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FroGames — Moments You'll Remember
One hand on your hat. The other on your Colt. The blinding sun. And that millisecond where everything is decided.
WHAT IT'S ABOUT
When the sun beats down and the dust rises
Designed by Michael Hardacre and illustrated by Roland MacDonald, Rattlesnake brings the essence of the Western duel to the table: tension, speed, and that split second when everything is decided. No epic tales, no campaigns. Just two gunslingers, a dusty road, and the certainty that one of them won't live to tell the tale.
At the table, you play cards to hit your opponent with devastating combos, activate special abilities to dodge or turn the tide, and strengthen your deck with new cards to stay in the game. Hand management is everything: every card could be your last, every turn could decide the duel. It ends when one of you falls.
What they say abroad
A duel that makes you hold your breath. And then it's over in a flash.
— FroGames
"Quick, brutal, and deeply tactical. Every card counts."
Fast, brutal, deeply tactical. Every card counts.
— Meeple Mountain
Rattlesnake
Your arsenal
Cards, shots, and special abilities
Basic shots
The cards you use to attack your opponent. Different damage, different speed. Each shot can trigger a combo if played at the right moment.
Special abilities
Cards that interrupt the flow, dodge attacks, turn situations around. They are your ace up your sleeve when all seems lost.
Reinforcement cards
During the duel, you can add new cards to your deck. Each choice strengthens a strategy: brute force or tactical versatility.
Explosive combos
Some cards trigger in a chain. When you play them in the right order, they explode into devastating sequences that your opponent doesn't see coming.
In fifteen minutes, one of you will be standing. The other won't. It always happens with Rattlesnake.
A five-moment game
What happens at the table
Not the rules. The experience.
The calm before the storm
Draw your starting cards. Look at your deck, weigh your options. No one has fired yet, but the tension is already palpable. Who attacks first? Who waits? The first turn often sets the pace for the entire duel.
The first shot
Someone plays an attack card. The table awakens. The other responds with a special ability, or takes the damage. The first combos begin to take shape. The decks are revealed: one aims for speed, the other for power.
Deck building
As you fight, add cards to your deck. Every choice matters: reinforcements to hit harder, abilities to dodge, versatile cards to react. The duel becomes a real-time optimization race.
The shot that changes everything
A combo explodes. Three cards in sequence, an ability triggered at the right moment, and suddenly one of them is against the wall. The game turns around in one turn. The other desperately searches for an answer in their deck.
The final shot
One of them is on the verge of elimination. The last turn. They draw a card, look at their opponent, play. Someone bites the dust. The other remains standing. The game is over. You immediately start another one.
How to play
The flow of each round
Each turn plays fast: draw, play cards, attack or defend, strengthen your deck. Repeat until one falls.
Draw until you reach your maximum hand size. Does your deck run out? Reshuffle it. Every turn you have new options, but also new risks.
Play cards to attack, defend, or trigger special abilities. Some chain together. Each card has a cost and an effect: choose what to play and when.
Attacks land, abilities trigger, damage is dealt. The opponent can react with defensive cards or special abilities. Every action generates a reaction.
Add new cards to your deck by choosing them from a common pool. Each acquired card changes your future options. Build the perfect deck as you fight.
Why it's different from others
Six mechanics that make a difference
Explosive real-time combos
Cards are not played one at a time. You can build sequences that explode in chains, triggering abilities and multiplying damage. The duel becomes a race of instant reactions. When you find the right combo, the game turns around in one turn.
Deck-building during combat
You don't build your deck before playing: you strengthen it as you fight. Each turn you can add new cards, changing your strategy based on how the duel evolves. There is no perfect deck: there is only the right one for that moment.
Special abilities that interrupt the flow
Some cards have instant abilities: you dodge an attack, reverse an action, interrupt an opponent's combo. No turn is ever safe. Even when it seems over, a well-played ability can save you.
No downtime
Every turn is active for both. While one plays, the other reacts. You never wait for your opponent to finish their turn: you are always involved, always tense. The game runs from start to finish.
Tactical hand management
Each card can be played in different ways: as an attack, as a defense, as a resource. There are no bad hands, only wrong choices. Depth emerges from management: when to play, when to hold, when to bluff.
15-minute duels
A complete game, from start to finish, takes fifteen minutes. Short enough to play another one right away. Deep enough to want to understand what went wrong. The perfect format for serial challenges.
How it ends
How to win and how to lose
The duel ends when one of the two gunfighters falls. There are no points, no rounds. Only one winner and one loser.
Victory
- Reduce your opponent's health to zero with attacks and combos
- Survive while your opponent runs out of options
- Build a more efficient deck and dominate the final turns
Elimination
- Your health reaches zero after opponent's attacks
- You fail to build a deck strong enough to react
- An opponent's combo hits you when you have no defenses
Rattlesnake is the fastest and most tense western duel you'll find. Fifteen minutes, two gunfighters, zero compromises. One stands. The other doesn't.
Frequently asked questions
Rattlesnake FAQ
How long does a game actually last?
Fifteen minutes, according to the rules. The first few games might take a few extra minutes to get familiar with the special abilities, but from the second duel onwards, the pace is fast, tense, and immediate. Perfect for playing three or four duels in a row.
Is it a game only for experts or also for beginners?
The rules are simple: play cards, attack, defend, build your deck. You'll be in it in ten minutes. The depth emerges later: hand management, timing of abilities, choice of cards to add. A gateway game that becomes tactical very quickly.
How does in-combat deck-building work?
You start with a basic deck. During the game, you can add cards from a common pool. Each acquired card immediately enters your deck, changing your options in subsequent turns. You don't build your deck before playing: you build it as you fight, adapting to your opponent's strategy.
Can more than two people play?
No. Rattlesnake is designed exclusively for one-on-one duels. The game dynamics, combos, special abilities: everything is designed for two gunfighters facing each other. Adding players would upset the balance.
Is it available in Italian?
This edition is in English. The cards have short texts (ability names and concise descriptions), and the rules are straightforward. Language is not a barrier: after the first game, you'll know everything.
Rattlesnake is a competitive card game for 2 players set in the Wild West. Designed by Michael Hardacre and published by Osprey Games, the game combines tactical deck-building and explosive combos in 15-minute games. Each duel is a fierce challenge: manage your hand, attack with special abilities, strengthen your deck as you fight. Suitable for players aged 14 and up, Rattlesnake offers strategic depth in a fast and immediate format. Perfect for those looking for quick and tactical challenges without investing hours at the table. Available on FroGames.it.

Diamondback
Frequently Asked Questions
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