Race For the Galaxy: Alien Artifacts Delayed. Again. (Plus a Bonus Rant!)

AlienBy Firestone I'm starting to think we're going to discover actual alien artifacts before the new Race For the Galaxy expansion is released...

BGG user KissaTalkuri noticed that the Rio Grande Games site now has a release date of 12/1/2013 for the game. You might remember that I wrote about Rio Grande Games telling us December of 2012 that the game's release was imminent. I expressed some doubt about that—given Rio Grande's past issues with release dates.

Sometimes I hate it when I'm right...

Here's what's in the box:

  • ~45 new cards and start worlds to add to the base set, plus a set of action cards and start hand for a fifth player.
  • ~45 cards and Alien tokens used to represent the Alien Orb which players jointly map and explore, gaining tokens of various types that provide powers and VPs. There are also five new Explore action cards used to map the Orb (instead of gaining an additional card or greater card selection).

How in the world can it take so long to print that? Rio Grande Games is becoming a joke. I can't trust anything that comes out of Jay's mouth regarding release dates.

TikalLet's look at just a few examples.

  • Years ago El Grande was out-of-print and it took YEARS for the reprint to show up, despite repeated and then bumped release dates given. And then the game had errors on the action cards!
  • Tikal was also out of print for years. We also got promises and bumps. It finally arrived and it wasn't nearly as great as the others in the Mask series! (Okay, that's not Rio Grande's fault... But it's still true!)
  • Then we have Arctic Scavengers. It took Rio Grande THREE YEARS to get this one out. Way to strike while the iron is hot...

This is no different. Race For the Galaxy is an amazing game, and this expansion is certainly going to be snatched up by all of the fans out there (myself included!). But...I can't remember the last time anyone in our group played RFtG. It's a classic, but not one that's often thought of anymore. The longer you delay the expansion, the less relevant the base game seems.

Jay at Rio Grande doesn't seem to have any problems getting Dominion expansions out the door. Of course, that game is still hot enough that printing a new expansion is like printing money. It would be nice if he put some of the same effort into games that aren't Dominion...

ArcticRio Grande used to sit atop the heap when it came to Euro publishers. That's not the case anymore. Lots of new companies have come risen up to challenge that—and they're winning. There are lots of factors when it comes to why these new publishers have been able to grow and become players in the market, and I'm convinced that one of them is Rio Grande's inability to hold a release date on anything that's not Dominion.

Ask yourself this: If you had a new game design, and Rio Grande was publishing it, would you be excited, or worried that they'd make you wait three years, while the nimble publishers out there are printing game after game every month?

I truly hope Rio Grande turns things around. My earliest games, when I jumped into this hobby nine years ago, were almost all Rio Grande ones. I love what they've done and I love what they do. I just wish they did it better.

Sorry this news piece turned into a rant...but COME ON!

Thanks for reading. And we've got a new giveaway to announce soon! The only heads-up I'm going to tell you now is that you should go subscribe to our YouTube channel. And while you're there, check out our first foray into video reviews: Awesome Level 9000.

An Interview With Kyle Gabhart, Designer of Arctic Scavengers!

ArcticToday’s interview is with Robert K. Gabhart (but he goes by Kyle), designer of Arctic Scavengers—the very first deck-building game to come out after that...other...mildly popular one. We’re super excited he agreed to answer some questions from us. And awaaaaay we go! Tell us a little about yourself.

Well, I’m a Pisces; I enjoy candlelight dinners, and long walks on the beach.

 You’re from Texas. My (Firestone) wife is, too. Why are you people so stinking obnoxious about being Texans?

Never ask a man if he’s from Texas, because if he is, then he’ll come right out and tell you.  And if he’s not…well, why embarrass him?

The truth is that Texans are a proud bunch because we have just a little bit more awesome inside of us than anyone else seems to have. We have our own electric grid, we are the only state that gets to fly our flag at the same height as the US flag, and we only remain in the union out of pity for the rest of you.

So, Arctic Scavengers: Were you working on a deck-building game before Dominion came out? Or was it designed after you played Dominion? Tell us the design story of Arctic Scavengers.

