The Jetsons: O Jogo de Tabuleiro

The Jetsons: O Jogo de Tabuleiro

calendar_today 2026 settings Gabriel Toschi palette Diego Ângelo factory Mosaico Jogos person 1-5 players timelapse 45min

Welcome to Orbit City! Play as a member of the futuristic Jetsons family — George, Jane, Judy, Elroy, or Rosie — and explore the towering spires of the city of tomorrow. Across three episodes (rounds), you'll traverse the city collecting items and experiences that correspond to your Demand Cards.

In each episode, players take turns based on their position on a linear track of locations. On your turn, you choose the distance you wish to travel and then reveal cards at your destination. The number of steps you take becomes your currency for acquiring these cards. The further you advance, the more money you can spend — but once you pass a location, it cannot be revisited!

The game is a official licensed Warner Bros. product and the first original game on The Jetsons IP in more than 20 years. It also features an optional Mini-Expansion with the dog Astro, introducing new powers and strategic choices, activated by a single-use Astro token during each episode.

The Jetsons: O Jogo de Tabuleiro The Jetsons: O Jogo de Tabuleiro

Behind the design process

This is the first game I ever created "by commission" of a publisher. Mosaico Jogos got the Warner Bros. licensing and it was in need of original games to launch using their IPs, and although they were already signing some games, they really wanted a game for The Jetsons and they still hadn't found it. This was my chance!

After rewatching the cartoon (for the first time in years), I got the challenge in hand: what game you can make for a sitcom with no large conflict between the characters? I described to my wife the show was mostly about "the Jetsons family just running around Orbit City spending money", and then I realized I got the game concept I was looking forward.

Originally, it was a roll-and-move game, with the die result you chose every round doubling as movement and money to spend, and the position on the track determined the turn order. But after a playtest with Danilo Valente (great friend and later the game's developer), he just asked why the dice were there on the first place. "Just make everyone moves wherever they want!", he said, tying the last knot in the game's core loop.