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In Teotihuacan: City of Gods, each player commands a force of worker dice, which grow in strength with every move. On your turn, you move a worker around a modular board, always choosing one of two areas of the location tile you land on: one offering you an action (and a worker upgrade), the other providing you with a powerful bonus (but without an upgrade).
ajewo
Worker (dice) placement rondel game by Daniele Tascini (Tzolkin) and David Turczi (Anachrony). [b]Pros:[/b] + Very modular, big game board + Player build cooperatively the pyramid in the middle. Matching symbols on stones provide additional boni. + 3 temple tracks that grant victory points, bonus resources, and bonus tiles + Dice (workers) are usually upgraded (increased pip value) after doing a core action which makes them more effective but potential more expensive in the Eclipse phase (scoring phase / end of the round) + Workers are moved clockwise up to 3 steps (rondel). The more workers are on a location the more effective. However, the more worker of other players, the more cacao has to be paid. + Players have to time and position their workers to be most efficient (plus having enough resources and accounting position of workers of other players). Moreover, workers have to be in the right position to be able to do a certain action. + No worker blocking: the more workers in a location the more cacao have to be paid. Workers can also be bumped out of a location. + Multi-used locations: on most locations the pip value and the number of dice determine the power of the action. Instead of doing the core action of a location, a worker can harvest and collect as much cacao as different players are in that location + Collecting masks on different track for set collection which generates a lot of victory points during the game + Motivating chain reactions / combos + Player scaling is handled by reduced rounds and randomly placing workers of non-player colors. + Smooth and simple core game: move one worker up to 3 locations and do one of the available actions. + Ascending dice (upgraded to level 6) provides additional boni + Players' actions influence the time of the eclipse (end of the round) + Starting tiles determine how each player starts + Solid components [b]Neutrals:[/b] # Theme is okay but abstract # Game board looks a bit dry, but temple is an eye-catcher # Minimalist artwork (clean look) # Point salad game # Potentially prone to analysis paralysis # Some indirect, non-destructive player interaction: workers on locations, worker bumping, competing for different tracks (temple, death) [b]Cons:[/b] - Hard to teach: a lot of locations and tracks need to be explained + overwhelming board with all its components and symbols [b]Similar games:[/b] * Tzolkin (multiple rondel worker placement, resource management, temple tracks) * Luna (rondel with worker placement, majority, spatial puzzle in the temple center) * Panthalos (dice worker placement where dice can be upgraded, resource management, duels, semi cooperative city defending) * Praetor (lighter, quicker dice worker placement)
ahalm
Too fidly. I like many mechanigs on the game but the whole picture is just too fiddly. There is too much bookkeeping that is easilly forgotten. It is too easy to play multiple rules wrong by just forgotting to do things.
alphaamigo
I really like how everything in this game works together. It is a fantastic design, and it really feels very open, though I suspect that with more plays it will be more obvious what moves are simply better than others. My only complaint is how easy it is to forget to do something on your turn, since every action triggers 10 other things.