So Dominion was only the 5th designer board game that was even introduced to me.  A buddy introduced me to the hobby in November of 2008.  My initial games included: San Juan, Ra, Pandemic, Manila, and Dominion.  Dominion particularly piqued my interest.

The truth is that the winter of 2008 / 2009 was a very difficult one for me.  For years I struggled with chronic, severe back pain and then in December of 2009 I was diagnosed with Ankylosing Spondylitis (AS, a rare form of arthritis that is similar to Rheumatoid Arthritis). That led to a bit of depression and an intense need to pour myself into something.  So I poured myself into creating a euro-ish game set in Feudal Japan.  That was in January 2009.  Then in February, after several games of back-to-back Dominion, it dawned on me that Dominion could really benefit from a more tightly woven theme and more direct player interaction.  Starting at 11:00pm one night, I proceeded to work on the core mechanics and structure of Arctic Scavengers (AS) in a marathon design session consisting of pencil and note cards.  By 7:00am the next morning I had the bulk of what became the base game.  Roughly 70% of what went into the base AS game was designed during that initial night of crazed inspiration.

What made you decide to self-publish the 1st edition?

I wanted to see the game come to light sooner rather than later and I didn’t have any existing connections in the industry.  I looked around at a few publishers and no one really seemed very eager to accept design submissions, so I figured I would just go ahead and do it myself.

ArcticCardsWe noticed that the Rio Grande Games version includes the HQ expansion. What does that add to the game?

The HQ expansion really opens up the play possibilities.  There are Tribal Leaders, which grant unique player powers (The Cannibal eats tribe members for food, The Mentor can use a Refugee to modify any action, and The Organizer has a special draw action), Buildings (Bunker, Hydroponic Garden, Armory, and Pharmacy) that the Engineer mercenary can construct back at your base to enable hand management, A Medic mercenary that enables you to acquire medicine through hunting and serves as a counter to Sniper Team attacks, and there are gangs that bestow end-game points based upon accumulating certain resources.

How has your faith affected your journey as a game designer?

Interesting question. Game design is a creative activity driven by passion, and it borders on being a spiritual experience for me. I have been blessed with an immense passion for games and with a spark of creativity and wonder. As for the game design journey itself, my faith has helped me to not sweat the small stuff and leave the process of how and when things unfold in the far more capable hands of my Lord and savior. His timing is perfect and his perspective is far broader and more informed than my own. Things will happen when they need to happen, and in a way that is far more awesome than they would if it were all up to me. This awareness frees me from a lot of the stress and anxiety that could potentially exist as a game designer and publisher.

Do you have a game group you play with regularly? (Besides your wife and 6(!) kids, of course.) Which recent game has come out of left field and surprised you with how good it is?

I try to get over to the Dallas Games Marathon as often as I can.  Usually that is once every couple of months.  I also have a couple of guys that I collaborate with on game designs. Finally, my wife and I host a game night at our house several times a year. So I wouldn’t say that I have a regular group, but I do find lots of opportunities to play games. That having been said, it is true that I have probably logged more games of Zombie Dice, Martian Dice, San Juan, and Pandemic than most of the designers of those games. These are favorites of my family and so we play them an inordinate amount of time.

What are your five favorite games—and what do you love about them?

The Resistance – Bluffing, acting, and shifting alliances

Galaxy Trucker – Controlled chaos

Agricola – Farming and making babies

Tichu – Wishes, Dragons, and Bombs

Arctic Scavengers – They put my name on the box!!!

So do you have any upcoming designs you can share with us?

I have a game that I designed a month BEFORE Arctic Scavengers that is just waiting to see the light of day.  It has a euro-style economic engine and victory point system with an American-style combat system. It’s set in Feudal Japan and manages to fit into the 60-90 minute window.  It’s called Kingdoms of Rice, has absolutely STUNNING artwork, and will be Kickstarted (Lord willing) this summer.

One-Word Answer Questions! (Short phrases are allowed if necessary)

Favorite Pixar movie? KnickKnack

Favorite Dr. Who episode? When?

Favorite comedian? Louis CK

If you were one of the Three Amigos, which one would you be? Martin

Favorite Proverb? Proverbs 27:14

Thanks so much, Kyle! Go check out his game—it's a solid addition to the deck-building genre! Thanks for reading! And make sure you check us out on Twitter, Facebook, and now Instagram!

