




GRUNTZ
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A game ends in twenty minutes. The rematch starts before you've packed everything away.
What it's about
Pure tactics in a box as small as two sandwiches
GRUNTZ is a tactical duel for 2 players set in World War I. Designed by Kevin Nesbitt and published by AllPlay, it brings infantry, tanks, trucks, and planes to the table with rock-paper-scissors relationships between units — without a single die.
Each turn, choose between two actions: move two units and deploy one reinforcement, or move one and deploy two. Simple on paper. But when the Captain moves, he drags all adjacent soldiers with him — and this changes everything. An entire formation advances with a single action.
Vehicles are customized with interchangeable magnetic attachments — cannon, anti-aircraft, troop deployment point. Each configuration changes your strategy. The battlefield changes every game. The outcome depends only on you.
From the gaming experience
Rules in ten minutes, chess-like depth. GRUNTZ is the game that makes you study your opponent instead of hoping for the dice.
The secret of GRUNTZ in one line
Snapping a cannon onto the tank before breaking through the enemy line is both a tactile and tactical satisfaction.
From the gaming experience
GRUNTZ
Your arsenal
What you control in each game
Infantry and Captain
Infantry advance slowly but capture control points. The Captain is the multiplier: he moves, and the entire adjacent formation follows him.
Tanks and Trucks
Powerful but directional vehicles. They are equipped with magnetic attachments: cannon for direct fire, anti-aircraft to shoot down planes, cargo to transport troops.
Attack Aircraft
They wreak havoc across the map. The only way to stop them is to deploy anti-aircraft at the right moment. The aerial threat changes the positioning of everything.
Magnetic attachments
Interchangeable, tactile, decisive. Each configuration opens new lines of play. Choose before deploying — but adapt when your opponent surprises you.
You lost because you made a mistake. You play again because you already know what to do differently. With GRUNTZ, a rematch isn't a choice — it's inevitable.
📖
RulebookEnglish · Official PDF
A game in five moments
What happens at the table
Not the rules. The experience.
Deployment: every choice is already a statement
You set up your units. You choose whether to equip the tank with the cannon or the anti-aircraft gun. Your opponent watches you, you watch them. No one has moved anything yet, but the tension is already there — because every starting position already reveals your plan.
The Captain advances — and brings everyone with them
You move the Captain. Three infantrymen move with them. In one action, you've moved the entire formation. Your opponent didn't expect it so soon. Now they have to recalibrate everything. The game truly takes shape.
The aircraft enters play. Everything changes.
You deploy the aircraft. It flies over your lines, attacking wherever you want. Your opponent didn't have anti-aircraft in that area — now they have to choose: respond or take the control points? Each turn becomes a chessboard.
The move you won't forget
There's a moment in every GRUNTZ game. The enemy Captain is two steps from your headquarters. You have one action. You divert them with the tank, move the anti-aircraft, block the entrance. It works. The table falls silent for a second, then erupts.
Someone conquers, someone starts over
The game ends in twenty minutes. The loser already knows where they went wrong — it's not the dice's fault, it's not luck's fault. It's a move that could be done better. The box isn't even closed before you're ready to start over.
How to play
The flow of each turn
Two possible actions, zero complications. The depth comes from what you do with that choice — not from how many rules you have to remember.
Each turn you have two options: move two units and deploy one reinforcement, or move one and deploy two. Simple to understand, difficult to optimize.
If you move the Captain, all adjacent infantry follow. It's the multiplier: a single move shifts an entire formation. Use it at the right moment — or leave it for defense.
Units are eliminated when they enter the same space as an opposing unit they defeat in a rock-paper-scissors dynamic. Infantry capture central control points — but they can't do everything.
Before deploying a vehicle, choose its magnetic attachment: cannon, anti-aircraft, or troop cargo. The configuration can be changed at the next deployment — adapting is part of the game.
Why it's different from others
Six mechanics that make the difference
Zero dice, zero excuses
No dice, no drawing cards. GRUNTZ is pure tactics: if you lose, you know exactly where you went wrong. If you win, you earned it.
Interchangeable magnetic attachments
Cannon, anti-aircraft, or cargo: each attachment transforms the vehicle's role. Customization isn't cosmetic — it changes both players' game lines.
The Captain mechanic
The moving Captain drags adjacent infantry. A single movement becomes a formation maneuver. It's the tactical heart of the game — and it changes every game.
Rock-paper-scissors between units
Infantry, vehicles, and aircraft fight asymmetrically. There is no strongest unit — there is the right one in the right place. Positioning is everything.
Double victory condition
Accumulate three victory stars by controlling key points, or advance your Captain directly to the enemy headquarters. Two plans always open, one per turn.
A tiny box, a huge game
GRUNTZ fits in a box smaller than two sandwiches. Inside are a complete tactical wargame, painted meeples, and magnetic attachments. Perfect for travel without sacrificing depth.
How it ends
Two ways to win, one way to lose
You can win by dominating the field or breaking through the lines. Strategy changes depending on what your opponent does — and they know you have both options.
Victory
- Accumulate 3 victory stars by controlling central points with your infantry
- Or move the Captain directly to the enemy headquarters
- Both conditions are always open: the opponent cannot defend both simultaneously
Defeat
- Your opponent accumulates 3 stars before you
- Their Captain reaches your headquarters
- There are no dice to blame — you already know what to do differently next time
GRUNTZ is the game that makes you come back to the table precisely because you know you can do better. And usually, you're right.
Frequently Asked Questions
GRUNTZ FAQ
Is it worth it if I'm already used to deep tactical games?
Yes — but for different reasons than you might expect. GRUNTZ doesn't compete on rule complexity; it competes on decision purity. Every move has immediate weight, feedback is direct, and games last twenty minutes. It's the game you pull out when you want tactics without a forty-minute setup.
Does it really work without a single element of luck?
Yes, completely. No dice, no drawn cards, no random events. Initial deployment and configuration choices are both visible and deliberate. Every outcome is attributable to a decision — yours or your opponent's.
How do the magnetic attachments work?
Tanks and trucks are equipped before deployment with one of the available attachments: cannon (direct attack), anti-aircraft (shoots down enemy aircraft), or cargo (transports infantry). Attachments are physically applied with magnets — they are removed and reattached with each new deployment.
How many games does it take to fully understand the game?
The first game plays smoothly within twenty minutes. But the depth really opens up from the third game onwards, when you start anticipating your opponent's moves and building deliberate formations instead of reacting. The point of no return — where GRUNTZ becomes obsessive — comes around the fifth game.
Are there expansions?
Yes. AllPlay developed an expansion called Supplies, presented during the Kickstarter 2025 campaign. It adds new elements without distorting the game's basic structure, which remains complete and satisfying even on its own.
Is it available in Italian?
This is the English edition. GRUNTZ has very little text — the mechanics are almost entirely visual and spatial. It is not necessary to know English to play, but please note that any text on components and rules are in English.
GRUNTZ is a tactical board game for 2 players (ages 14+, duration 20–30 min). Designed by Kevin Nesbitt, developed by Jeff Fraser, published by AllPlay. Main mechanic: zone control on a grid with asymmetrical units. Each player commands infantry, Captain, tanks, trucks, and aircraft in a tactical wargame set in World War I. No dice, no luck: pure tactics with painted wooden meeples and interchangeable magnetic attachments. Rock-paper-scissors system between units, Captain mechanic for formation movements, double victory condition (control stars or assault on headquarters). English edition. Supplies expansion available. Available at FroGames.it.

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