Travel back in time to the founding of one of the greatest cities of Mesoamerica and become a part of its history once again. Design the foundations of a great pre-Columbian civilization, with its buildings, temples, and a grand pyramid in the center. Find perfect locations for production buildings and great temples, and build the might of the great pyramid overlooking your city. Establish yourself as the very best among competing architects, and your project will secure you a spot among the great Founders of Teotihuacan!
Founders of Teotihuacan is a strategy game where you compete against your friends to create the best design of the city of Teotihuacan. Over the course of three to four rounds you will place your action disks to the main board, forming towers of varying strength, strategically use the bonuses they offer, and construct temples, resource buildings and the pyramid central to your project of Teotihuacan. You will balance generating resources and using them, as finding good locations on your city board becomes increasingly more difficult, and you will try to outwit your opponents, making use of an innovative and interactive action system. Finally, once the eclipse comes, all designs will be assessed and the player with the most points will win and become the architect to join the ranks of Founders of Teotihuacan!
Founders of Teotihuacan is a stand-alone game, related to Teotihuacan: City of Gods only by the shared setting of the ancient city of Teotihuacan. Thematically, the events in Founders takes place at an earlier time in history, while what was to become a magnificent city was yet in its infancy and only few inhabited the area.
On your turn, you must either perform an Action or pass. To perform an Action, place between 1 and 3 of your Action disks on an Action space on the Main board that already contains at least one disk (minimum a Bonus disk and possibly also opponent disk(s)), and carry out a corresponding Action. The Action disk(s) should be placed on top of the disk(s) already on that space, forming a stack. Each Action space can hold a maximum of 4 Action disks—including Bonus disks!
Your personal player board is divided into four Districts or quadrants. Buildings and Temples can only be placed within the two Districts closest to your Architect. Pyramid tiles can only be placed within the six Pyramid squares closest to your Architect. Your Action Strength is equal to the total number of disks (whether yours, an opponent’s disks, or Bonus disks) on an Action space.
After performing an Action (not when passing), move your Architect clockwise to the next side of your Player board, signifying
the end of your turn. This changes your Architect's Reach for your next turn. After all players have passed, the current round ends.
After the game has ended, players score additional Victory Points for how well their Districts complement their Pyramid.
—description from the publisher
Teotihuacan - How To Play
- civilization-building
- Teotihuacan
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's a sleuthing and cooperative game where everybody tries to figure out what actually happened and you can use the internet and Wikipedia
- Isle of Skye it's one of my favorite games ever well my favorite game so far definitely a top-10 game at this point
- the full released copy of Teotihuacan
- I'm writing these large documents with just all of these different thoughts that I have for ways that these games can be tweaked
References (from this video)
- There is wonderful stuff going on in the game
- Too many tracks and too much extra stuff; not streamlined
- pyramid-building with multiple tracks and complex flow
- Teotihuacan (ancient city)
Mechanics (from transcript analysis)
- multi-track progression with penalties — described as a 90-minute medium-weight euro with extra stuff
Video topics + discussion points
Quotes (from this video)
- "Wing span won by like three votes over Crusaders"
- "I'll give this one a try for sure"
- "there is a wonderful stuff going on in this game but I feel like there is a great 90 ish minute medium-weight euro game in here that is just being suffocated by extra stuff"
- "I pretty much never care about games that Fantasy Flight puts out there"
References (from this video)
- difficulty pronouncing the name
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- people sometimes ask me to do a top ten and if i ever did one twilight struggle would certainly be on it
- this is a two player brain burning tension filled cold war themed masterpiece that has been on bgg's top 10 for over a decade
- i'm very happy to see this released
- if you know what it is if you believe you know what it is and you can prove maybe you can find someone local pronouncing it pronouncing it oh lord pronouncing it see i got problems right from the start
- i really like how they match the color of the plastic to the artwork on the token so this way they just fit right into the game
- i've never played but i've heard lots of good things about newton
- maybe you should even it's just for yourself brighten it up a little bit
- it really is kind of their fresh interpretation
- i really like the way these turned out
- i'm a fan of these holders
- i think i accidentally did order a second copy of this
- allows you to immerse yourself further into the case
References (from this video)
- Has a 'pretty flat looking board' with no vertical table presence compared to games like Everdell.
- a pyramid / ziggurat
- Underwater Cities
- Everdell
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- i look kind of concerned, right? Look: my eyebrows are down.
- i'm a sick individual. But uh... i buy games for the dumbest reasons.
- As good as game as i've heard Terraforming Mars is, i'm going to wait until recessed boards are available before i make a purchase, because that seems like a pretty, uh... decent complaint about the game.