Tzolk'in is Gett'in an Expans'ion!

Obviously a prototype... My (Firestone) favorite game of last year was Tzolk'in—a fascinating worker-placement game with a cool set of gears in the middle of the board. You can read my review right here.

Well, a report out of The Gathering of Friends—an exclusive, invitation-only week of boardgaming in New York—has revealed that there's an expansion in the works. I can't wait!!

  Get your copy of Tzolk'in on Amazon here.

Grail Games!

BlackRoseI have a list of a few "grail games"—games I really want get, but that are hard-to-find or out-of-print. One of the games on that list is Mississippi Queen: The Black Rose. It's an expansion for Mississippi Queen—itself a hard-to-find game—which is about racing paddle-boats down the legendary river. I've had the base game for years, but I often heard that it was MUCH better with the REALLY hard-to-find expansion. So I never ended up playing it. Well, a few weeks ago I was able to trade for the base game and the expansion. I can't wait to try it out with the family. Now I'm off in search of the next game on my list: The Magic Labyrinth...

What are some of your grail games?

An Interview With Walk The Plank Designers Shane Steely and Jared Tinney

planklogoThis is a special interview for me (Firestone). Jared and Shane are the designers of the new game Walk The Plank, which you can find on Kickstarter here. But more than that, they’re members of my own game group, and friends. I’m thrilled they agreed to let us interview them.

So tell us a little about yourselves.

J—I spend a good chunk of my time playing games or studying and dissecting games to better understand their inner workings.  When I’m not playing or designing games, I find myself interested in other creative pursuits such as programming or cooking.

S—What would you like to know?  Born and raised Colorado native.  Spend most of my time working, sleeping, or gaming.  On occasion I’ll go outside, but the sun is not my friend.

How did you guys get started playing these type of games?

J—I’ve been a gamer all my life.  This was mostly limited to video games until a college buddy introduced me to the local boardgame store and I’ve been hooked ever since.  I still love digital games, but board games offer something different, and it’s awesome to have such a wide variety of games available to explore.

S—I started playing board games with my family when I was a little kid.  The usual classics, and as I got older I spent a lot of time by myself playing board games and video games.  When you switched schools every year as I did from 2nd through 6th grade, it’s hard to keep friends. So I really got into gaming and it just grew from there.

How did Walk The Plank come about?

S—I had a dream. It was about pirates all trying to shove each other off the plank. It seemed like it would be a cool game, so I came up with a quick, and pretty much all random, dice game. I showed it to Jared, and with his help it turned into a much better and way-more-fun design.

J—Shane came up with the core idea near Talk Like a Pirate Day 2007.  Shane’s initial game was mechanically weak, but I loved the concept.  So, drawing on our experience from other games, we worked together to find better mechanics to truly make the concept shine.

What was the process for getting it published?

S—To be honest, most of that was on Jared. He pushed for getting it published, and so I'll let him tell the tale.

J—We’d had some prior interest from Indie Boards & Cards, but they decided to pass. We also got a narrow 2nd place in a design contest run by Rio Grande. It was clear people really liked the game from this interest and our playtests, but we didn’t have the time and resources to pursue it further.

I was fortunate enough to have a chance to go to Origins 2012—my first gaming convention.  Making sure not to squander this opportunity, I printed up several spec sheets for the game, planning on presenting the game to as many publishers as possible. I was nervous and not really sure where to start; I’d already been chatting with the people at the Mayday booth a bit, so I decided to start there.

I met Seth, the owner of Mayday Games, shortly thereafter and showed him Walk the Plank. He was interested right from the start; the game fit perfectly into Mayday’s product line, and he found the theme and mechanics a lot of fun. A little later I had a chance to play a full game with Seth and his son—and he loved it.  Two days later I had a contract in my inbox.

Are there any other games you guys are working on?

S—I haven’t worked on any others with Jared, but there are always game ideas in the works. None that have turned out to be worth showing off yet. The closest I got to one I thought was playable, but haven’t finished, was my attempt at a dice game. I didn’t look to see if anyone else has done it yet, but after talking with another guy from our group, Devin, we decided there needs to be an Oregon Trail Dice game. If anyone wants to give it a go, let me know.

