated Gamers
Gardlings
A pure puzzle: beat your personal score, optimize the bag, resist the gnomes. Short, challenging, and great for quick solo sessions.
What you find in every game
The garden you build, the bag that grows
Your bag of creatures
You start with a basic bag and enrich it round after round. Each creature you add changes your future garden — choose wisely what you want to find tomorrow.
Gems to match
The tiles have colored gems on their edges. When you place them adjacent, the colors that meet multiply your earnings. The spatial puzzle makes all the difference.
The thieving gnomes
Draw a gnome? No problem. Draw two? Watch out. Draw three? They steal your gems and the round ends early. Push your luck is here, with every draw.
Creature abilities
Each tile has a creature with a unique power. Some produce extra gems, others change the garden layout, and still others modify the push-your-luck rules.
That moment when you know you should stop — but you draw one more tile. It happens every round with Gardlings.
A five-moment game
What happens at the table
Not the rules. The experience.
The starting bag — and planning begins
You have few tiles in your bag: simple, manageable, predictable. But you're already looking at the creatures available on the central board, wondering which ones to buy. Choosing the right order of purchase is where you win or lose the game.
The first risky draw
You've already placed four tiles perfectly. The garden is coming along nicely. Then you draw a gnome. Just one — it's not a problem. But there's still a fantastic tile to draw, and you know it might be in there. You draw. And the other gnome was waiting for you.
Creatures activate
The bag grows. Creatures bought in previous rounds start to appear — and their abilities change everything. The one that produced extra gems now combines with the new one that doubles blue borders. The puzzle suddenly becomes more interesting.
The move no one expected
A player arranges three tiles so that four green gems meet in a corner. Eighteen gems in a single round. The table falls silent for a second, then erupts. That arrangement seemed impossible. It wasn't. Everyone studies how to do it.
The trophy tile is near — and everyone knows it
Someone almost has enough gems for the trophy. The others speed up. The push your luck intensifies — there are rounds where everyone draws until the last because the margin is so tight. Then someone crosses the finish line. And almost everyone asks to play again immediately.
How to play
The flow of each round
Four quick, simultaneous phases for everyone. You learn in five minutes, you master it round after round.
Draw a tile from the bag and place it in your garden, adjacent to those already placed. Then decide: draw again or stop. Each player makes this assessment in parallel.
Gnomes are not placed in the garden — they accumulate on the side. On the third gnome drawn, you lose gems (the amount depends on whether you're playing the basic or advanced version) and the round ends for you.
At the end of the round, count the matching gems in the garden: each pair of borders of the same color produces gems. Creature abilities activate at this moment, changing the totals.
With the accumulated gems, you can buy a new creature tile from the central board. Then put everything back in the bag for the next round: the garden restarts, but the bag is richer.
Why it's different from others
Six mechanics that make a difference
The bag changes every round
It's not a static deck builder — the bag you draw from in round 5 is fundamentally different from the one in round 1. Every purchase redefines the probabilities and possibilities of your future garden.
Authentic push your luck
The "draw again?" decision is never trivial. It depends on how many empty tiles are in the bag, how many gnomes are already there, and how much you need those gems. It's a real risk assessment every time.
Spatial puzzle every round
How you arrange the tiles in the garden changes everything. The same tile in two different positions produces completely different gems. Spatial optimization is the skill that distinguishes experienced players from beginners.
Creatures with unique powers
Each creature tile is different. Some produce extra gems when placed in certain positions, others change the rules of push your luck, still others multiply the value of adjacent borders. Building synergies is the hallmark of good players.
Simultaneous and very fast
Everyone plays in parallel — you don't wait for others' turns. A 4-player game takes as long as a 1-player game. This simultaneity transforms Gardlings into an ideal filler that gets played multiple times in a row.
Two levels of complexity
Basic rules for the first games, advanced rules for when you want more depth. The transition is modular — you can add advanced rules one at a time, adapting to the group you have at the table.
How it ends
Victory and defeat
The first player to accumulate enough gems to buy the victory tile wins. The path to get there is made of decisions, risks, and a few too many gnomes.
Victory
- Accumulate enough gems to purchase the victory tile (17 gems in the short version, 20 in the long version)
- The victory tile is purchased at the end of the round, like any other tile
- In solo mode, you challenge your personal best score — each game is an attempt to improve
Gnomes hold you back
- Three gnomes drawn in the same round: you lose gems and the round ends early for you
- In the advanced rules, the penalty is more severe — you lose half of the accumulated gems
- There is no player elimination: even after a disastrous round, you are still in the game
Gardlings is one of the rare games where making a terrible move makes everyone laugh — including the person who made it. And then you play again immediately.
Frequently Asked Questions
Gardlings FAQ
Is it really suitable even for those who never play?
Yes — the basic rules are explained in five minutes, and the first game flows naturally. The push your luck mechanism is intuitive: everyone immediately understands what it means to draw one too many gnomes. It is one of the most accessible games in the FroGames catalog.
How deep is it compared to a classic deck builder?
Gardlings is a strategic filler, not a heavy eurogame. The depth lies in the spatial optimization of tiles and the choice of which creatures to buy — not in the management of complex engines. Those looking for Dominion or Clank! will find something lighter; those looking for a filler with substance will love it.
Does it work well solo?
Yes. The solo mode is official and well-built: you aim to beat your personal score or a fixed objective, which makes it perfect for short solo sessions. The puzzle of building the best possible garden works independently of the number of players.
How many players does it work best with?
Gardlings is simultaneous — everyone plays in parallel, so the number of players does not extend the game time. With 3-4 players, you experience the tension of seeing who is buying the creatures you also wanted. With 2, it's more tactical. Solo, it's a pure puzzle. It works well at any player count.
Are there any expansions?
Yes — Gardlings: Missions is the first official expansion. It adds personal mission tiles that rotate among players, introducing an additional objective each round without complicating the basic structure. The base game is complete on its own — Missions amplifies variety for those who know it well.
Is it available in Italian?
This is the English edition. The icons are very intuitive and the text on the tiles is minimal — many non-English speaking players feel comfortable after the first explanation of the abilities. The language barrier is very low compared to other English-language games.
Gardlings is a bag-building and tile-placement board game with a push-your-luck mechanism for 1–4 players (ages 8+, duration 20–45 min). Designed by Kristian Amundsen Østby and Maria Østby, illustrations by Gjermund Bohne, published by Alion – by Dr Ø. Each round, players draw creature tiles from a personal bag and place them in their garden, matching colored gems to accumulate resources. The bag gets richer round after round with new creatures that have unique effects. The solo mode is official. Available in English edition on FroGames.it.

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