From the publisher's website:
Antike is a challenging strategy game about evolution and competition among ancient civilizations. Ancient nations create cities, build temples, sail the seas, and discover new principles of science and technology. Their legions and galleys open new settlements and defend their people against attacks from their enemies. Two scenarios can be chosen as the game board is two-sided. Players choose from Greeks, Romans, and Germanic tribes and Phoenicians, Carthaginians, Persians, Arabs, Egyptians, and Babylonians.
Every nation tries to win ancient kings, scholars, generals, citizens, and navigators for themselves. The nation that acquires a specified number (depending on the number of players) of ancient personalities first will win the game!
Lead one of these nations to victory! But watch out for your enemies, as they will want to conquer your cities to destroy your temples. The game depends not on the luck of dice or cards, but on thoughtful plans and skillful diplomacy.
- The theme is liked.
- The price feels Kickstarter-reasonable.
- The main image is good.
- The playmat pledge is smart and locks in buyers.
- The organizer looks cool, functional, and streamlines gameplay.
- The publisher has a nice track record (though poorly highlighted).
- AI-generated art is a point of controversy.
- The publisher's track record was poorly highlighted.
- Pledge levels feel unintuitive or 'stupid'.
- The game was not sold well, leaving questions unanswered.
- Lack of focus on specific details or components.
- No rule booklet provided.
- Video content felt like a dump with no extracted quotes.
- The campaign did not appear on the BGG Hotness.
- AI-generated art
- On Mars
- Anachrony
- Voidfall
- Darwin's Journey
- Age of Steam
- Awaken Realms
- Stone Saga
- Blood like Blood Stone
- War of the Dragon
Mechanics (from transcript analysis)
- AI-generated art — The use of AI-generated art is a significant factor in the discussion, impacting price perception and controversy.
Video topics + discussion points
Quotes (from this video)
- Do I want it? Yeah, I do. The game looks fun. Unproven designer, but the publisher has a nice track record.
- You did a terrible job spotlighting your publisher track record.
- Your pledge levels, as that one person put, do feel very stupid.
- It looks cool. It looks functional. It looks like it's going to streamline and help my game out.
- At the end of the day, how often do I say this on the show? If you watch this show, it's like, "Ooh, I'm worried about that specific pledge right here."
- The end of the day, you are offering a very unique and different pledge that I kind of love.
- So a final grade's not great.
- I'm going to go with a C.
References (from this video)
- Interesting theme of playing through a life.
- Components look fine and there's a boatload of them.
- The base game price of $45 feels reasonable.
- The main image is well done and showcases the game effectively.
- The game is available on Tabletopia for free play.
- The "all-in" pledge level is considered a smart move by the publisher.
- Concerns about the AI-generated art and its impact on pricing and public perception.
- Several pledge levels and components are poorly sold and not adequately showcased.
- The premium pledge levels are seen as a large price jump for unclear benefits.
- The cost of shipping, especially for international backers, is high.
- Lack of a rule booklet is concerning.
- The campaign page could have done a better job showcasing the publisher's track record and designer's pedigree.
- The pricing of the game doesn't feel significantly lower despite the use of AI art.
- Playing through a lifetime from birth to old age, where players choose experiences to develop and collect resources such as knowledge, experience, dreams, and money.
- Players collect resources that pertain to their regular day life and develop experiences that determine their inner value and victory points.
- Fog of Love
- Pandemic style box
- Katon
- Tomb Raider
- Cosmir
- Rayman the board game
- Luier
- Call of Duty the board game
- Critter Kitchen
- Indiana Jones
- Disney
- Five Families
- On Mars
- Anacrity
- Voidfall
- DRy
- Age of Steve
- Pursuit of Happiness
- Fisherman
- Feudom
- Fauna Fierra Ben
- Crypted Earth
Mechanics (from transcript analysis)
- card drafting — Players draft experience cards from a shared display.
- resource collection — Players collect resources such as knowledge, experience, dreams, and money to develop experiences.
- Tableau Builder — The game looks a little bit like a tableau builder, with choices in the middle.
