The city-building board game Foundations of Rome puts you into the role of an architect competing to own land and build magnificent structures! Build domūs and insulae, fountains, foundries, and more to increase your renown - gaining glory for yourself and the empire! With 96 wonderfully detailed miniatures in the base game, Foundations of Rome is a testament to the glory of Rome that you can bring to the table.
Foundations of Rome is the next, and biggest game to date, in the Dice Tower Essentials line and is designed by famed designer Emerson Matsuuchi. With a quick setup time and easy to learn to rules you will be on your way to achieving glory within Rome in no time!
On a player's turn they select from purchasing a new lot, building a new building in the shared city of Rome, or collecting income!
Players collect Glory Points at the end of each round based on the population and commerce they have brought to the city as well as gaining glory for civic buildings that score not only based on their own buildings, but those of their opponents!
—description from the publisher
- impressive visuals
- excellent scoring system
- good player interaction through blocking
- holds up well over time
- ancient Rome
- history
- architecture
- Metropolis
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is my most played game of the year
- It is the perfect engine builder
- absolutely adore this game
- one that instantly I fell really hard for it
- would absolutely watch Oathsworn the HBO series
- the story and the setting is that rich
- for me the epitome of what a thematic game can be
- every click of the clock matters
References (from this video)
- strong three/five-player tension
- tightly interdependent scoring
- great table presence
- rules could be dense for newcomers
- Urban development and civil infrastructure
- Ancient Rome city-building
- Procedural, with overbuilding and adjacency scoring
Mechanics (from transcript analysis)
- Overbuilding — Replace existing buildings with larger ones to shift scoring and space
- tile/area placement — Place tiles to build districts and score points
Video topics + discussion points
Quotes (from this video)
- the improvements or twists I guess that they make on the original Splendor formula are so much fun
- this game is going to be a keeper in the collection
- the overbuilding rules... room for creative strategic plays
- this mission was just tight and interesting
- Best in Class in terms of worker placement engine building
- three win conditions and deeds tokens make the game dynamic
References (from this video)
- Transparent value structure; strong interaction through adjacency
- Requires careful balance across three scoring pathways
- shared city-building and adjacency bonuses
- ancient Rome, city-building together with adjacent benefits
- transparent, system-driven
- Glen More II Chronicles
- Suburbia
Mechanics (from transcript analysis)
- auction/bidding for lots — players bid for spots to place buildings, impacting scoring and adjacency
- shared city-building — players contribute to a common city with local synergies
Video topics + discussion points
Quotes (from this video)
- Math probably undergirds 99.9% of all games on the market; it's a matter of realizing it or not.
- The more you understand the math, the quicker your design and balancing process can become.
- Uncertainty is the spice that keeps a game interesting; if everything is too transparent, it can feel solvable.
- Perception of balance matters more than perfect mathematical balance—fun and fairness are the real goals.
- Elegance in design comes from the system working with the fewest parts and no extraneous elements.
- Music and math share rhythm and pattern; game design thrives when the rhythm of rounds feels natural.
References (from this video)
- Nostalgic, aesthetically pleasing
- Accessible to non-gamers; strong grid/building growth feel
- Rome-inspired urban development
- Ancient city-building and growth
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- SETI, I learned it, loved it. My type of game.
- This is by the creators of Terraforming Mars, and it’s a castle defense game set within a Viking theme.
- Parks is a fantastic game.
- It's a basic worker placement, right? That's the base feel of Russian Railroads.
- I absolutely love Tissue. It’s a richly thematic game with different modules that carry the theme.
- Galactic Cruise is my number two. I am so in love with this game.
- Heat Pedal to the Metal is my number one. It’s a quick, fast card-driven race that just sings.
- In the Footsteps of Marie Curie is based upon Marie Curie's lifetime and the research she did.
References (from this video)
- Rich content and components when fully expanded; visually impressive in some versions
- Very high price; potential complexity and duration; clarity issues around per-player time scaling
- urban development and monument construction
- ancient Rome city-building
- city-building with drafting and grid-like layout
- Gloomhaven
- other city-building drafting titles
Mechanics (from transcript analysis)
- card drafting — Drafting cards to acquire actions and build on a grid-based city.
