
YRO
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The FroGames Card
You have three cards in your hand. One goes in the front row, the others behind. In ten minutes, someone will have the perfect row, and someone else will realize they've placed everything wrong. And you start over immediately.
WHAT IT'S ABOUT
A guild recruitment race in the fantasy world of Yro
Masato Uesugi (a Japanese designer known for compact and tactical titles) brings the world of Yro into our hands: six fantasy factions — from the Sunrise Islands to the Wandering Market, from the Sylvan Conclave to the Mining Company — populated by adventurers ready to join your guild. The chibi illustrations by Takashi Konno make each card a small portrait of personality.
At the table, you build a 3x3 grid of adventurers. Each card has a combat value, generates resources (Magic or Technology), brings gold or victory points. Your front row fights against your opponent's each turn: whoever has the highest total gains points. But the real heart is the row collection: if you line up three cards of the same Faction or Profession, a powerful bonus is triggered. Positioning, timing, hand management. All in half an hour.
What they say abroad
"The Sunrise Islands, home of small but fierce animal folk; The Wooden Conclave, that reunites all the magical creatures of the Forest; The Wandering Market, that travels and trades without rest; The Mining Company, where the inventors creat"
— Studio Supernova
The game balances frontal combat, resource gathering, and row combos in a surprisingly natural flow.
— FroGames
YRO
YRO includes an official solo mode that simulates an opponent with dedicated rules. The experience maintains the grid puzzle and the tension of recruitment, but loses the reading of opponents and the race for key cards of multiplayer. It works well as tactical training.
The cards of your guild
Four types of value, one goal
Combat Value
Each adventurer has a number that only counts if they are in the front row. Your front line fights against your opponent's: whoever has the highest total gains points. A strong card in the back is a waste.
Resources (Magic and Technology)
Some cards generate Magic or Technology, the two resources that unlock powerful abilities during the game. Ignoring them means giving up engines that accelerate your guild.
Gold
Gold is used to recruit more expensive adventurers. Those who accumulate gold in the early stages can afford cards that others have to skip, but spending everything at once is risky.
Direct Victory Points
Some cards bring fixed points. They don't fight, they don't generate resources: they just give points. Simple, immediate, but they take up space in the grid that you could use for combos.
Recommended sleeves 110 cards in 1 size ▼
If you play often, we recommend protecting your cards with transparent sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 63.5 × 88 mm | 110 |
| Total cards | 110 |
Come si gioca
Video dimostrativo di gameplay.
🎲How to playThe rules in four steps▼
How to play
The flow of each round
YRO is a cycle of drafting, placement, and activation. Each turn repeats the same structure, but decisions change based on your grid and your opponents' grids.
Each player draws cards from the common deck. Choose an adventurer to add to your guild, paying gold if necessary. Unchosen cards remain available for others.
Place the recruited card in an empty space on your 3×3 grid. Position matters: front row for combat, full rows for Faction or Profession bonuses.
Sum the combat values of the three cards in the front row. The player with the highest total gains victory points. In case of a tie, no one gains points.
Collect Magic, Technology, Gold, or Points from newly placed cards. If you complete a row with three cards of the same type (Faction or Profession), you activate the special bonus.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
The first cards
Everyone draws. Everyone looks at the three options. Someone chooses the card with the most combat, someone else focuses on resources. The first position in the grid seems harmless, but those who know the game know that card will influence all subsequent ones.
The race to factions
The first rows with two cards of the same Faction begin to appear. Someone desperately seeks the third to activate the bonus. The others observe, understand, and the next useful card disappears from the draft before their turn comes.
Frontal combat
Each turn, the values of the front row are summed. Whoever has the highest total gains points. It seems simple, but moving a powerful card from the second to the first row means sacrificing a position for a future combo. Choices weigh heavily.
The bonus that changes everything
Someone completes the row: three Dragon Knights aligned, or three Conclave Mages. The bonus triggers — extra resources, gold, immediate points — and the game turns around. Those who underestimated collections regret it.
The last cards
The grid is almost complete. Everyone counts points, looks at opponents' front rows, calculates. The last card can complete a combo or strengthen combat. Someone makes a mistake, someone wins by one point. Game ends in 25 minutes.
🐸Good to know upfrontThree honest things, from friends▼
Good to know upfront
Three things to consider
Placement is irreversible
Once placed, the card does not move. If you mess up the front row, you're stuck with it. If you block a future combo, it's your fault. The grid is unforgiving: every choice is permanent, and the consequences are seen turn after turn.
In 5 players, control decreases
With more players, the best cards disappear quickly, and predictability plummets. The game remains fun, but it becomes more tactical and less plannable. With 2-3 players, the game shines: you can read others' moves and adapt.
Bonuses need to be studied
Each Faction and Profession has a different bonus when you complete the row. At first, you won't remember them all: it will take 2-3 games to internalize them and build coherent strategies. The learning curve is gentle, but it's there.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win
The game ends when everyone has completed their 3×3 grid. The player with the most victory points wins.
Victory
- Points gained by winning front-row combats each turn
- Points from cards with direct VP value
- Points from completed Faction and Profession bonuses
Ways to lose ground
- Weak front row: you lose combat every turn, and opponents accumulate points
- Grid without synergies: no bonuses activated, no resource engine
- Misplaced cards: you waste valuable spaces for cards that don't combine
YRO is a fast-paced placement puzzle that rewards planning but doesn't punish those who make a single mistake. Each game lasts half an hour, each grid tells a different story.
💬Frequently Asked QuestionsQuick answers before checkout▼
Frequently Asked Questions
YRO FAQ
What mechanics does YRO use?
YRO combines hand management (managing cards in hand during the draft), set collection (collecting Factions and Professions to activate bonuses), and push your luck (risking placing a weak card now to make space for a combo later). The 3×3 grid is at the center of it all.
Does it work well solo?
Yes, YRO includes an official solo mode with dedicated rules. The experience is tactically satisfying, but it loses the tension of competitive drafting. Great for practice and understanding combos, less engaging than multiplayer.
How long does a game last?
With 2-3 players, it finishes in 20-25 minutes. With 4-5 players, it extends to 30 minutes or a bit more, especially if someone suffers from analysis paralysis in front of the grid. The rules can be explained in 10 minutes.
Are the Faction and Profession bonuses clear?
They are printed on the cards, but at first, it will take 2-3 games to memorize them all. Once internalized, building strategies becomes natural. The game includes visual aids.
Is it available in English?
Yes, this is the English edition by Studio Supernova. Cards, rulebook, and all components are in English.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
YRO is a competitive card game for 1-5 players (recommended age 10+) lasting 20-30 minutes, designed by Masato Uesugi and illustrated by Takashi Konno. At the core of the gameplay is the construction of a 3×3 grid of fantasy adventurers: each card has a combat value, generates resources (Magic or Technology), brings gold or victory points. The main mechanic is row collection (set collection): aligning three cards of the same Faction or Profession activates powerful bonuses. Front-row combat (front row vs. front row) adds tension each turn. Published by Studio Supernova, YRO combines hand management, push your luck, and tactical placement in a compact and replayable format. Available on FroGames.it.

YRO
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
The photos on the website often come from BoardGameGeek and are intended to give you an idea of the game. They may vary slightly from the version you receive. The content declared by the publisher is always binding.
📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
⏳How do pre-orders work?
Pre-order the game before release, payment is immediate, and the game is reserved for you. As soon as it arrives, we'll ship it right away! If there are any delays, we'll update you promptly.
🔒Can I trust buying here?
Absolutely! Secure payments, tracked shipments, and a team that loves board games as much as you do. If something goes wrong, we'll do our best to fix it.
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