Verso is a small card game about building little landscapes of land, sea, and sky. Sounds peaceful, right? Well… sort of. The catch is that every card has two sides, and you always have to decide whether to trust the side you see or flip it and hope for something better.
At first glance it looks like a simple sequence-building game. But once you start playing, you realize the whole thing is really about that tiny moment of hesitation: should I flip this card or not? Sometimes you feel pretty good about the choice. Sometimes you flip it and instantly regret your choice. I mean, we’ve all been there.
👥 1-6 players, ages 8+
⌛ Playing time: 20 minutes
📝 Designers: Alexis Allard & Joan Dufour
🎨 Artwork: Zongoh
🏢 Publisher: Gigamic (review copy provided)
Gameplay overview
Setup is simple. You use fifteen cards per player to form the deck. Shuffle them, place the deck in the middle of the table, and leave space for a discard pile. Victory point tokens go nearby so everyone can grab them easily.
On your turn you choose between two actions: draw a card or bank a sequence.
If you draw a card, you take the top card from the deck and look at the visible side. Then you decide. Keep it as it is, or flip it and use the other side. Once you flip the card, that’s it. No taking it back.
The card you keep goes into your personal layout. Cards are arranged in rows by color, and the numbers go from low to high from left to right. You can rearrange your layout whenever you want, which is helpful because things change constantly.
The three colors represent different landscapes.
Blue cards represent the sea.
Green cards represent land.
Orange cards represent the sky.
Each card has a value from one to six, or it shows a joker. Cards also give either one or three victory points.
The two sides of a card always differ. If one side shows one victory point, the other side shows three. The numbers are always next to each other. A three flips to either a two or a four. A six flips to either a five or a one. Jokers are the exception. They can flip to any number and they always score one point.
There is also one rule you have to keep in mind all the time. You can never have two cards showing the same color and number in your layout. You also can’t have two jokers of the same color. If you draw or flip a card that creates a duplicate, that card is immediately discarded.
Instead of drawing a card, you can bank a sequence. A sequence is a row of two to six cards of the same color in consecutive order. Jokers can represent any number in that sequence.
When you bank a sequence, a few things happen.
First, you announce the color of the sequence you’re scoring.
Then your two neighbors immediately flip their highest card of that color, if they have one. If flipping that card creates a duplicate in their layout, they must discard it.
After that, you take victory point tokens equal to the points shown on the cards in your sequence.
Finally, you discard the two highest numbered cards from that sequence. The rest stay in your layout.
During the game you can also score a square. If you ever have at least three cards of each color in your layout, you immediately gain seven victory points. The cards stay where they are. But if you want to score another square later, you first have to break the existing one and then build it again.
The game ends when the final card of the deck is drawn. At that point each player may bank one final sequence. This time the neighbors do not flip cards. After that everyone counts their victory points and the player with the highest score wins.

Artwork, components, and visual design
Verso comes in a small box and the components are pretty straightforward. You get ninety double-sided cards and sixty victory point tokens. That’s basically the whole game.
The cards are square and very easy to read. Large numbers sit in the middle of each card, which helps when the table starts filling up with layouts.
The artwork follows the three landscape themes. Blue cards show underwater scenes with fish and coral. Green cards show forests and hills. Orange cards show open skies with birds and hot air balloons.
The style is simple but pleasant. The colors are strong and the scenery gives the cards a bit of personality without getting in the way of readability.
Victory points are shown with small circular icons at the top of the card. It’s clear and easy to see across the table, which honestly matters more than fancy artwork in a game like this.
Jokers are marked with a star symbol instead of a number. It stands out nicely, so you won’t miss them when building sequences.
The victory point tokens are small square tiles with numbers printed on them. Nothing fancy, but they do the job. I mean, they hold points.
Overall the production is clean and practical. Nothing here feels complicated or distracting, which fits the quick nature of the game.

Our experience
Verso is very quick to bring to the table. Setup takes a minute, rules are easy to explain, and after one round most people understand what’s going on.
Every time you draw a card you pause for a second and think, “Do I trust this side or do I gamble?”
Sometimes the gamble works. Other times you flip the card and immediately create a duplicate, which means the card goes straight to the discard pile. That moment usually gets a few laughs around the table. Or a groan. Sometimes both.
After a few rounds we noticed something interesting. The decision isn’t always about chasing better numbers. Often it’s about avoiding problems later.
Because duplicates are not allowed, every card you add slowly closes off certain possibilities. If you already have a green four, you really don’t want another green four appearing later. Players who start paying attention to this usually feel more comfortable with their choices than players who flip cards without thinking about it.
Interaction mostly happens when someone banks a sequence. That forces the two neighbors to flip a card, which can mess with their plans.
It might help them, or it might break a sequence they were building. The funny part is that the player banking the sequence doesn’t know which one will happen.
Seat position can matter here. If you’re sitting next to someone who banks sequences often, your cards might flip more frequently than those of players on the other side of the table. I guess that’s part of the experience.
The square bonus also plays a role. Having three cards of each color gives seven points, and that can happen quite suddenly. In one of our games someone accidentally formed a square after a forced flip. They looked at their layout, paused, and said “oh… that works too.” Free points.
We also learned that building very long sequences can backfire. Since you only discard the two highest cards when banking, it’s tempting to extend your sequence. But waiting too long means a neighbor might flip something and ruin it.
Because the deck size is fixed, you can feel the game approaching the end. Toward the last few cards there’s usually a small race to bank one more sequence before time runs out.
With a playtime around fifteen to twenty minutes, Verso works well as a filler. It’s the kind of game you play once, then someone says “okay, one more round.”

Our thoughts
So what did we think about Verso?
Honestly, it’s just a small filler game that works well for what it is. The rules are simple, turns are quick, and most of the game comes down to deciding whether to flip the card or not.
That said, it’s not a deep strategy game. Luck definitely plays a role, which might bother players who prefer having full control.
One thing we did appreciate is the structure of the deck. Because the numbers on both sides are always next to each other, flipping cards isn’t completely unpredictable. After a while you start making more informed guesses.
Still, Verso mostly rewards reacting to what’s on the table rather than planning far ahead. Your layout can change quickly once neighbors start triggering flips.
In the end, Verso is a small game that does what it sets out to do. It’s easy to teach and fits nicely between heavier games on a game night.
📝 We received a copy of the game from Gigamic.