- grid-based city building — Placement and development of buildings for income and scoring.
Video topics + discussion points
Quotes (from this video)
- this is basically a fantasy war game for one to six players featuring six different races each with their own powers
- three hundred dollars for this it's ridiculous
- it's not cheap
- this is insane
- dinosaurs are cool
- it's basically pandemic vibe with the dice game
- it's a Mario Kart–style racing game that just had cards and wacky abilities
- beige dungeon crawler you do not want beige to be a name associated with your dungeon crawler
- amygdala i think is how you pronounce this this is uh was it game brewer
References (from this video)
- Elegant, tight decisions with impactful overbuilding rules
- Strong visual presentation and modular maps
- New players may need help understanding interactions
- Deluxe components can be pricey
- urban development and land value
- Ancient Rome building foundation and expansion
- historical-feel with modern design
- Cartographers
- Pax Pamir
Mechanics (from transcript analysis)
- area-control — gaining influence by adjacent buildings and placement
- Overbuilding — build over existing structures to gain more value or victory points
- tile-placement — placing building tiles to shape the city grid
Video topics + discussion points
Quotes (from this video)
- for the fans so yeah drop brain down below
- these links do help support the channel and we appreciate that
- it's a big epic experience and there's no other game you can schedule a day with six people to have this shared epic moment
References (from this video)
- gorgeous production and storage solutions; giant grid and unique minis
- tight, accessible, rules-light feel for a heavy-weight game
- highly interactive; strong player competition on shared board
- very expensive; large footprint; difficult to transport
- requires space and time; not ideal for casual gamers
- urban planning with monuments and civic scoring
- ancient Rome city-building on a grand grid
- epic, highly thematic
- Ticket to Ride
Mechanics (from transcript analysis)
- action selection (three options) — Choose among three actions per turn to advance your city and build plots.
- deck-like market & scoring — Deeds market flows as players buy, slide down, and influence placement opportunities.
- monuments / monuments module — Monuments provide unique scoring and large thematic variety when included as monuments.
- overbuilding and upgrade rules — Only build larger than replacements; strategic upgrading shifts scoring and positioning.
- tile/deed placement and upgrading — Acquire deeds and place or replace buildings to improve score potential.
Video topics + discussion points
Quotes (from this video)
- it's a gateway game but man every single time I play it it is just it is working the juices
- beautifully balances really simple mechanics with a lot of depth in thinking
- two puzzles on top of each other
- I love games that have little goals you know throughout the game
- presentation is just beautiful to see this giant grid build up with the city
- absolute hit
- Terraforming Mars experience and just the entire game from start to finish is riveting
- it's a big box with giant minis and a huge table presence
References (from this video)
- Engaging drafting and spatial placement decisions
- Appealing physical components and table presence
- Tight pacing in a two-player game with meaningful decisions
- Outcome partially depends on timing of card draw and market availability
- Learning curve for new players due to multiple scoring rules
- Urban growth through plot drafting and building placement
- Ancient Rome, city-building on a stylized 7x7 grid
- Array
- Return to Dark Tower
Mechanics (from transcript analysis)
- Coin economy and Romulus actions — Coins are spent to acquire plots or influence scoring; Romulus provides funds
- drafting — Choose from a set of available plots to influence early board placement
- placement — Place plots and buildings on a grid to shape district formation
- Scoring by population — Population track, bonuses for leading, and municipal buildings affect final score
- Upgrading structures — Upgrade or replace buildings to increase scoring potential
Video topics + discussion points
Quotes (from this video)
- We are collectively going to build the city of Rome
- this is a reactionary game, you're watching what your opponent does
- it's a two-player game and the turns fly by
- the game is more about timing than luck
References (from this video)
- Highly praised by industry figures
- Beautiful miniatures with detailed painting
- Easy to learn despite complexity in appearance
- Great looking game with impressive production quality
- Complex rulebook
- Building and development
- Ancient Rome
- Constructive gameplay
Mechanics (from transcript analysis)
- Drop and Build — Players drop building miniatures to construct foundations of Rome
