In Frank’s Zoo, the animals aren’t exactly playing nice. Players try to get rid of their cards by following a slightly absurd food chain that somehow starts making sense after a few rounds. The deck has 60 animal cards, each with its own rank or trick, plus a few point and team cards for scoring.
The zoo is loud and chaotic. Orcas chase away polar bears, mosquitoes join elephants (yes, really), and chameleons imitate whatever creature’s currently in play. The goal is simple: play smart, manage your hand, and pick up the most points over several rounds.
It sounds straightforward, but once the animals start clashing, things get wonderfully messy. It’s a climbing game at heart, where every round feels a bit like you’re watching a nature documentary that got out of hand.
👥 4-7 players, ages 10+
⌛ Playing time: 20 minutes
📝 Designer: Doris Matthäus & Frank Nestel
🎨 Artwork: Doris Matthäus
🏢 Publisher: HeidelBÄR Games (review copy provided)

Gameplay Overview
At the start of each round, all 60 animal cards are shuffled and dealt evenly among the players. The middle of the table becomes the field where the animal chaos begins.
On your turn, if the field is empty, you lead by playing a set made of one animal type, any size you like. Chameleons count as whatever they’re copying, and mosquitoes can team up with elephants when that matters. If there’s already a set on the field, you can try to beat it by playing a stronger animal type or one card more of the same type. You can also pass if you’d rather wait, or collect the field and start a new lead if everyone passes.
When a player runs out of cards, they take the top point card from the deck. In team play, they also give the matching partner card to their teammate. The others keep playing until only one player still has cards left, and that player doesn’t take a point card. Then it’s time to shuffle and start a new round.
There are two ways to play: wild rumble, where everyone plays for themselves, or team rumble, where players work in pairs. You sit across from your partner and start by swapping two cards before play begins. During the round, the junior can ask for help when trying to beat a set. They show what they plan to play, and the senior can add cards to finish the combo. If they can’t or don’t want to help, the junior takes their cards back and passes.
You play for several rounds, and whoever has the most points in the end wins.


Artwork, Components, and Design
The box is small, and the game’s all cards: 60 animals, 12 point cards, and 7 team cards.
The art by Doris Matthäus has that familiar 90s German style: bold colours, clear lines, and animals that look a bit too pleased with themselves. It’s funny without trying too hard and fits the game’s humour perfectly: playful, clear, and a little silly.
It’s not a flashy production, but it’s clear and practical. You can always tell what’s happening on the table, which helps the game flow smoothly once everyone’s playing.

Our Experience
When we played Frank’s Zoo for the first time, I didn’t expect a small deck of animal cards to make the table this loud. Within minutes, everyone was laughing or complaining about who could beat what. The whole food-chain idea somehow gets funnier the longer you play.
Once everyone understood how outranking and outnumbering worked, turns started moving quickly. There’s always a small decision to make. Do you jump in and beat the current set, or wait for a better moment? That’s what keeps everyone watching even when it’s not their turn.
With four or five players, the game flows really well. Turns are fast, there’s plenty of interaction, and just enough chaos to keep it interesting. At six or seven players, it slows down a bit because of all the passing, but it still stays funny and social.
Luck plays a part, no question. Some hands are just better than others. But timing and observation matter more than they first seem. Knowing when to pass, when to drop that chameleon, and when to push a set further can completely change the outcome.
After a few rounds, people start playing smarter. Players hold back key cards, save mosquitoes for surprise combos, and try to guess who still has a chameleon. The best moments are when someone confidently puts down a strong set, only to lose to a weird mix of mosquitoes and elephants.

Our Thoughts
Is Frank’s Zoo fun? Depends who you’re playing with.
If you bring it to a serious strategy group, it might not hit. It’s not a deep game. It’s fast, light, and a bit ridiculous. But with family or friends who enjoy quick card games and a bit of laughter, it really works.
It’s easy to teach, plays in about half an hour, and somehow stays fresh even after several rounds. The two play modes actually feel different, which is rare for a small game. Wild rumble is chaotic and quick, while team rumble adds that quiet “please don’t mess this up” uncertainty between partners.
There’s a fair bit of luck in the draw, and not every round will feel fair. But if you watch carefully and read the table, you’ll notice patterns. Knowing when to pass and when to jump in makes a real difference.
At the end of the day, Frank’s Zoo is just a bunch of animals arguing over who’s stronger, and somehow, that’s exactly enough. It’s light, funny, and occasionally sharper than it looks, the sort of game that reminds you why simple ideas still work.
📝 Copy of the game provided by HeidelBÄR Games.





