Heirs to an exceptional knowledge that has survived the ages, it is now up to you to preserve the vestige of your civilization.
Ancient Knowledge is a strategic card game in which you erect monuments and build artefacts to pass on your knowledge. Time will make your constructions ephemeral,so make the right decision and combine the many cards at your disposal, because all knowledge is doomed to disappear…
It's up to you to find the best synergy so that you can pass down knowledge before the decline of the emblematic monuments you have constructed, monuments we still find nowadays in the four corners of the globe. From Mexican pyramids to the Sphinx of Giza, passing through the famous cities of Tiwanaku and Babylon, only the cleverest builder will shine through the ages and seize victory. In this game, your only enemy is time.
Prove to your opponents that you are the worthy representative of your Legacy!
Will your monuments withstand the trial of time?
—description from the publisher
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we had a wonderful friendsgiving with some wonderful friends
- this is one of my favorite conventions to attend
- we had a big huge table of 10 eating at Papados
- we are going to have our ugly Christmas sweater episode again
- one of the highlights of the convention was meeting the designers
- Alan Moon was so nice, down to earth
References (from this video)
- Fresh spin on civilization-game pacing
- Monument/knowledge mechanic adds a clever timing twist
- Limited public detail on full rules and release specifics
- Knowledge collection and monuments that age out, driving learning and timing.
- Civilization-building with monuments carrying knowledge.
- Civ-lite twist emphasizing monuments and knowledge learning
Mechanics (from transcript analysis)
- monument-based progression — Monuments enter play with knowledge tokens; players learn knowledge before age-out.
- timing/age-out — Knowledge must be learned before monuments age out, creating time pressure.
Video topics + discussion points
Quotes (from this video)
- six packs of wingspan that fans designed and Elizabeth vetted
- we printed 5,000 of each of these packs
- time is really the key for expansion design
- Rolling Realms is designed around not having any interaction
References (from this video)
- Simple core rules that support depth
- Variety of engine options and combos
- Two-player shines and playtime is short
- Dynamic board evolution via monument drift
- Theme feels incongruous with civilization-building
- Limited player interaction, especially at higher player counts
- Some complexity in card interactions can be dense
- No explicit solo mode mentioned
- Monument collection and cultural archaeology with a shifting past
- Global ancient civilizations and monuments across cultures; temporary monuments drift over time
- Rule-driven engine-building with evolving board state
- Seven Wonders
- 51st State
Mechanics (from transcript analysis)
- card management — Two types of cards across seven suits; manage and spend to build on your board
- drafting — Draft technologies from a central display to unlock abilities
- engine building — Chain card effects to create powerful combos and scoring opportunities
- Monument placement and drift — Place up to two Monument cards in each number column; monuments drift left and can enter the past as negative VP
- Timeline and past/knowledge economy — Timeline phase activates symbols; past cards hold negative points and affect future plays
Video topics + discussion points
Quotes (from this video)
- Ancient knowledge was a very surprising game for me as I initially wasn't expecting much about it but it turned out to be quite a good time
- The core rule set is very simple but the card interaction is what brings the game to life and there are a whole bunch of cards with unique effects for you to experiment with
- There's also a real natural flow of the game with monuments slowly drifting to the left each turn and that makes for a constantly evolving board
- The best thing about this game is the variety of engines you can build, I love the ones that scores off big negative points
- I think this would be a perfect game for couples as it shines at two player
- the theme doesn't make a whole bunch of sense
- there isn't much player interaction to speak of
- want something with more players try Seven Wonders
- for a heavier engine builder try 51st State
References (from this video)
- Didn't love it
- Decent but not what I'm looking for
- Knowledge-based
- Strategy game
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I rank like games pretty much like how I feel right now about them right it's possible that next month I will rank the games way differently
- Stonespine Architects definitely an a rank game for me um really amazing
- I just absolutely love this one of my most favorite puzzly polyomino games
- Château Burgundy is still in my top three games has been for a few years
- I do not like auction games but I absolutely love Modern Art this is amazing
- My City is like an amazing entry level deck builder but you can also play with people who like to play games a lot
- Slay the Spire could be one of my games of the year wow this game is amazing
- Fallout is really messed up by its winning condition
- Pop-Up Pirate it's funny but is it a good game no it's not really a game right
- I like vegetable themed games it sounds very specific but that's the way it is
References (from this video)
- Gimmick resonates with players who enjoy timing and combos
- Limited theme presence
- Combo-building
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Harrow County is a very unique game.
- This is Seven Wonders. ... an excellent card drafting game.
- Ticket to Ride is a classic and a staple at many events.
- Root has fans and they are super fans.
References (from this video)
- Familiar civilization engine with knowledge theme
- Fast setup and teachable
- Card-rich, AP-prone for some players
- card-driven civilization development
- Ancient knowledge civilizations
- engine-building through knowledge bases
- Innovation
Mechanics (from transcript analysis)
- card-driven action engine — Use knowledge cards to gain actions and power.
- timed knowledge track — Knowledge cards expire after a timer and lose value if forgotten.
Video topics + discussion points
Quotes (from this video)
- there's a really interesting timer mechanic because you could be working towards a habitat and then all of a sudden it's gone
- it's unique and I would definitely consider showing this to a lot of different people
- the maps play similarly but are shaped differently
- it's basically solitaire puzzle... maximize your tableau
- this expansion adds new elements... shards as risk-reward
References (from this video)
- Depth of decision making
- Interesting card interaction
- Complex engine building
- Messy theme
- Alien species collecting monuments
- Civilization building/Monument collecting
Mechanics (from transcript analysis)
- Card sliding system — Cards slide off a row and gain bonuses when removed
Video topics + discussion points
Quotes (from this video)
- These awards are entirely my opinion but that's great cuz every single award show is the opinion of a small group of people
- Board game medium is a special medium... it's something you play but it's also an art form