OUR STORY

From a table on the Tunisian coast to your phone.

Last updated: October 27, 2026

Pablo wasn't designed in a studio. It was a game people played at a table — and that's where we found it.

NORTH AFRICA, IN THE HEAT

The first time we played Pablo was in Tunisia. The weather was warm, close to tropical, and everything was a little worn in: whitewashed walls gone soft at the edges, blue doors faded by years of sun, cafés where nobody was in a hurry to be anywhere. The pace of life was slow and unmistakably Mediterranean, and a deck of cards was the most natural thing in the world to reach for.

The game took about two minutes to explain and a lot longer to get good at. On paper it's simple — lowest hand wins — but the rules hide a game of memory and nerve: remembering cards you've only glimpsed once, watching what everyone else throws away, and deciding when you're sure enough to call Pablo and stop the round.

FROM A TABLE TO A SCREEN

We wanted to keep playing after we got home, and there was no good way to. So we built one. The goal from the start was to keep what made the game good at that table — quick rounds, real decisions, the moment everyone turns their cards over — and not to bury it under anything that would get in the way.

That's why the game looks the way it does. The colours, the zellige patterns on the table, the harbour on the main menu and the cards in the Mediterranean Market pack all come from that place: sun-faded rather than glossy, and a little worn in on purpose.

WHAT HASN'T CHANGED

The rules are the rules we learned. Cards are dealt fairly by the server, nothing you buy changes what you're dealt, and the game is free to play. You can read more about how we run it on the About page, and see everything that's changed since launch on the Updates page.

PLAY IT THE WAY WE DID

Grab a few friends in a private room — that's still the best way to play. Start a game.