J—As Shane said we aren’t currently working on anything else together, but I have a handful of designs in progress. Several have interesting mechanics or concepts, but I don’t currently have anything I’m happy enough with to start playtesting heavily. I’d like to have a 2nd finished design within the next 1-2 years, so we’ll see what comes to pass.

What are your five favorite games right now? And what do you like about them?

J—My all-time favorites would probably be Time’s Up, Crokinole, Mao, Galaxy Trucker, and Liar’s Dice. The 5 I’m currently most interested in would be Hanabi, Article 27, The Resistance, Time’s Up, and Tzolk’in. Hanabi is an amazing cooperative game of deduction with a lot of room for clever plays. Article 27 I’ve only had the chance to play once, but it’s such a pure and elegant negotiation game that I’m very enthusiastic about trying it more.

The Resistance continues to be a fantastic team game of deduction, though I wish it wasn’t so heavily biased in the spies’ favor. Time’s Up is always a blast and it’s just a great feeling to be in that zone where you and your teammate are in synch, nailing card after card. Tzolk’in deserves the hype and the gears aren’t just a gimmick—a fresh and interesting take on worker placement with a strong back-end to support it.

S—Favorite anything for me changes on a daily basis, but if I had to list them off the top of my head I’d do so in this order: Galaxy Trucker, Twilight Imperium 3rd Ed., Space Alert, Merchants & Marauders, and Ghost Stories.  I love games with theme. I don’t care how long it takes to play as long as I can immerse myself in the story.

winnie-the-pooh-angryJared, I know you’re a big Time’s Up! fan—having played many, many games with you. What’s your favorite Time’s Up memory?

So many to choose from! Probably the most recent great memory was the ferocious dinosaur-beast known as Winnie the Pooh... Other classics include the inability for anyone to remember Mr. E. Lee’s first name, Buzz Lightyear the Nazi, and of course Maya Angelou the fighter plane.

Shane, you’re a big Vlaada Chvatil fan. What is it you like about his games so much?

He is my favorite designer. Why? Theme and mechanics. I find most of his games just grab my imagination. And most of his designs are very different, so you can play several and know that each is its own game. I haven’t found one yet that I didn’t enjoy.

What upcoming games are you most looking forward to?

S—There’s a lot coming out lately that I want. I can’t wait for Zombicide Season 2, looking forward to trying Sails of Glory, and Star Trek: Attack Wing, to name a few.

J—I’m cautiously optimistic toward Bora Bora—I haven’t especially liked a lot of Feld’s recent games but I like what I’ve heard of the mechanics so far. Compounded looks interesting simply because I like alchemical themes. Beyond that, I’m sure there are plenty of other interesting titles coming out within the next year—I just don’t know about them yet!

5 Questions with 1-Word (or Phrase) Answers

Best thing about Babylon 5?

S—The Shadows.

J—The... space... pirates?

poopsmithWorst thing about Babylon 5?

S—G’Kar

J—It’s 110 hour-long episodes, so I probably won’t get around to actually watching it. Ed note: This explains your answer to Question #1...

Llamas? Yea or nay?

J—Llama School or bust!

S—Llama llama duck

The Cheat or the Poopsmith?

J—Does the Poopsmith perform lightswitch raves?  I didn’t think so.

S—Coach Z

What is “the” word?

S—Is this where I’m supposed to say bird?  I’ll play your game and say bird.

J—Hobo.

Thanks to Jared and Shane for answering our questions! And go check out the Kickstarter campaign! There's less than a week to go; trust me: This is a really fun game.

Coloretto—A Classic Review

ColorettoCoverBy Firestone I love a good filler. Having a great, short, interesting game to fill the constant gaps is worth its weight in gold. Coloretto is a terrific filler.

Components

  • 63 color cards—nine copies of seven colors
  • 10 "+2" Cards
  • 1 "Last Round" Card
  • 3 Jokers
  • 5 Row Cards
  • 5 Summary Cards
  • 1 Rule Booklet

This is all housed in a small card box, which can be had for a very reasonable $10.

