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ArcheOlogic box art

ArcheOlogic

Game ID: GID0027722
Game Info
Year
2023
Players
1-4
Age
12+
Playtime
45 min
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

A city in the mountains was discovered, but no one dares to venture there without having mapped the place. Here is finally a mission for you, an archaeologist with implacable logic.

ArcheOlogic is a competitive deduction game whose goal is to first find the exact location of the buildings of the city.

To help you? An Archeoscope, the only research instrument capable of reading the coded cards left by the Ancients. Ask the Archeoscope your questions by adjusting its cogs, note the precious answers, and replace the buildings on your plan. Think carefully as some questions will take more time than others, but maybe their answer will help you win...

Description

A city in the mountains was discovered, but no one dares to venture there without having mapped the place. Here is finally a mission for you, an archaeologist with implacable logic.

ArcheOlogic is a competitive deduction game whose goal is to first find the exact location of the buildings of the city.

To help you? An Archeoscope, the only research instrument capable of reading the coded cards left by the Ancients. Ask the Archeoscope your questions by adjusting its cogs, note the precious answers, and replace the buildings on your plan. Think carefully as some questions will take more time than others, but maybe their answer will help you win...

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 5
This page: 5
Sentiment: pos 3 · mix 0 · neu 0 · neg 1
Mentions per page
Showing 1–5 of 5
Video PlcCVMuadcs Getting Games Review at 0:02 sentiment: negative
video_pk 63618 · mention_pk 157090
Getting Games - ArcheOlogic video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • Six different ruin modes providing variety and mechanical variety
  • Market mechanics allow flexible trading and upgrading of cards
  • Sandstorms and thieves add deterrents and tension to hand management
  • Above-average replayability due to multiple ruins and configurations
  • Fast playtime (roughly 15–20 minutes)
Cons
  • Turns are frequently uninteresting and repetitive
  • Card draw luck heavily influences outcomes, leading to perceived unfairness
  • Component quality issues with the deck make shuffling awkward
  • Suboptimal at certain player counts (notably two and five), with four being possibly better but still not ideal
  • Overall disappointing experience; the reviewer does not recommend the game
Thematic elements
  • Treasure collection and market trading with set collection for points
  • Ancient ruins in a desert setting with sites such as the Great Pyramid, Mine, Sphinx, Tomb, Temple, and Buried Ruins
  • Push-your-luck excavation with market-driven decisions
Comparison games
none
Mechanics (from transcript analysis)
  • Card values and talismans — Most cards are value one; talismans are value three and can be pursued for higher scoring in sets.
  • Excavation sites and maps — Six sites (ruins) with different mechanics; to excavate, players spend map cards to draw from the corresponding piles (e.g., 1 map to draw 2 cards, 2 maps to draw 5, 3 maps to draw 8).
  • Expedition targets — Six ruins provide different mechanics and ongoing replay potential.
  • market trading — Trade any number of cards from hand to the market to draw cards back at a one-to-one value ratio; the market can be manipulated to upgrade or replace cards.
  • Pharaoh's mask — The highest value card in the game (value 4) with only four copies; it has a strong impact on scoring when collected.
  • Sandstorm — When a sandstorm occurs, the active player discards it to the side and everyone loses half their hand (rounded in favor of the players); discarded cards go to the market.
  • Scoring and end of game — The game ends when the draw deck runs out; players finish by selling remaining cards to the museum and tallying points from their sets.
  • Selling to the museum — Players may sell their cards to the museum multiple times per turn, forming sets in front of them and scoring points based on the size of the suit when tallying at game's end.
  • Tent countermeasure — A starting tent can be discarded to counteract sandstorms, preserving a better hand.
  • Thief action — A thief card lets a player steal a random card from an opponent's hand.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I am really disappointed by this game
  • I definitely don't recommend this game
  • There are six different modes of play with those six different ruins that you can go in and excavate
  • I really like the mechanics of the market
  • The sandstorm knocks cards out of your hand but it puts them into the market to try and see the market
  • it's a fast playing game like 15 20 minutes
References (from this video)
No references stored for this video.
Video HFzugBOqo6w Let's Table It Review at 0:17 sentiment: positive
video_pk 61959 · mention_pk 154572
Let's Table It - ArcheOlogic video thumbnail
Click to watch at 0:17 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging deduction gameplay
  • Distinct wheel-based information mechanic
  • Improved pacing after learning curve