Video topics + discussion points
Quotes (from this video)
- it's getting our board game coffee seal of approval that's how good
- baby's first deck builder it's super simple and then it gets gradually harder
- King of New York I find personally is the better version
- Aquatica from Arcane wonders is a fabulous game
- foundations of Rome is one of my like favorite games of the year
- we just need a name for it
- thanks for joining us if you like this video and you want to see more subscribe to our channel
References (from this video)
- accessible for new players
- great setup efficiency for a large box game
- box size may be intimidating
- urban development and civilization management
- ancient Rome city-building with modular expansions
- massive components with accessible core mechanisms
- Lorenzo Magnifico
- Terra Mystica series
Mechanics (from transcript analysis)
- large-box setup with trays — efficient setup with color-coded trays and organized components
- resource management / building — players draft and place buildings, manage resources
Video topics + discussion points
Quotes (from this video)
- "it's a sandbox of fun"
- "the rules are very, very simple"
- "playing the long game"
- "this is one of the best co-op games"
- "the setup time for the size of the box is one of the best ratios"
References (from this video)
- visual appeal on the table
- intuitive and quick to teach
- lots of modular depth
- base game can feel light without modules
- Building a city with cards/tiles and modular expansions
- Ancient Rome city-building
- History-inspired city-building
- Foundations of Metropolis
Mechanics (from transcript analysis)
- grid-based real estate — Players place buildings on a dense grid.
- Modular expansion — Modules such as personal goals, monuments, and various mechanisms add depth.
Video topics + discussion points
Quotes (from this video)
- tournaments is a whole other different sort of genre.
- Foundations of Rome on my top 10 games that I'm going to be playing in 10 years.
- I want to kind of push back against that whole trap that you can get stuck in about always only ever playing new stuff.
References (from this video)
- Tense endgame scoring
- Tightly balanced competition among players
- Messy endgame scoring to track
- Rule book complexity can be intimidating
- City-building and resource management under competing interests
- Ancient Rome, urban development and policy
- Euro-style, high interaction scoring across categories
- Terraforming Mars
- Gaia Project
Mechanics (from transcript analysis)
- End-game scoring with multiple categories — Scores come from several categories that accumulate differently
- Worker/area action choices — Players perform actions via worker-like tokens to develop districts
Video topics + discussion points
Quotes (from this video)
- the final score in this particular game was 180 to zero
- every single person at the table is having a blast right now
- best play of the year goes to age of innovation
- one of my favorite heavy games and a highlight of six-player play
- this board game is incredible
References (from this video)
- Most checked out despite large size
- Tom's favorite on third shelf
- Fantastic game
- Large physical footprint
- City building and civilization
- Ancient Rome
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is easily on this shelf. The most checked out game. Wonderlands War I see played every time.
- Foundations of Rome despite how big this game is. It gets checked out all the time.
- Everyone's really upset with Grimlord Games cuz they never delivered their last Kickstarter, but another company has picked it up.
- I don't I still don't understand why companies can't put names on the sides of their boxes. Come on now.
- Frostpunk, the board game if you're ready to have a depressing day.
- I think Mosaic is a fantastic civilization game. So fast and easy to play.
- People love Smashup. I have almost everything for Smashup, but it just barely gets played.
- Probably Twilight Imperium is my favorite of all these here, even though I don't play it that much.
- Last Kingdom is a kind of a really fun game from Games based on said TV series. Uh but pretty good. Think Game of Thrones style.
References (from this video)
- clear core loop with approachable rhythm
- flexible with modules like Monuments
- large footprint and table space required
- production scale may deter some buyers
- urban development and monumental construction
- Ancient Rome city-building on a grid
- historical-themed
- Ticket to Ride
- Foundations Metropolis
Mechanics (from transcript analysis)
- income and adjacency scoring — End-of-era population affects scoring, with adjacency bonuses.
- overbuilding and relocation — You can remove buildings to place larger ones under size adjacency rules.
- three-action system — Choose among claiming deeds, building structures, or taking income.