Setup

Place one of the Row Cards on the table for each player in the game. Each player takes one card of one color and places it in front of him or her. Shuffle the rest of the cards into a pile, deal 15 cards off the top of the pile, place the Last Round card on top of these 15, and then place the rest of the pile on top of this stack of 16 cards.

Gameplay

This is very simple: You either draw a card and add it to a row, or take a row and add the cards to your collection. If you choose to draw a card, you place it in one of the rows. A row can have at most 3 cards in it. If all rows have 3 cards in them, you must choose to take one of the rows. If you choose to take a row, you gather the cards and sort them by color and type. ( You can only take a row if it has at least 1 card in it...) Once you've taken a row, you're done for that round; once everyone has taken a row, the round is over. You place the Row Cards out again, and start a new round. Once the Last Round card is drawn, you finish the round and the game is over.

cards

Scoring

Now you assign the jokers to one of the colors, and count up the colors.

1 card = 1 point

2 cards = 3 points

3 cards = 6 points

4 cards = 10 points

5 cards = 15 points

6 or more cards = 21 points

Here's where it gets interesting. You only get to pick 3 colors that will score you positive points, according to the numbers above. Any sets in any colors beyond those 3 will score you negative points. So you're trying to collect 3 colors, and no more, if possible. This, of course, makes where people place the drawn cards ripe with mean possibilities.

Now you simply add up the positive points, subtract the negative ones, and add 2 points for each of the "+2" cards you've managed to snag.

The person with the most points wins.

Recommendations

Youth Group Game? Yes! It's light and easy. The only negative for this is that it only plays 5; also, there's no theme to speak of, so it could be seen as "boring."

Family Game? Definitely! It's a game my oldest can easily grasp, and I suspect the youngest isn't far behind. And its length makes it something my wife enjoys playing, too.

Gamer’s Game? Absolutely! This is an excellent filler, with interesting choices.

This game is fun, fast, cheap, portable, and worthy to be in any game collection.

Thanks for reading! Let us know what some of your favorite fillers are!

Arctic Scavengers is Almost Here...

ArcticWay back in 2009 I (Firestone) played an indie-published game called Arctic Scavengers. As far as I know, it was the very first post-Dominion deck-building game. But most people never got a chance to play it, because it was a small print run from a small publisher. Enter Rio Grande Games, who agreed to publish the game to a wider audience. Well, THREE YEARS LATER, it's finally happening. Rio Grande announced on their Facebook page that copies of the game should be on their way to distributors in the next couple of weeks. I love Rio Grande Games, but this is one of the worst board game delays I've ever seen. The game is pretty fun—and the theme is 1,000,000 times better than Dominion. But instead of striking while the iron was hot (3 years ago), now Arctic Scavengers will seem like "just another Dominion clone" even though...well...it was the original "Dominion clone."

Okay, it's not exactly like Dominion. You're a tribe, trying to survive against the other tribes (players) in a cold, post-apocalyptic world where you're scavenging for weapons and supplies and medicine. It was a little rough around the edges, but I liked it—and it was more interactive than Dominion. I have no idea what is different with the new edition, but if you like deck-building games, you should definitely check out Arctic Scavengers.

The Best Board Games of 2012!

Thanks for joining us for Post #200 here at Theology Of Games. In the Better Late Than Never category: Here they are—our picks for the best games of 2012! Now, realize that even though we both have a board game group that meets weekly, there are some games we just didn't get a chance to play. So games such as Mage Wars and Snowdonia and Myrmes just didn't get played. They might have made the list, and I'm sure we'll play those at some point. You'll just have to wait for the review. :) We also went off of the release dates as seen on each game's page on Boardgamegeek. There are a number of games I was sure came out this year, but I was surprised to see they were actually released earlier (Mage Knight, King of Tokyo, Kaispeicher). So without further ado... Mice & Mystics10. Mice & Mystics—It's essentially a dungeon crawler. You go through rooms, you fight swarms of baddies, you have weapons and armor and special powers, you roll dice, and you're following a loose sort of plot. My group is eight missions into the campaign and we're having great fun. One big reason it doesn't rate higher is that once I've played through the campaign, I'll likely never play the base game again. (Or at least until the expansion comes out.)

