

Medieval Realm - The Card Game
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Everyone plays together, everyone chooses at the same time. And when the river of cards flows, you realize that perfect card will never come back.
WHAT IT'S ABOUT
Build a medieval kingdom with twelve cards
Carlos Michán Amado brings a fast-paced and tense card game to the table, set in a medieval world of cities, resources, and legendary characters. The illustrations by Fran Fdez and Daniel Rosa Durán translate each card into a small fragment of history.
At the table, everyone plays together: choose one card from your hand, discard another. The player who played the highest number draws first from the river of cards. After six turns, you have a tableau of twelve cards in front of you. Resources, collections, characters: each element can bring victory points. The one with the most wins.
What they say abroad
A tableau-building card game that rewards timing and reading opponents.
— FroGames
Six turns are enough to build something that seemed impossible.
— FroGames
Medieval Realms: The Card Game
What you build
The tiles of your kingdom
Resources
Gold, wheat, wood. Each accumulated resource is worth points at the end of the game. But they need to be in number to truly matter.
Buildings
Cities, markets, fortresses. Each complete set unlocks bonus scores. The last building in the collection is always the hardest to draw.
Characters
Each legendary character brings unique abilities and fixed points. Some are worth more if combined with specific resources or buildings.
Majorities
Some cards reward those who have played the most of them. Competition for these symbols becomes fierce in the final turns.
In half an hour, you'll have twelve cards in front of you. And you'll realize that kingdom, with those choices, only exists in this game.
A game in five moments
What happens at the table
Not the rules. The experience.
The first turn is a gamble
You have a hand of cards. You choose one to play, another to discard. You don't know what others want yet. You play a high number to draw first, but you lose that card from your hand. The tension is immediate.
The river of cards is revealed
A row of cards appears on the table. The player who played the highest number chooses first. And when you see that perfect card for your plan, you know you have to have it. But it costs a high number that you will burn forever.
Mid-game: plans are revealed
After three turns, the tableaus begin to form. Someone is building resources, someone else is focusing on characters. Read others' tables and understand what you will have to compete on. Majorities are decided here.
The turn of impossible cards
A card appears that would change everything. But you need high numbers, and you've already burned them in previous turns. Someone takes it, and you look at your tableau thinking about what could have been.
Sixth turn: it's already over
Last round. You have twelve cards in front of you. Resources, collections, characters, majorities are counted. Points everywhere. The player who built the most solid kingdom wins. And you immediately want to play again.
How to play
The flow of each round
Six identical turns, each more tense than the last.
From your hand, take one card to play and one to discard. Everyone does it simultaneously, face down.
Everyone reveals together. The player who played the highest number chooses first from the river of cards on the table.
In descending order, each player draws a card from the river. The card must have a higher number than the one they played. If there are no valid cards, draw blindly from the deck.
Add the drawn card to your tableau. After six turns you will have twelve cards in front of you. Points are counted: resources, collections, characters, majorities.
Why it's different from others
Six mechanics that make a difference
Simultaneous and tense draft
No one waits for their turn. Everyone chooses together, everyone reveals together. The pace is fast, and downtime doesn't exist. The game flows like a river.
Burning numbers
Every card you play disappears from your hand. You will never see it again. Choosing when to play the high number is the most important decision of the turn. And you can't go back.
The river of cards as a common resource
The cards on the table are visible to everyone. But only the player who played the highest number gets the perfect one. The others watch, calculate, and decide whether to burn a high number in the next turn.
Compact tableau building
Twelve cards. No more. Every card counts, every choice matters. There are no fillers. At the end of the game, each player has built a different kingdom, with different strategies.
Multiple interwoven scores
Resources, collections, characters, majorities. You can win in different ways. But if you only focus on one, you lose. Balance is everything.
Scales from 3 to 7 players
Works with any number. More players, more competition on the river of cards. With three it's tactical and controlled. With seven it's chaotic and unpredictable.
How it ends
How to win and how to lose
After six turns, points are counted. The player with the most victory points wins.
Victory
- You have completed collections of buildings and characters
- You have accumulated more resources than others
- You have won majorities on the most frequently played cards
Defeat
- You burned high numbers in the wrong turns and didn't draw the key cards
- You focused on only one type of scoring and others balanced better
- You ignored majorities and someone else dominated them
Medieval Realms is a card game that respects players' time. Thirty minutes to build a kingdom, count points, and immediately want another.
Frequently asked questions
FAQ on Medieval Realms: The Card Game
How long does a game last?
A game lasts six turns, about 30 minutes total. Setup is immediate: deal hands, form the river of cards, and start. There are no long phases or downtime.
Does it work well with 7 players?
Yes. With more players, the river of cards becomes more competitive and unpredictable. The simultaneous draft ensures no one waits: everyone plays together, everyone chooses together. The pace remains fast even with the maximum number of players.
Are the strategies balanced?
You can focus on resources, collections, characters, or majorities. No single strategy dominates. The key is to balance and adapt to what appears in the river of cards. Rigid plans lose against those who can read the table.
Is it suitable as a gateway game for beginners?
Yes. The rules are explained in five minutes: choose one card to play, one to discard, draw from the river. After the first turn, everyone understands. The depth comes from timing and reading opponents, not from the complexity of the rules.
Is it available in Italian?
This edition of Medieval Realms: The Card Game is in English. The cards contain text and symbols. Language knowledge is necessary to play.
Medieval Realms: The Card Game is a tableau-building card game for 3-7 players, designed by Carlos Michán Amado and published by Lost Games. Each game lasts approximately 30 minutes and takes place over six rounds of simultaneous drafting. Players build a kingdom of twelve cards by drawing from a common river, balancing resources, collections, characters, and majorities to accumulate victory points. The set collection mechanics and end-game bonuses require timing and reading opponents. Suitable as a gateway game for families and casual players, it works with any number of players without downtime. Available on FroGames.it.

Medieval Realm - The Card Game
Frequently Asked Questions
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