In the Cyclades archipelago, off the shores of a divided Greece, players develop their cities and compete for supremacy under the watchful gaze of the gods.
In Cyclades: Legendary Edition, designers have reworked the Cyclades base game and its many expansions to make gameplay more dynamic and fluid.
The game features a strategic bidding system that defines the actions available to each player on their turn. You must balance your finances to optimize the various actions provided by the different gods, with each player gaining the support of only one god each turn. The game features a shorter and more dynamic bidding phase than the original Cyclades thanks to a new exponential bidding scale. Six gods are available instead of the five, increasing the variety of actions available.
Players now use landscape tiles to assemble the modular game board during set-up, allowing for ever-changing maps and game strategies. New creatures and heroes are available in the base game, offering new strategic opportunities to build metropolises and gain decisive advantages on the battlefield. Your goal is to be the first to control three metropolises.
Cyclades: Legendary Edition features three game configurations:
"Classic" mode for 3-5 players in which each player defends their own interests.
"Team" mode for 4 or 6 players in which you play in teams of two, co-operating with one another and competing against others.
An enhanced and refined two-player mode.
- expanded monster and hero pools increase variety and provide more paths to victory
- 3D buildings and metropolises greatly improve thematic immersion and board readability
- animal-themed miniatures add character and flavor beyond generic tokens
- diverse gods with different powers add depth and strategic variety
- production quality and visual design are notably refined compared to retail editions
- out-of-the-box six-player mode is not supported; requires teams of two which can hamper competitive play
- some card effects and interactions are unclear; aFAQ or errata would help
- printing errors in the manual (e.g., volcano adjacency) can cause confusion during play
- mythology-driven conquest and city-building
- Ancient Greece mythic archipelago with gods, monsters, and city-building
- mythic epic with gods granting powers and heroes driving actions
- Cyclades (retail edition)
- Cyclades (original edition)
- other editions or variants referenced in discussion
Mechanics (from transcript analysis)
- Area Control — combat resolves by summing the strength of units in a space and resolving with a dice element; retreats and casualties occur
- Area control / combat — combat resolves by summing the strength of units in a space and resolving with a dice element; retreats and casualties occur
- Auction / Bidding — players secretly bid gold to secure god powers; higher bids eject opposing users from that god's track until they bid again elsewhere
- auction / bidding on gods — players secretly bid gold to secure god powers; higher bids eject opposing users from that god's track until they bid again elsewhere
- building interactions — temples and other buildings modify costs and capabilities; card effects and god-specific abilities add strategic depth
- combat resolution — land battles and sea battles are resolved via combined strength and dice; certain units like monsters or heroes modify outcomes; retreats are possible
- Layer building — temples and other buildings modify costs and capabilities; card effects and god-specific abilities add strategic depth
- Metropolis construction — build four buildings to form a metropolis; universities, philosophers, and other buildings drive metropolis expansion and bonuses
- Monster management — monsters can be bought and retained via maintenance; movement of monsters between spaces is possible to influence battles
- Movement — movement of troops and fleets; hero movement costs per space; ports/sea capabilities influence naval movement and combat
- recruitment and sacrificial powers — recruit philosophers, heroes, and mercenaries; many entities grant sacrificial or special abilities that influence end-game conditions
- Resource management — gold, cornucopias and other resources fund bids, builds, and unit recruitment; temple buildings can reduce costs
- Win conditions — first to three metropolises wins; if not, the player with the most gold wins; ties broken by metropolis count then gold
Video topics + discussion points
Quotes (from this video)
- this is once again our favorite game of all time
- the ultimate version of Cyclades Legendary Edition is hands down the best reimplementation of any board game that we have ever seen
- if you haven't played Cyclades, then this is definitely the way to go
- out-of-the-box six players all versus all is not supported
- the 3D buildings and metropolises elevate the theme and gameplay
References (from this video)
- Strong mythological theme with a flavorful god-auction mechanic
- Multiple pathways to victory via Metropolis-building
- Tight integration of land and sea combat with modular temples/fortresses
- High player interaction through bidding and battles
- Relatively steep learning curve and many moving parts
- Setup and component handling can be lengthy for new players
- Auction-based control, territorial expansion, and divine influence to build Metropolises.
- Mythological island archipelago in ancient Greece; gods, heroes, and mythic creatures govern the islands.
- Tutorial
Mechanics (from transcript analysis)
- Auction / Bidding — Players bid on the five gods to gain access to their special actions during the game.
- Battle system (land and sea) — Units contribute strength, ports/fortresses add to strength, dice add randomness; battles resolve with losses and retreats.
- card crafting — Priestess, Philosopher, Hero, and Creature cards provide discounts, powers, and strategic options.
- Card-driven abilities — Priestess, Philosopher, Hero, and Creature cards provide discounts, powers, and strategic options.
- Cycle-based endgame — The game progresses in cycles; victory is achieved by controlling three Metropolises or by most Metropolises when the cycle ends.
- end game bonuses — The game progresses in cycles; victory is achieved by controlling three Metropolises or by most Metropolises when the cycle ends.
- God auction/bidding — Players bid on the five gods to gain access to their special actions during the game.
- Map tile placement and adjacency — Players place control tokens and fleets on connected land/sea tiles to expand influence.
- Metropolis construction — Metropolises can be built in multiple ways, providing powerful, game-altering effects.
- Resource management — Gold and Priestess cards affect costs; maintenance costs must be paid to keep units on the board.
- Resource management and maintenance — Gold and Priestess cards affect costs; maintenance costs must be paid to keep units on the board.
- Temple/Port/Fortress effects — Temples, ports, and fortresses modify combat costs or strength, influencing strategic choices.
- tile placement — Players place control tokens and fleets on connected land/sea tiles to expand influence.
Video topics + discussion points
Quotes (from this video)
- you're here to learn cichlidy's legendary edition as quickly as possible
- because you don't have a bunch of time to start flipping through the manual and doing basic stuff like reading
- the goal of Cyclades is to be the first player to control three metropolises at the end of a cycle
- let's actually start playing this game
- you've done it you successfully learned how to play Cyclades legendary edition I hope this tutorial has been helpful in getting this great game to the table so you can play with your friends and family just a little bit faster
- listen mortal because the this is very important you may never sacrifice a hero during the cycle in which they are recruited
References (from this video)
- Solid game
- Good artwork
- Expensive Kickstarter
- Done with Kickstarters
- Cyclades (original)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's only a game
- Matt Leacock will you grow another thread of innovation in your skull and do something else
- we're done with pandemic
- I would rather be pessimistic and then pleasantly surprised then optimistic and then constantly disappointed
- I could rank something like Alice's garden a 9 10 out of 10 for how perfect a game for its genre it is but that doesn't mean I want to play it game after game
- this theme is going to speak to me heavily from a Nostalgia perspective
- you're not as good as you used to be mate
- this is why you've got to get your demos right
- head cubes on tracks is that really what I'm supposed to get excited for
- this one I think is the game that void fall should have been