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Every path is a riddle. Every travel companion, a story. And in the end, the pilgrim with the fullest bag of memories wins.
What it's about
A Bohemian fairy tale to play in 45 minutes
In the enchanted world created by Amanita Design — the Czech studio behind masterpieces like Machinarium and Samorost — every step is a choice and every object tells a story. Pink Troubadour brings this magic to the table with Radim Jurda as author and illustrator.
As a wandering pilgrim, build your retinue, collect bizarre objects, and complete adventures along a card map that changes with each game. The heart of the game is a small puzzle that repeats each turn: how best to combine your retinue's movement abilities to collect exactly what you need?
Four rounds, many adventures to complete, only one winner — the one with the tastiest stories to tell around the campfire.
Every object has multiple uses. A broom sweeps the road but can also earn favors. The game rewards those who can look beyond the obvious.
The secret of Pilgrims in one line
In 45 minutes, you experience four intense rounds, build a unique retinue, and return home with a different story every time.
From the game experience
Pilgrims: Curious Adventures
Mechanic intact in solo — the movement puzzle works even alone, though the competitive tension of confrontation is lost.
At the heart of the adventure
What you find in the box (and in the game)
Modular card map
The territory is built during the game with location cards. No two maps are alike — each adventure takes place in an ever-new world.
Travel companions
Recruit whimsical characters along the way. Each has unique movement abilities — the mix you build defines how you move and what you can achieve.
Multi-use items
Every item can serve in multiple ways. Combine it with the right companion to unlock special actions — creative combos are the tactical heart of the game.
Adventure cards
These are your objectives. Complete as many as possible in 4 rounds. Each completed adventure gives points and a permanent improvement to your retinue.
Forty-five minutes and a fairy tale of your own. The next one will be different — we promise you.
📖RulesEnglish · Official Pink Troubadour PDF
A game in five acts
What happens at the table
Not the rules. The experience.
The path opens before you
Map cards are laid down, revealing a territory you've never seen before. Each player chooses their character and already assesses the available adventures. Then the first look at the map — and the brain starts working: how do I get there, and with whom?
The first companion changes everything
You manage to recruit that quirky character on the hill. Their movement ability opens up paths that were previously closed. Suddenly an adventure that seemed unreachable becomes possible — if you get there before the others.
The unplanned combo
You have items and companions that seemed unrelated. Then you think about it for a second longer — that broom, that merchant, that adventure card. The combination works, triggering an unexpected bonus action. You feel like a genius. Maybe you are.
The contested adventure
There's an adventure card that everyone wants. It's worth a lot of points. Everyone wants to reach it in the fourth round — but only those who have built their fellowship best will get there. The tension isn't in violence, it's in the silent race and frantic calculations.
The campfire and the evening's tally
Points are counted. Someone completed four adventures, someone else two but richer ones. The winner announces their total — but the conversation isn't about points. It's about that combo in the third round, about that move that changed everything. It's put back in the box and the question is asked: when do we play again?
How to play
The flow of each round
Four rounds, each a new puzzle to solve. You learn in minutes, master slowly.
New location cards are revealed or placed for the first time. The territory changes and with it the opportunities: items, companions, and adventures are distributed across the landscape.
Each turn is a small puzzle: how to combine your fellowship's movement abilities to reach exactly the cards you need? Not all paths are possible — choose wisely.
Collect items, recruit companions. Then combine what you have: certain items with certain characters unlock special bonus actions. The more combinations you discover, the more your game grows.
Use items and companions to fulfill the requirements of adventure cards. Each completed adventure earns you points and gives you a permanent upgrade — your fellowship grows stronger with each round.
Why it's different from others
Six mechanics that make a difference
Map that never repeats
The territory is made of modular cards arranged differently in each game. There is no optimal path to memorize — each session is a new problem to solve from scratch.
Elegant movement puzzle
The heart of the game is a small puzzle: how to best utilize the abilities of each member of your fellowship to reach the right spots on the map. Simple to understand, deep to master.
Item-character combos
Each item works alone, but combined with certain companions, it produces special actions. Discovering new combos brings tangible satisfaction — and makes you stronger for the next round.
Progression that you feel
Each completed adventure leaves a permanent improvement in your fellowship. Your company becomes increasingly capable over the four rounds — you feel the sense of growth.
Videogame-like illustrations
Radim Jurda — the visual author of Creaks and the video game Pilgrims — designed every card. The table looks like an animated fairy tale. The art is not decoration: it's why you pick up the cards.
Full solo, not reduced
The solo mode uses the same rules as multiplayer without artificial automa. The movement puzzle works alone — different, not less valid.
How it ends
Who wins, who loses, who tries again
Four rounds, then points are counted. But the memory of how you earned them is worth more than the total.
Victory
- You have more victory points than others at the end of the fourth round
- Points come from completed adventures and accumulated improvements
- The pilgrim with the best stories — and the best tally — wins
Defeat
- You haven't completed enough adventures or your opponents have completed richer ones
- The wrong fellowship, missed combos, missed paths
- No elimination — you play until the end, then reflect on how to do better
Pilgrims: Curious Adventures is a game that never gets old — the map changes, the combinations change, and you always want to discover what happens in the next game.
Frequently asked questions
FAQ about Pilgrims: Curious Adventures
Is it a combat or exploration game?
Pure exploration. There are no attacks, clashes, or player eliminations. Competition is indirect: everyone races towards the same resources and adventures, but each builds their own fellowship independently. Tension arises from the race, not from conflict.
Is it truly replayable or does it get old after a few games?
The modular card map ensures that no path is the same. The combinations of items and characters are numerous, and adventure cards are shuffled every time. After ten games, you know the mechanics, but the puzzle to solve is always new.
Does it work well with two players?
Yes. With two, the competition for resources is more direct and choices weigh more heavily. With three or four, there's more chaos and unpredictability. In all cases, the game works — but the feeling changes. With two, it's more tactical, with four, it's more dynamic.
Do you need to know the video game to enjoy it?
No. The board game is independent and works perfectly well without knowing the original video game. Those familiar with Amanita Design's Pilgrims will recognize characters and atmosphere, but it's not a prerequisite — it's a bonus.
How long does it take to learn?
The rules can be explained in 10-15 minutes. The first game flows naturally — the movement puzzle is understood by doing it, not by explaining it. By the second round, everyone already knows what they are trying to do.
Is it available in Italian?
This is the English edition. A Czech edition is planned for 2026 — for now, the game is only available in English. The illustrations are very evocative and the text on the cards is limited, but a basic knowledge of English is required to read the adventure cards and companions.
Pilgrims: Curious Adventures is a competitive board game for 1–4 players (ages 10+, duration 45 min). Designed and illustrated by Radim Jurda, published by Pink Troubadour in collaboration with Amanita Design. Core mechanic: movement puzzle on a modular card map. Players collect items and travel companions, combine them to unlock special actions, and complete adventure cards to earn victory points and permanent upgrades. Based on the video game Pilgrims by Amanita Design. Highly replayable thanks to the variable map. Official solo mode included. English edition. Available on FroGames.it.
Frequently Asked Questions
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