Video topics + discussion points
Quotes (from this video)
- I hate the rectangles on Game File, but they did a good job showcasing, oh, here's what the game's going to look like.
- So, it's not the richest, smartest, or most successful who wins, but the one who has lived their best life according to their values.
- They do, in addition to many, many other things as I found out the best high-quality Kickstarter videos that you can find on the planet.
- I hate it. I hate it. I hate everything about this pledge. Why? Because you haven't told me about it.
- And your price is $9 over MSRP. Well, more like $13 when we convert the currency.
- I feel bad for Poland Games insert. I would like to issue an apology from Bowowers Game Corner from Skeleletic Games unofficially to Poland Games insert for how poorly they have sold your absolutely I'm going to assume gorgeous looking insert.
- The people who buy games based on BGBG rating simply doesn't understand what it's all about.
- Yeah, I do. The game looks fun. Unproven designer, but the publisher has a nice track record. That being said, you did a terrible job spotlighting your publisher track record.
- Your pledge levels, as that one person put, do feel very stupid.
References (from this video)
- Quick to teach with a simple rule set
- Deep strategic potential through card drafting and engine-building
- Color-blind friendly components (tiles show symbols on the back)
- Nice chunky components; prototype felt close to final production
- Scales well from 2-4 players; team modes add replayability
- Limited variety of abilities among cards
- Risk of complicating the engine with too many card options
- Some players may desire more movement options beyond the core actions
- Abstract strategy with color-based tile and card interactions, focused on engine-building through card purchases.
- A dynamic 6x6 grid built from tiles drawn from a bag, with players racing to move their markers to opposite corners.
- Abstract, procedural engine-building
- Mother's Son
Mechanics (from transcript analysis)
- card activation by color — Activate all your cards that match the color of the tile you’re on.
- card drafting — Buy cards from a market to build an engine.
- card exhaustion and reset — Cards exhaust after use; you can refresh the market or gain new actions.
- card market drafting — Buy cards from a market to build an engine.
- color synergy strategy — Strategic planning around color tiles and color-coded cards.
- engine building — Buying specific cards creates combos and cascades to fuel progress.
- engine-building through purchases — Buying specific cards creates combos and cascades to fuel progress.
- market reset — End of turn action that resets the market cards.
- Pattern Building — Strategic planning around color tiles and color-coded cards.
- push action — Card actions include a push mechanic affecting board state.
- swap action (4-player team mode) — Team variant adds a swap action to reposition tiles.
- Tile-based movement — Move your marker one tile per action on a variable 6x6 board.
- tile-resource matching — Gain a resource that matches the color tile you are currently on.
Video topics + discussion points
Quotes (from this video)
- Tactile is a quick teach and a simple game.
- The combo aspect is really, really fun.
- Color-blind friendly components are a plus for accessibility.
- Prototype felt like final production and was impressive.
- There are specific game modes for two, three, and four players.
References (from this video)
- distinctive twist on traditional trick-taking that adds discard decisions
- cute production and hedgehog motif noted as appealing
- solid solo mode adds replayability and accessibility
- rules complexity can be a bit much for new players
- availability discussed around a niche product line
- casual, lighthearted take on urban life and park activity
Mechanics (from transcript analysis)
- hand management — players must manage discards from tricks to balance future round potential and score efficiency
- hand-management — players must manage discards from tricks to balance future round potential and score efficiency
- solo-play variant — solitary play exists with two open hands and round-by-round goals to equalize points or cards across hands
- Trick-taking — win a trick by playing the lowest-numbered card; the lowest card played in the trick triggers discards from your hand, creating a pressure to decide which cards to shed while trying to maximize points
Video topics + discussion points
Quotes (from this video)
- Park life is a trick taking game that has this really cool kind of spin on trick taking where basically you are going to win a trick if you play the lowest number
- I think it's really cool the solo version of the game is very fun where you are playing two open hands and basically each round you trying to get both hands to win an equal amount of cards or points
- Naku Dice is a game that I have wanted for so long I played it actually early last year and fell in love with it
- Seas of Strife is my favorite trick taking game
- there is no Trump suit in Rebel Princess as well but the princes kind of act like a trump suit