Lords9. Lords Of Waterdeep—This is a worker placement game with a thick veneer of fantasy to it. There's a fair bit of mess-with-your-neighbor-ness to it, but I was okay with it.

smashcover8. Smash Up—A card-battling, shuffle-building game, featuring different factions that you can combine to smash up one of several bases on the table. Light rules, cool cards, and fun faction combos. Check out our review here.

PlatoCover7. Plato 3000—This was a surprisingly fun little filler! It's basically rummy with special powers—if you can snag a copy, you should do so! You can read the review here.

gauntlet6. Gauntlet Of Fools—This is another filler that grabbed our attention. You grab your hapless hero and head into the dungeon, where you'll almost certainly die. Sounds fun, right?! Well it really, really is. Read our detailed thoughts on it here.

cover5. Star Wars: X-Wing Miniatures Game—The minis are way cool. The gameplay is fast and fun. AND IT'S STAR WARS! This is the kind of game I expect to sink a ton of cash into, but the looks on my kids' faces when we play makes it worth it. Here's our review of this terrific game.

cover4. Android: Netrunner—The first of two LCGs on the list is a remake of the classic CCG from the 90s. This reboot is excellent. The key is the asymmetrical play—with one playing the powerful corporation and the other playing the plucky, tricky hacker. This has so much potential for interesting expansions...I can hear my wallet screaming now... Here's our review.

box-SWLCG-left3. Star Wars Card Game—This is the start of something really great; the base set is already climbing to the top of our lists, and they haven't yet expanded it for 4 players. With the unique Edge Battle mechanic, paired up with some pretty awesome card artwork, the sky is the limit for this LCG. We're really looking forward to what Fantasy Flight has in store. In the meantime, check out Jeremiah's review.

Mayancover2. Tzolk'in—I can't remember the last time I was this enamored with a game. Rather than gush over it here, I'll just point you to my review.

Avalon1. The Resistance: Avalon—What can we say about this game that we haven't already? The Resistance is one of our favorite titles of all time, and Avalon adds just enough variance and depth to keep us coming back for more back-stabbing, lying, skulduggery and intrigue. The new/optional roles have increased re-playability even more. Read our review here; then go get the game. Now. What are you waiting for?!

So what did you think were the best games of last year? Let us know in the comments, and make sure you "Like" us on Facebook. And over on Twitter too!

Gears of Whoa!—A Tzolk'in Review

Mayancover By Firestone

One of the most buzzed-about games of the last year was a little game called Tzolk'in. But it seemed like the interest might be simply because of the cool gears that cover most of the board. Well I've played it now, and I can assure you, there's a solid game to go with those cool gears.

The game is set in Central America during the time of the Mayans, and you're trying to earn the most VPs through careful placement of your workers. There's a large, ornate gear in the middle, and five smaller gears around that one. The large one acts as the game's "timer" It will turn once around, and then the game ends, while the smaller ones will turn many times over the course of that large gear's one turn. Science! There are also a few tracks—including a tech tree and three temple tracks. And there are spaces for buildings and monuments, which you'll buy with resources. The game crams a remarkable amount of information onto one board without becoming Gearsoverwhelming.

Turns are "simple": You will either place one or more workers onto the board, or you will take one or more workers off the board.

Each of the gears has spaces for the workers to sit on, and each gear has different actions around them. You have to place your worker on the lowest available space on each wheel, and possibly pay to do that. The spaces start at zero corn (the game's currency), and go up from there. So you have to pay corn to place your worker (unless it's on the lowest space, which is free), but you also have to pay for each worker you place beyond the first one each turn. And the prices ramp up for each worker, so you always have to carefully consider whether you can afford to place workers.

At the end of each turn, you turn the big gear, which turns the little gears, which move the workers on those gears. So each turn a worker will move ahead and be in front of a new action space. The spaces get better the further along the gear you go, but because you have to either place workers or take them off, it can be a tricky thing to get workers to ride that gear for a while.

board

When you decide to take a worker off a gear, he gets to do the action that's in front of him when you take him off. (If you decide you actually want to do an action further back on the gear—because something on the board changed, or you timed the taking off/putting on poorly, or whatever—you can, but you have to pay one corn for each space behind you that action happens to be.) One of the gears has actions that let you take corn or wood. One lets you get building resources, such as wood, gold, stone, or crystal skulls. The third gear has actions that let you advance the tech tree, build Buildings, and build Monuments. The fourth gear lets you do things such as pay corn to advance on the Temple track, get another worker to use in the game, and build a Building using corn rather than resources. The last couple of spaces on every gear allow you to take a earlier action on the gear, but without having to play the extra corn. The fifth gear is a little different, in that those spaces give you straight VPs and let you advance on the Temple track. The further on the wheel, the more VPs, but each space costs one crystal skull, so once someone has claimed a space with their skull, no one else can use that one.

skullgear

As if all of that weren't enough, I still have way more stuff to explain!