  • High replayability due to variable clues and layouts
Cons
  • Steep learning curve for new players
  • Wheel/interface can be confusing at first
  • Complex rules may be daunting without guidance
Thematic elements
  • Deduction, information gathering, and tile orientation optimization
  • Ancient city ruins; grid-based deduction puzzle
  • Procedural/deductive
Comparison games
none
Mechanics (from transcript analysis)
  • deduction — Players deduce the correct layout by combining clues from various information sources.
  • Deduction and clue synthesis — Players deduce the correct layout by combining clues from various information sources.
  • Grid-based tile placement with orientation — Players place six tiles on a grid and orient them to satisfy orientation clues.
  • Hidden information and note-taking — Players keep notes and can hide clues from others to aid deduction.
  • Time track — Turns advance along a time track; questions and movement consume time and influence turn order.
  • Time track turn order and time cost — Turns advance along a time track; questions and movement consume time and influence turn order.
  • Variable setup and replayability — Starting clues and tile orientation vary; clues, traps, and layouts change per game.
  • Wheel-based information gathering — A wheel mechanism (with an Archos scope) selects coordinates and question types to reveal clues.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a deduction game of asking the best questions to figure out all the information to place those six tiles in the specific orientation to win
  • I appreciate the way turns are performed with the track
  • I think it works very well
  • it's a race but also it will most likely come down to the player who uses is efficient turns to gain the most information
References (from this video)
No references stored for this video.
Video FwZTTNKbyCk Let's Table It Top List at 0:28 sentiment: other
video_pk 61962 · mention_pk 154582
Let's Table It - ArcheOlogic video thumbnail
Click to watch at 0:28 · YouTube ↗
Overall sentiment (raw)
Unknown
Pros
none
Cons
none
Thematic elements
  • Unknown
  • Unknown
  • Unknown
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video sJS_RaCT_R8 The Board Game Garden Discussion at 10:35 sentiment: positive
video_pk 37079 · mention_pk 111335
The Board Game Garden - ArcheOlogic video thumbnail
Click to watch at 10:35 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong logic-deduction appeal
  • great polyomino puzzle integration
  • high replayability
Cons
  • can be highly technique-driven; may have a learning curve
Thematic elements
  • archaeology / excavation-themed deduction
  • puzzle-deduction on polyomino tiling with trap clues
  • puzzle-centric with app-assisted hints
Comparison games
  • The Search for Planet X
  • Awkward Guests
  • Turing Machine
Mechanics (from transcript analysis)
  • App Assisted — an app or device provides clues and validates solutions
  • app-assisted/device-based hints — an app or device provides clues and validates solutions
  • deduction — solve puzzles using deduction about trap placements and clues
  • Logic deduction — solve puzzles using deduction about trap placements and clues
  • Polyomino — fit polyomino pieces into a grid-based square with constraints
  • polyomino tiling — fit polyomino pieces into a grid-based square with constraints
  • solo puzzle replayability — multiple scenarios and puzzles provide ongoing solo challenge
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I do really enjoy when solo games have a challenge like that
  • it's not stressful it is just a wonderful relaxing game of flipping over vegetable cards
  • I will probably continue to play [Friday] until I at least beat it one time
  • I am obsessed with the art in this game [Worm Span]
  • Planet Unknown solo is extremely simple basically you have some objectives
  • the tactile feel of taking the tiles out of the Lazy Susan and placing them on your planet … is just so satisfying
References (from this video)
No references stored for this video.
Video J042jF6QPg0 Chairman of the Board Discussion at 3:52 sentiment: positive
video_pk 10467 · mention_pk 108088
Chairman of the Board - ArcheOlogic video thumbnail
Click to watch at 3:52 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Solid set-collection with a meaningful twist
  • Tension from occasional disruptive events
Cons
  • Variance from sandstorm cards can feel punishing
Thematic elements
  • Artifact collection with economic forced choices
  • Ancient artifacts and relic hunting
  • Set-collection with a twist via event cards
Comparison games
none
Mechanics (from transcript analysis)
  • Sandstorm/discard mechanics — Sandstorm cards force hand/discard changes, impacting strategy.
  • set collection — Collect artifacts; larger sets yield more points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a very nasty auction style game.
  • I think it's a great design.
  • One of my favorite games if not my favorite game.
  • It's nice that it plays in about 30 minutes.
  • I think it's a wonderful design.
References (from this video)
No references stored for this video.
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