Critical Role Launches A Familiar Find Card Game Featuring Iconic Exandria Companions
Darrington Press dropped A Familiar Find April 7, letting D&D groups play as Trinket and Mister in a 30-minute, $29.99 Exandria card game built for tables of 2-4.

Trinket the bear has finally gotten his moment in the spotlight. Darrington Press, Critical Role's tabletop publishing arm, launched A Familiar Find on April 7, a small-box card game that hands players the reins to the beloved animal companions of Exandria's most iconic spellcasters, including Trinket, Mister, and Pâté de Rolo, drawn from all three of Critical Role's flagship campaigns.
The game plays like a tense, magical scavenger race. Two to four players each control a Familiar Character board with unique abilities, then spend 30 to 40 minutes sprinting through 13 Location Cards that shift the board state each round. The objective is to be the first to either assemble a complete set of rare spell ingredients or collect three Astral Essence cards, and rivals are actively working against you the whole time: traps get laid, bluffs get called, and the 84-card Arcane deck keeps every hand unpredictable. Designer Ian Zang built the core loop around hidden intentions and quick turns, with artists John Ramsey and Svetlana Kucheryavenko supplying the Exandria-faithful illustration work across the 10 Familiar Character boards and location spreads.
For D&D groups, the utility hooks are hard to miss. As a session-zero icebreaker, a single round of A Familiar Find surfaces exactly the kind of player behavior a DM needs to read before a campaign: who bluffs, who turtles, who burns resources early. In an ongoing campaign with downtime mechanics, the game maps cleanly onto a between-session mini-game, particularly for parties already traveling through Wildemount or the Menagerie Coast. DMs running Exandria-adjacent content can also lean on the 10 familiar options as loot or companion inspiration, using the character boards as quick-reference flavor sheets. At conventions, the 30-to-40-minute runtime makes it a natural side-event filler between main sessions or a demo table draw for players waiting on a slot.
The $29.99 price point and five regional storefronts, covering the US, Canada, UK, EU, and Australia through Critical Role's official shops, plus Darrington Press Guild retailers and friendly local game stores, positions it as a low-commitment buy. For committed Critical Role fans who can name the campaigns Trinket and Mister appeared in, the IP alone justifies a purchase. For D&D players with no particular attachment to Vox Machina or the Mighty Nein, the game still works as a standalone product: the rules are self-contained, the 9-page rulebook includes quick-start instructions, and nothing about the gameplay requires prior knowledge of Exandria lore to win. Two-player sessions run tighter and faster, leaning into the head-to-head bluffing; four-player tables get the full chaos of competing familiar agendas. It travels in a small box, clocks in well under an hour, and costs less than most core D&D supplements.
Darrington Press has been steadily broadening its catalog beyond large boxed RPG releases, and A Familiar Find fits that pattern: a licensed, narrative-flavored product that extends Exandria's storytelling reach without requiring anyone to roll a single d20.
Know something we missed? Have a correction or additional information?
Submit a Tip