- Da da da da DA!
- Call me "Shorlock."
- Oh, just forget about it.
- Box Fart-O-Meter: zero. Are we surprised? i don't think so.
- Really, really bad! i'm not... at ALL impressed with the component quality on those!
- i think that's probably what he turned out to be in life.
- i'm such a jerk... i'm a jerk to Personal Assistant for no reason!
- i guess it's the future? i THINK that's what's happening? It's the future, and everybody's got wacky hair.
- The board is kind of not... lying flat, i've noticed. It's not really... it's kind of bubbling up. Have you ever ever had that problem?
- i'm going to save you... my casual racism.
- The people on these cards look like... kind of nerdy!
References (from this video)
- stacking action discs; thematic city-building
- rules depth unknown; may be heavier
- ancient Teotihuacan city-building; towers of action discs
Mechanics (from transcript analysis)
- action disc towers — place action discs to form towers and bonuses; balance resources and goods
Video topics + discussion points
Quotes (from this video)
- i'll be discussing 32 games that i have learned about over the last eight weeks
- gen con is happening
- arc nova it says you design a modern zoo and you run a successful park and you support conservation projects
References (from this video)
- Looks pretty fun
- Medium weight is liked
- Founders establishing a city
- Teotihuacan
- Teotihuacan: City of Gods
Mechanics (from transcript analysis)
- Action Points
- Tile Placement
- Worker Placement
Video topics + discussion points
Quotes (from this video)
- I'm Grant with Grant's gamerex back with my monthly video on the best games coming to retail uh this is the month of March 20122
- I guarantee I pronounce that wrong but I did my best okay founders of taakan
- You know so you can play you can play how our Health Care system is flawed here in America hey we want to treat patients but we want to make money doing it we don't care if you're healed if we don't make money so do you want to be frustrated by America's Health Care System then play Clinic
- if you've never played flux it is a small card game that is wacky and wild and always changing and that is the point of the game
- so if you're looking for a sort of Stone Age theme uh that involves a bunch of luck but is very accessible to all family members then check out fire and Stone from Pegasus
- it's sort of a murder mystery mixed with an escape room Style game
- this is actually a revised version of a game that came out in 2012 and a lot has changed here it is not the same game that came out in 2012
- they are educational publisher they publish educational games but they don't feel like educational games the whole you know the point of the game is to be a good game and to have a fun game and to have interesting gameplay all while educating you on a particular theme
- I love the community of board games and we help each other find good games
References (from this video)
- Plans to make a sponsored video; discussion of polyamino production and scoring.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I think I might be kind of done with it
- the best solution for us right now is my iphone
- we filmed two more playthroughs and those realistically should be the first ones that go public
- I really can't wait to hear what people think
- we're hoping to put out the gallerist later this month
References (from this video)
- Clever scoring mechanism based on pyramid size
- Strategic depth in planning and resource management
- Declining number of discs per round accelerates the game
- Good player interaction
- Easy to teach after the first round
- Excellent box insert for setup and reset
- Scoring track can be easily knocked off
- Some setup and reset time required
- Building a city and scoring victory points.
- Teotihuacan
Mechanics (from transcript analysis)
- Area Control — Controlling quadrants of the board to build temples and pyramids.
- disc placement — Placing discs on a track to select buildings or actions, with strength determined by accumulated discs.
- Engine Building — Building resource buildings to generate necessary resources over time.
- Resource Management — Gathering and spending gold, wood, and stone to build structures.
- Set Collection — Collecting scoring tiles and building temples of specific colors.
- Worker Placement — Placing workers (discs) to take actions and gain resources.
Video topics + discussion points
Quotes (from this video)
- The questions were so hilarious in the d i mean it was it was just i don't know i don't want to give any spoilers away but some of them were laugh out loud funny because of the of the answers that guy would give
- I absolutely love this game
- My body is made for something different
- It's an amazing game
- The battles i think are absolute genius i love the battle mechanic
- Decorum is a cooperative hidden information game where you and your housemate share the same objective decorate your home in a way that makes you all happy The problem is different things make each of you happy and nobody says exactly what they need Can you find a happy compromise or is it time to move out
- A game of passive aggressive cohabitation
- The insert of this is really really nicely done
- it's a very light game it's a very light area control game but i really love games with tech trees and i enjoyed rolling the dice and re-rolling and trying to take over what's nice
- you're a winner because you purchased this game and you bought it and you played it together
- it's not very heavy by any means sometimes the dice can mess you up
References (from this video)
- Cool mix of mechanisms.
- Doesn't get as much attention as it deserves.
