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Rituals & Ruins, an expansion to the co-operative building game Menara, has a lot to offer: spectacular temple floors, golden columns… and then there even are tears of the gods, trying to keep players from their collective success. The crew always takes on a scenario of its choice.
As in the basic game of Menara, the temple builders gather information and seek the advice of their fellow players before each game turn. Construction plan cards specify in what way temple floors are to be equipped with columns. The new rituals create new challenges; to meet these, players need well-conceived cooperation, clever statics, and steady hands.
—description from the publisher
Make your own set of rules. Choose from pre-set scenarios or mix the rules you like from a variety of new rules.
5 new types of construction plan cards present you with new challenges.
8 new temple floors of tricky shape want to be built into the tower. But each floor has its own rules, which can make the planning of your comrades much more difficult. Deal with temple floors of strange names like "The Double Axe", "The Wheel of the Five Winds", "The Wedge Moon", "The Bridge of Dangers", "The Ring of Balance", "The Wheel of Three Truths", "The Thorn Moon" and "The Crescents of the Sun".
The tears of the gods, red and blue crystal stones, want to be cleverly built into the tower before the temple is completed.
The cards of fate determine the shapes of the temple floors you can expect in the course of the game. But by no means all future floors will be revealed to you immediately…
13 rituals await you: For each game, you draw a ritual card, which changes the rules of the game and sometimes requires a completely different approach to the usual tasks.
Play the rituals: "THE ENLIGHTENMENT", "THE DARK", "THE BAN OF THE BLUE COLUMNS", "THE CURSE OF THE GODS’ TEARS", "THE GRACE OF THE YELLOW COLUMNS", "THE JINXED YELLOW COLUMNS", "THE UNHOLY WHITE COLUMNS", "THE THIN TIP", "THE SLIGHT EARTHQUAKE", "THE GLOWING RED COLUMNS", "THE BALANCE OF FATE", "THE NARROW BASE", and "THE NARROW BASE".
10 ready-made scenarios let you quickly set up a unique game. Master the scenarios: "Wheels and the Drifting Columns", "Ruins and Tears", "Blockades", "The Blue from the Sky", "Hard Times", "High Up", "In the Heat of Battle", "Bright as the Day of Light", "Who has the Choice Has the Agony" and "The Yellow Danger".
Ages | 8+ |
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Players | Solo, 2 Players, 3 Players, 4 Players |
Play Time | 45m – 90m |
Designer | Oliver Richtberg |
Mechanics | Cooperative Game, Pattern Building |
Theme | Action / Dexterity, Expansion for Base-game, Fantasy |
Publisher | Zoch Verlag |
CegouineDykon
What it adds: *New temple floors, with new rules; *More colored columns; *Golden columns, count as any color, but are shorter and can't be moved; *New construction plans, with new requirements; *Tears of the Gods, adding more things to the temple and the planing; *Fate cards, which are cards representing the temple floors; *Ritual cards, 13 ways to play the game changing the rules of the basic games; Pros + New temple floors and Ritual cards add new challenges to the game; + New temple floors have nice new rules; + Adds replayability and difficulty; + You can customize the game you want to play, everything is like a small module; + The Fate cards take care of a problem I had with the base game: no need to shuffle the actual floor tiles anymore; + New constructions plans and temple floors have an symbol to easily distinguish them from the base game; + Tears of the Gods add something more to think about and plan for; Neutral = The Golden Columns... take them or leave them, I personaly don't care for them, as they don't do much; = Adding temple floors (which adds columns and construction plans) makes the game longer; Cons - Depending on the tiles you add to the game, we need to add a certain number of columns of specific colors, which can be a pain for set up, as you need to separate them everytime (I have made myself an insert that took care of it so it's not a problem for me anymore)
theaaron
This is just a bad expansion. The main addition here is several new tiles that you can add to the game. But for each tile, you have to also add a number of extra cards along with specific pillars. This turns into an absolute mess of sorting cards and counting out pillars to make sure you have the right mix. I don't know what a good Menara expansion would look like, but this ain't it.
Neluran
This fixes some of my issues with the base game and I would not suggest playing without the expansion. The modules are nice and provide a real challenge.