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The FroGames Card
You hold a card worth four 11s. You built it, layer by layer. You play it, someone curses, someone else laughs. Then it's their turn to find a response.
WHAT IT'S ABOUT
A transparent card game where every combo is a layered work of art
Designed by John D. Clair (Edge of Darkness, Mystic Vale) and illustrated by Jake Morrison, Ruins takes the ladder climbing mechanic (like Tichu, The Crew, Big Two) into unexplored territory: the cards are transparent and overlap. Published by Allplay in 2025, it is part of the Small Box Big Game series.
Each turn, you improve a card (by adding transparent layers to it) and then play it. Upgrades accumulate: a card can become a wild card, be worth four 11s, or block other players' turns. But you can only reclaim two cards for the entire game: choosing which ones to build is the heart of the game. The first one to empty their hand wins.
What they say abroad
"The transparent layering system turns every hand into a puzzle of possibility."
The transparent layering system turns every hand into a puzzle of possibility.
— Meeple Mountain
It's a ladder climbing game that asks you to choose. Two cards per game, patiently built. Then you use them and the table changes face.
— FroGames
Ruins
Your weapons
Four elements that build each game
Transparent Cards
Overlap layers to change value, card count, color. A basic card becomes a four-headed monster if you build it well.
Reclaim (x2 per game)
You can only reclaim two cards from the table. Those become yours: the best ones, you build them, you use them when needed. Choosing poorly here means losing.
Wild Upgrades
Wild cards that change suit, cards that block other players' turns, multiplied values. The combinations are thousands, the limit is only how many layers you can overlap.
Treasures of the Ruins
Every card played brings you closer to emptying your hand. But also to revealing what you have left to others: bluffing is about timing, not words.
Recommended sleeves 104 cards in 1 dimension ▼
If you play often, we recommend protecting your cards with transparent sleeves to make them last longer.
| Dimension | Quantity |
|---|---|
| 70 × 100 mm | 104 |
| Total cards | 104 |
🎲How to playThe rules in four steps▼
How to play
The flow of each round
Quick turns, slow decisions. Each round is identical in structure, different in consequences.
Choose a card from your hand or the table and overlay a transparent upgrade. You change its value, the number of copies, the color. You can do this on a card you have already claimed or on any other card.
Play a card from your hand following the ladder climbing rule: it must beat the last hand played (higher, same number of cards). Or pass and lose your turn.
If you haven't reclaimed two cards yet, you can take one from the table and place it in front of you. That card is yours: you upgrade it, you play it whenever you want. Choosing wisely here is half the victory.
If everyone passes, the stack clears and a new round begins. If someone runs out of cards, the game ends and points are counted (whoever has fewer cards in hand wins).
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
You draw, you look, you calculate
Transparent cards scattered on the table. You draw a handful, mentally overlay them. Someone immediately claims a strong card, you wait. The first reclaim is almost always a mistake: everyone makes it.
Build your arsenal
Each turn you upgrade a card and play one. Layers accumulate: a 7 becomes a double 7, then a triple joker. You reclaim the second card. Someone at the table already has three layers on a beast you haven't seen yet.
The first big hit
Someone plays a four-card hand, all 10s. The table freezes: no one can respond. Pass the turn, that hand clears three cards in one go. You look at your two reclaimed cards and realize you need to play them soon.
Desperate timing
You have your secret weapon in hand: a card worth four 11s, patiently built over six turns. But if you play it too soon, someone responds. If you wait, someone else finishes first. Choose. The table holds its breath.
Someone wins, everyone laughs
A final hand, three cards played in sequence, game over. The winner probably reclaimed better and played at the right time. The losers want to play again immediately, changing strategy. The transparent cards go back into the deck.
🐸Good to know beforehandThree honest things, from friends▼
Good to know beforehand
Three things you need to know
The basic rules can be learned in ten minutes. But understanding which cards to reclaim, when to play them, and how to build effective combos requires at least three to four games. The first one will be chaotic: everyone reclaims randomly.
With two players, it's a cerebral duel. With five, it's more chaotic and downtime increases: you wait for four people to upgrade, play, decide. The sweet spot is three to four players.
Transparent cards should always be sleeved (standard sleeves 63.5×88 mm). Without them, they'll scratch in three games. With them, they last for years but the deck becomes thicker and less manageable.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
Only one victory condition, a thousand ways to get there.
Victory
- You completely empty your hand of cards
- If no one runs out of cards, the player with the fewest cards wins when the game reaches the agreed-upon time limit
- In case of a tie, the player who last played the final valid hand wins
Defeat
- You still have cards in hand when someone else finishes
- You reclaimed two weak cards and can't get rid of them
- You played your bombs too early and now only have discards in hand
Ruins is a ladder climbing game that asks you to build, not just play. Each transparent card is a promise: it's up to you to fulfill it at the right time.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
Ruins FAQ
What mechanics does Ruins use?
Ladder climbing (like Tichu or Big Two), hand management, layering (overlaying transparent cards), ownership (you reclaim two cards that become yours). The base is a classic shedding game, the overlay makes it unique.
Do I need experience with ladder climbing games to play?
No. If you've never played a ladder climbing game, Ruins teaches you the basics in one game. The overlay mechanic is new to everyone: experts and novices start from the same point.
How much does luck count in drawing cards?
Less than it seems. You draw random cards, but you choose the upgrades: a weak hand becomes strong if you build it well. The real weight of luck is if someone reclaims the card you wanted.
Are the transparent cards durable or do they get damaged easily?
They are made of thin transparent plastic (like Mystic Vale). Without sleeves, they will scratch. Sleeve everything with standard sleeves (70×100 mm, you'll need 104): they will last for years and the overlay works better.
Is it available in Italian?
This is the English edition. The cards use numbers and symbols; the text is only in the rulebook (12 pages, standard English). No official Italian translation at the moment.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Ruins is a competitive card game for 2-5 players designed by John D. Clair and published by Allplay in 2025. It lasts 40 minutes, recommended age 13+. It combines classic ladder climbing with a system of stackable transparent cards: each turn you upgrade a card by adding layers, build wild combos, and choose which two cards to reclaim for the entire game. Mechanics: hand management, layering, ownership. The player who empties their hand first wins. Part of Allplay's Small Box Big Game series. Available on frogames.business.

Ruins
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
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