A century from now all that remains of Earth is the detritus that humanity left behind. The races of a neighboring solar system have a penchant for artifacts left behind by extinct races. In Excavation Earth, you lead one of these races of alien explorers on their quest to excavate rare human artifacts and curate the ultimate art collection to sell off.
Excavation Earth is divided into three rounds, each of which starts with players drafting a hand of multi-use cards that will be used to perform actions. Players then take quick turns playing actions that allow them to move their explorers around the world map, excavate for artifacts, and deploy traders to bazaars and influencers to affect prices and wheel and deal on the black market.
The artifacts you dig up can be either sold to the bazaars housed on one of the aliens' ships that landed on Earth or added to a collection that will be sold off as a coherent art collection to museums back home. Excavation Earth ends after three rounds and the player who makes the most money during the game wins.
Excavation Earth includes a solo mode by Nick Shaw and Dávid Turczi.
—description from the publisher
- artifact excavation / post-apocalyptic earth
- human civilization on earth has failed; aliens have come to pillage artifacts
Mechanics (from transcript analysis)
- Card Drafting — Draft multi-use cards to perform actions over three rounds.
Video topics + discussion points
Quotes (from this video)
- this is a ravans burger release and they're a huge board game publisher
- it's a cooperative dice game
- Back to the Future as a movie franchise is all about time travel
- you are going to be building out network tiles all across this map
- hidden movement
- I think this is a wonderful looking cover
- this is an incredibly ambitious game
- the decisions that you make have a lasting impact on game to game
- history is embedded in each copy
- there are no scripted narratives or predetermined end points
- it's a work replacement style game but the workers are communal
- the unique meeple distribution system and innovative mechanism of mining the resources
- the card game looks like it has a lot of similar things to fresco the main game
- in the dice game version you are going to be rolling dice exactly three times
References (from this video)
- Strategically deep with simple-to-learn actions
- Engaging market manipulation
- Clever use of multi-use cards
- Good component quality and iconography
- Unique theme
- Solo mode available
- Frustration from not drawing needed cards.
- Can be difficult to get the specific cards needed for desired actions.
- The card draw and artifact availability can sometimes lead to feelings of bad luck.
- Requires significant pre-planning and programming of actions.
- aliens collecting Earth artifacts
- Earth after humanity's departure, occupied by aliens
- economic, set collection, market manipulation
- City of the Big Shoulders
- Railways of the World
- 18xx games
Mechanics (from transcript analysis)
- Area Control — Players vie for influence and control over different regions on the board.
- Drafting — Players draft cards at the beginning of each round.
- Market manipulation — Players' actions directly affect the prices and demand for artifacts.
- Multi-Use Cards — Cards can be used for various actions, requiring strategic choices.
- Set Collection — Collecting sets of artifacts of different types or colors for points.
- Worker Placement — Players place their 'explorers' and 'market representatives' to take actions.
Video topics + discussion points
Quotes (from this video)
- Southern rails is a fast playing game for three to five players in the tradition of simple but engaging rail games like transamerica and northern pacific
- it is a train game well it's not a pickup and delivery train game it is a stock game
- The initiative which is a cooperative deduction game
- this is a narrative game that you're basically going to play through just once it's just kind of a one and done
- Murder at the oakdale club you probably weren't very excited about it oh yeah you don't remember i said oh i i stink at these games
- we are the key to solving these murders
- excavation earth excavation earth excavation but the reason why i kept thinking evacuation is because nobody's on earth anymore we've evacuated it
- how much programming ahead do i have to do because these multi-use cards will determine which actions you take
- i typically like market games but in the games that we played i was always really struggling to get the right card that i wanted
References (from this video)
- Cool theme
- Good components and iconography
- Engaging market mechanics
- Potential for strategic depth
- Frustration with not drawing needed cards
- Difficulty in planning ahead
- Can be heavily impacted by card draw luck
- Potential for runaway leader
- Aliens collecting artifacts
- Earth (post-evacuation)
Mechanics (from transcript analysis)
- action selection — Players choose from various actions using their cards.
- Area Control — Introduced in later rounds, players can gain popularity in regions to enact special actions.
- Card Drafting — Players draft cards at the beginning of each round.
- Hand Management — Managing cards in hand is crucial for performing actions and meeting requirements.
- Market Simulation — Players interact with a market where the value of goods changes based on supply and demand.
- Set Collection — Collecting artifacts for a 'sample gallery' to complete rows and columns provides victory points.
- Variable player powers — Each alien race has unique special powers.
- Worker Placement — Placing cubes in markets to facilitate transactions.
Video topics + discussion points
Quotes (from this video)
- Southern rails is a fast playing game for three to five players in the tradition of simple but engaging rail games like transamerica and northern pacific
- it is a train game well it's not a pickup and delivery train game it is a stock game
- The initiative which is a cooperative deduction game
- this is a narrative game that you're basically going to play through just once it's just kind of a one and done
- Murder at the oakdale club you probably weren't very excited about it oh yeah you don't remember i said oh i i stink at these games
- we are the key to solving these murders
- excavation earth excavation earth excavation but the reason why i kept thinking evacuation is because nobody's on earth anymore we've evacuated it
- how much programming ahead do i have to do because these multi-use cards will determine which actions you take
- i typically like market games but in the games that we played i was always really struggling to get the right card that i wanted
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Engaging theme and accessible to new players
- Fits well with other heavy euros
- Can be heavy for new players
- Requires table space
- archaeological excavation and artifact curation
- Space-age archaeology exploring alien ruins
- story-driven with progression
- Hamlet
- Patchwork
Mechanics (from transcript analysis)
- area control / resource management — control areas and manage resources to score
- Set Collection — collect artifacts and build a collection
- set collection / collection building — collect artifacts and build a collection
Video topics + discussion points
Quotes (from this video)
- it's been really great people really really love it
- the main idea for fate forge is actually accessibility
- you can play sessions of one hour
- the app will remember everything you do and next time you play you just take it back out of the box and you start playing again
References (from this video)
- Rich, multi-layered economic engine with many interaction points
- Clear, satisfying scoring through gallery samples and market activity
- Distinct asymmetric abilities add variety and replayability
- Solid base rules foundation for expansion integration
- Rule complexity may be challenging for new players
- Some components and rules may be abstract or dense for beginners
- Archaeology meets economic trading in a market-driven, artifact-focused economy.
- Earth in a grim post-human future where aliens excavate human artifacts to sell them for money.
- Competitive strategy with asymmetric factions, gallery scoring, and market-driven outcomes.
Mechanics (from transcript analysis)
- Card-driven actions — Players use a hand of action and travel cards to perform moves, excavations, and marketplace actions.
- Market trading / buyer interaction — Place traders in markets and manage buyers to sell artifacts for credits.
- resource/hand management — Discard cards to perform actions and manage artifacts/samples for scoring.
- Set Collection — Artifacts collected are placed into a color-coded gallery to score points based on rows/columns.
- Set collection / gallery scoring — Artifacts collected are placed into a color-coded gallery to score points based on rows/columns.
- Staffing / asymmetry and scoring — Asymmetric faction abilities affect where you can excavate and how you score, with end-round scoring.
- Worker Placement — Move explorers around the board to dig sites and markets to access artifacts and action opportunities.
- Worker placement / exploration — Move explorers around the board to dig sites and markets to access artifacts and action opportunities.
Video topics + discussion points
Quotes (from this video)
- this game is an economic game
- the earth is no longer inhabited by humans
- they're gonna learn about us
- we're going to give a brief overview of those rules
- everybody has their own asymmetric ability as well
- there will be a link to the kickstarter campaign down below