
Frank's Zoo
- Players
- 3-7
- Best withThe player count this game plays best at.
- 4 players
- Play timeHow long a full game runs once everyone knows the rules.
- 60 min
- AgeThe minimum age printed by the publisher.
- 10+
- ComplexityHow demanding the rules are, from 1 (very light) to 5 (very heavy).
- 1.5 / 5
- Year
- 1999
About the game
Frank's Zoo is a lighthearted climbing card game for 3-7 players where each hand is a race to be the first to play all your cards. Ranks are represented by colorfully illustrated farm and jungle animals, each 'scared away' only by specific stronger animals, so reading which creature beats which becomes second nature quickly. Scores are based on how early you empty your hand each round, and the game offers both a standard mode and a partnership variant with shifting teams. Points come from finishing early, collecting lions, and gathering hedgehogs, giving several small goals to chase within each hand. It's a close cousin of climbing classics like The Great Dalmuti and Tichu, dressed up in a playful animal theme.
Hobbli's Notes
Hobbli's team enjoys Frank's Zoo as an easy, high-energy filler that works well for mixed-age groups: the animal hierarchy is simple enough for kids to pick up fast while still giving adults some genuine tactical choices about when to play big. The optional team variant adds welcome replay value once the base game feels familiar. It moves quickly and doesn't overstay its welcome across multiple hands. It's a reliable pick when you want something silly, social, and quick to teach.
What we like
- Easy-to-learn climbing mechanics work well for mixed-age groups.
- Charming, whimsical animal theme with colorful illustrations.
- Supports large groups of up to seven players.
- Optional team-based partner variant adds extra replay value.
- Quick rounds keep energy and pace high.
Keep in mind
- Luck of the deal can strongly affect a player's early standing.
- Some downtime while waiting for other players to take their turns.
- Limited strategic depth for players seeking a serious card game.
- Scoring across multiple hands can feel arbitrary to newcomers.
Who it's for
Great for families and larger groups of 3-7 players aged 8+ who enjoy fast, silly climbing card games.
Mechanics
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The Great Dalmuti

Tichu

Jungo

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