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FroGames — Moments You'll Remember
Someone discovers a hidden garden. Someone chases a squirrel. Someone returns home just in time for tea. And in the end, no one talks about who won.
WHAT IT'S ABOUT
Suburban alleyways between red bricks and rusty fences
"Twittens" is an old Sussex word for the alleyways and passages that wind between houses and fields. In English suburbia, these run along red brick walls, garden fences, and rusty nets. Paul Stapleton (designer) and Tristam Rossin (artist) transform these forgotten paths into a tile-laying game published by Bedsit Games in 2025.
You explore your neighborhood season after season, building your personal path tile by tile. Discover houses, wildlife, gardens, playgrounds, railways, and electrical cabinets. The goal is to complete your walk and return home in time for tea, collecting along the way the elements that interest you most.
What they say abroad
A game that transforms everyday life into gentle strategy.
— FroGames
The most beautiful walks are those without a destination. Or almost.
— FroGames
Twittens
The game includes dedicated rules for solo play in the basic rulebook. The experience is complete and maintains the feeling of contemplative exploration, even if it loses the shared dimension of the walk. Ideal for quiet evenings.
What you encounter along the way
Elements of the neighborhood
Houses
Dwellings bordering the alleyways, each with its silent story. Collect them to complete residential areas.
Wildlife
Squirrels, foxes, birds crossing your paths. Collectible elements that give points and add life to the neighborhood.
Gardens
Cultivated plots hidden among the alleys. Tomatoes, zucchinis, flowers. Small green worlds to discover and collect.
Railways and electrical cabinets
Urban infrastructures that cut across paths. Tracks leading elsewhere, humming cabinets. Part of the daily landscape.
In the end, you will have built a neighborhood that exists only in your game. And next time it will be completely different.
A game in five acts
What happens at the table
Not the rules. The experience.
Spring begins
You draw the first tile from the spring season. You place it next to your starting home. A small alley opens up, a garden appears. The neighborhood begins to take shape in front of you.
Discovery and collection
You figure out what you want to collect. Perhaps wildlife, perhaps gardens. You begin to build paths that lead you towards those elements. Each tile is a choice of direction.
Summer and decisions
The seasons advance. Now it's summer, the bag changes, the tiles offer new possibilities. You must decide whether to complete areas already started or explore new corners of the neighborhood. Time is ticking.
Autumn and push your luck
You are far from home. You can draw another tile, risk going too far, or start the journey back. Some push further, some play it safe. The tea is getting cold.
Winter and return
The last season. You must close the paths and return home before it's too late. Those who don't make it lose points. Those who return in time count their completed collections. The neighborhood is complete.
How to play
The flow of each turn
Each turn is a small exploration. You draw, you place, you advance.
Take a tile from the current season's bag. You don't know what you'll draw, but you know what season it is and which elements are most likely.
Add the tile to your personal path, respecting adjacency limits. You can create new paths or close areas already started.
If you complete a specific area or collection, you score the corresponding points. Some elements are only worth points if collected in groups.
Decide whether to continue exploring (draw again) or start returning home. Each season has a limited number of tiles. Time passes.
Why it's different from others
Six elements that make a difference
Alleys as a theme
You don't explore dungeons or fantasy worlds. You explore everyday English suburbia. Alleys, gardens, fences. A rare, intimate theme that transforms the mundane into poetry. Paul Stapleton chose to celebrate the forgotten paths between houses.
Four seasons
The game is divided into four distinct seasons. Each season has its own bag of tiles, with different seasonal elements. Spring offers gardens, winter railways and fog. The neighborhood changes as you play.
Contemplative push your luck
There's no direct conflict, but there's personal tension. You can continue exploring and risk not returning in time, or play it safe and miss opportunities. It's a gentle, never aggressive, push your luck.
Personal collections
Everyone chooses what to collect during the game. Wildlife, gardens, houses, infrastructure. There is no single winning strategy. Each game you build a different path and objective.
Unique paths
Each player builds their own personal neighborhood. There is no shared board. At the end of the game, everyone will have a completely different network of alleys in front of them.
Perfect scalability 1-5
The game works identically for 1 to 5 players. No mechanical compromises. The solo game is complete, multiplayer only adds the shared dimension of parallel exploration.
How it ends
How to win and how to lose
The game ends when all players have returned home, or when winter ends.
Victory
- The player who has collected the most points from completed collections wins
- Bonus points for those who return home within the time limit (before the tiles run out)
- Sets of different elements (wildlife + gardens + houses) give extra points
Penalties
- Those who don't return home in time lose points for each missing tile needed to complete the path
- Areas started but not completed score zero points
- Paths that close without returning to the starting home do not count
Twittens transforms the daily stroll into a strategic game. There is no blood, no war. Just alleys to discover and seasons that pass.
Frequently asked questions
FAQ about Twittens
Is it suitable for casual players?
Absolutely. Twittens has immediate rules; you'll understand it by the first turn. Perfect as a gateway game for those looking for something different from party games but who don't want the complexity of heavy Eurogames.
Does it really work well solo?
Yes. The game is designed to scale perfectly from 1 to 5 players. Solo play retains the full dimension of exploration and collection, losing only the shared experience with other players. Great for quiet evenings.
How long does a real game last?
With experienced players, it's about 30 minutes. The first game might take up to 45 minutes, including rule explanation. The pace is relaxed; it's not a timed game.
Is it replayable or does it become repetitive?
Very replayable. Tiles come out in a different order, seasons change, collection strategies vary. Each game you build a completely new neighborhood. It's not a puzzle to be solved only once.
Is it available in Italian?
This edition is in English. The game has very low language dependency: the tiles are iconic, the text is only in the rulebook. Once the rules are learned, the game is completely visual.
Twittens is a tile-placement game for 1-5 players, ages 10+, lasting 30-45 minutes. Designed by Paul Stapleton with illustrations by Tristam Rossin, published by Bedsit Games in 2025. Explore English suburban alleys through four seasons, building personal paths between houses, gardens, wildlife, and railways. Tile placement, set collection, and push your luck mechanics blend into a contemplative and strategic experience. Perfect for families and players looking for accessible strategy with an original theme. Available on FroGames.it.

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