Video topics + discussion points
Quotes (from this video)
- it's fast to teach
- the simultaneous play creates a great energy at the table
- Ticket to Ride is a gateway game
- organic storytelling moments come out of Obsession
- Splendor is tense, it's a race and every move counts
References (from this video)
- solid gameplay loop
- expansion options (monuments, trade) add depth
- revisited and enjoyable
- large footprint / large components
- potentially expensive with expansions
- city-building and trade
- Urban development in ancient Rome with land plots and monuments
- Eurogame
- Foundations of Metropolis
Mechanics (from transcript analysis)
- area_control — auction/bid to acquire plots and influence area control
- building_and_land_development — construct buildings on plots
- expansion_modules — monuments expansion and trade expansion
- trading/commerce — trade, selling, bartering along the river
Video topics + discussion points
Quotes (from this video)
- my favorite game I played today was Michall Regrets.
- This is the big plastic miniatures version of Foundations of Metropolis.
- this really buttery smooth area control area majority card game
References (from this video)
- clean, competitive, accessible to teach
- base box expensive; expansions affect value
- bidding and development with monuments
- city-building empire with polyomino influence
- clear, cutthroat strategy
- Foundations of Metropolis
Mechanics (from transcript analysis)
- Area Control — placing lots and managing scoring zones
- bidding — auction-like decision on lots
- monuments expansion — modular rules to tweak scoring and actions
Video topics + discussion points
Quotes (from this video)
- Detective Club is going to be one where you have these different cards that are all different kinds of images that are really beautiful and very unique
- it's a clever timeline; accessible and easy to explain to anyone
- the expansion really elevates the gameplay on Aquatica
- it's the best slaughter game and it's very deep, but accessible
References (from this video)
- epic scale and thematic feel
- mechanical depth with multiple paths to scoring
- heavy rules complexity and longer playtime
- large-scale urban planning, economy, and infrastructure
- ancient Rome city-building with ambitious zoning and growth
Mechanics (from transcript analysis)
- dice drafting / zone sequencing — Players draft dice resources and place them to develop districts and zones across a Roman metropolis.
Video topics + discussion points
Quotes (from this video)
- we're not here to make friends we're here to break people
- one of the biggest personalities in a board game space
- it's a good investment
- the idea and it's it's mostly illegal now I believe
- this version is a ton of fun
- the table presence is terrific
References (from this video)
- easy entry for a regular gaming session
- works well as a bridge game for language/history topics
- not a deep historical simulation; limited in scope
- development of a Roman city-state and governance
- Ancient Rome society and city-building context
- short-session, approachable for weekly gaming
- Republic of Rome
- Trojan War Role-Immersion Game
Mechanics (from transcript analysis)
- city-building — tile/resource management to build a Roman city and meet goals
- short session design — intended for quick play and frequent discussion
Video topics + discussion points
Quotes (from this video)
- the students decide what they want to do and I throw events at them
- role immersion incorporates all of those different variations and I don't find one version like better or anything like that
- it's not perfectly balanced
- just jump in and get started
- get your foot in the door
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Gloomhaven will not be removed from number one on BGG it's just not possible.
- Frost Haven tweaks a few things but the stuff that it adds is so much more involved and in depth.
- Arc Nova is meteoric rise in the top lists; it's everywhere now.
- Mage Knight is my number one favorite game of all time.
- Spirit Island is my number one cooperative game of all time.
References (from this video)
- immersive ancient Rome theme
- architectural growth represented in gameplay
- tactile and educational for classrooms
- data on real ancient Rome could be contested; heavy setup
- availability of components may limit play
- city-building; architecture; archaeology
- Ancient Rome urban planning and architectural expansion
- tactical city-building euro
Mechanics (from transcript analysis)
- grid-based city-building — build a city with a grid layout to maximize monuments.
- mechanical economy / resource management — managing finances to construct buildings.
- tile-placement — placing foundations to form districts like Forum and Colosseum.
Video topics + discussion points
Quotes (from this video)
- this game puts me right into the Palace of Ivor every time I play it
- I'm going to Portugal with my parents this summer and you know I had a choice between getting a Lonely Planet guide or picking up Alhambra, and I really just felt like Alhambra was better prep
- Foundations of Rome truly an incredible representation of architectural growth in a major ancient city
- I am history or nothing if it's not historically immersive it's not on my shelf