There's a space where you can put a worker down to claim the first player marker. Each turn where no one does that, you put corn on the wheel. So as the corn adds up turn over turn, there's incentive for other people to grab that first player space.

So there are three Temple tracks. Since you're Mayans, and Mayans believed in many gods, you'll be trying to win the favor of the gods and advance on these tracks. It's not like there's a Sacrifice A Villager space—it's completely abstracted. You take an action on one of the wheels, and move your marker up the ziggurat. That gets you more VPs during scoring, and a couple of spaces give you resources, too. There is a mechanism in the game where you can beg for corn if you can't pay for something, but this "angers the gods"—which simply means you have to move down one of the tracks. It's not the focus of the game, and there's nothing that made me feel I was being asked to worship anything—it's just one of the game's mechanisms given a thematic coat of paint.

The tech trees let you do things such as gather extra corn when you take the Gather Corn action; get extra wood, stone, or gold when you gather that resource, or get resources when you build a Building—plus a few others. The tech trees are cool, but as with so many great games, you can't do everything, so you have to choose wisely, and hope your choices are better than your opponents' choices.

Image from BGG user henk.rolleman

Finally, there are two tracks on the bottom of the board. One holds Buildings; at any time there will be six of them on the board. They let you do things, such as move up on a tech tree, or move up on Temple tracks, or spend less to feed your workers at the end of each turn. There are two batches of Buildings; you use the first ones in the first half, and switch to the second batch for the second half—and the second batch has better Buildings. Another reason to build Buildings is that some of the Monuments will give you VPs for having certain-colored Buildings.

The game comes with a number of Monuments, and each game you'll use exactly six of them. Those—unlike Buildings—won't be refilled. They give you bonuses and VPs at the end of the game, but you have to build them using resources, just like a Building.

The game is divided into four quarters, and at each quarter you'll have to feed your workers—two corn each unless you've built a farm Building. Unlike Stone Age, starving your people here is a BAD IDEA. Also depending on the quarter, you might score some of the Temples, or get some resources. After the last quarter, you count up VPs, add in bonuses from the board or from Monuments, do a couple of other fiddly things, and whoever has the most VPs, wins!

Whew! Well that's it. As you can see, there is a LOT going on. Your first game will probably take you a while, because even though you can only take off or put on workers, there is a lot to think about. This game is all about timing. You'll constantly be trying to figure out whether putting these guys down this turn will allow you to take that action later to get this resource to later turn into that Building provided your dude on that gear can ride far enough along to get to the Building action. This is NOT a light game...

Image from BGG user Goodsound

One the great things about the game is that there are many things that change the experience from game to game. The Monuments are different each game, for one. Another thing is the starting resources. The game comes with tiles that have various bonuses on them, such as a free movement up one of the tech tracks, or another worker to start the game with, or a free skull, or moving up the Temple tracks. You get four tiles, and you choose two of them to start the game with. That will often determine what route you take (at least at the start). Your experience from game to game should be quite different. And because there are so many viable routes to victory, you'll feel complete freedom to explore a different strategy from game to game.

You'll need to determine if the Temple tracks are enough to keep you away from the game. Again, it's completely abstracted, but there is talk of "pleasing the gods" to move up, or "displeasing the gods" and having to move down. You're not sacrificing people to these gods, or worshiping them in any way. But we'd understand if that makes you uncomfortable.

This is one of the best games I've played in the past year. I can't wait to try out some new tactics and strategies—and I REALLY can't wait to get my grubby hands on a copy of the game, and paint those sweet gears. If you like deep games, and/or worker-placement games, check out Tzolk'in. It's way more that a gimmick.