- A step up from standard or gateway tile-laying games.
- Not overly heavy, plays in 45-60 minutes.
- Snappy turns with not much downtime.
- Building the city of Teotihuacan.
- The city of Teotihuacan
Mechanics (from transcript analysis)
- Polyomino — Using different polyominoes to build the city.
- Resource Management — Generating resources.
- Set Collection — Collecting sets for points.
- Tile Placement — Building the city with polyominoes.
Video topics + discussion points
Quotes (from this video)
- There's something so satisfying about fitting the pieces in together and filling in this space
- It feels like Tetris but a board game but it's Unique
- that's half the fun of you know castles of mading lug is I think it'll fit there does it oh it doesn't oh you know that kind of thing
- it is a dry dark black Euro
- easy to learn and hard to master
- It just has the basic Tetris like pie love
- I just love the Wild West theme in general
- there's just so many things to do here
- Patchwork can be a really Cutthroat game of trying to deny the other player the pieces they need while also trying to get the pieces that you need
- it is actually kind of fun to debate where things in your vacation took place
- it's a rare polyomino game that has a theme and the theme actually works
- that game is going to be miabi it is a polyomino game where you are drafting polyomino tiles and creating your own zen garden
References (from this video)
- Rich spatial interaction and placement constraints
- High replayability with varied templeBuild strategies
- Requires multiple plays to master synergies
- Very heavy in decision space
- Temple-building and pyramid construction with resource management
- Ancient Mesoamerican civilization building
- Spatial/engine-building with heavy planning and blocking
Mechanics (from transcript analysis)
- Action placement with discs — Place discs to perform builds and upgrade pyramids; placement affects discounts and opponent responses.
- Pyramid/temple scoring — Temples align with pyramid quadrants for scoring multipliers.
Video topics + discussion points
Quotes (from this video)
- The art style combined with the mechanics I think just really pops.
- It's also taken us to packs unplugged and beyond—polyomino month is growing.
- There is a tug and pull between when to take advantage of more turns, and when to wait for better discounts.
- Not only are you drafting tiles, you're drafting the future of your park.
References (from this video)
- With the prospect for silver expansion
- Haven't tried yet
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- elegant core loop
- interesting action rondelle
- too many tracks / many systems for some players
Mechanics (from transcript analysis)
- action rondelle — the action rondelle is different each time you play
- upgradeable workers — workers can be upgraded as part of the system
Video topics + discussion points
Quotes (from this video)
- I've been really impressed with it
- the museum board is a big thing
- I would probably prefer to play Merv over a T-series game
- the Crew is easily my favorite trick taking game
- Through the Ages is a solid game
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the show must go on
- password working yay
- we are going to play founders of youtube
- this is a prototype
- this is a great game
- very thinky
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the only constant is change
- jungkus games is my full-time career
- i want to make this digest of all games i've talked about on the site
References (from this video)
- Unique dice-placement system with a clock-like progression
- Deep decision space and resource management
- Complexity can be intimidating for casual players
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's legitimately pretty cool
- it's a really cool game
- it's a starter worker placement game
- it's surprisingly thinky for a game that's one page of rules
- it's asymmetric and the factions play very differently
- the theme is absurd
- it's thinky because of planning ahead
- it's a flicking game, it's a dexterity game
- the artwork is beautiful
- it's purposely mean
- it's a great space game
- it's a big epic adventure
- every time you put a tile in and it affects everything else in your area
References (from this video)
- clever use of dice as workers
- satisfying ascendancy progression
- some players may find the pacing slow
- learning curve can be steep
- dice workers with temple track ascendancy
- ancient city of Teotihuacan
- clever, thematic progression
- Lords of Waterdeep
- Vinhos
Mechanics (from transcript analysis)
- ascendancy track and feeding mechanics — demand to manage workers and tokens while advancing in power
- dice-driven worker movement — workers move around a temple, gain resources and advance on tracks
- Track Advancement — demand to manage workers and tokens while advancing in power
Video topics + discussion points
Quotes (from this video)
- it's a race to points when someone breaks through that point barrier they win the game so it's really fast it's really tight
- it's a game about magic that feels a little bit like magic
- the tension of when do I take a dice to actually move a camel thus giving other people information
- one of the smartest ways dice are used in any game at all
- it's so mean but it's still so lovely
References (from this video)
- Innovative dice rondell mechanic
- Thematic integration feels strong
- Learning curve; not ideal to learn on BGA without rules
- city management with dice-driven actions
- Ancient city-building with mythic gods
- epic, temple-centered
Mechanics (from transcript analysis)
- Dice Placement — dice act as workers moving across a rondell-style board
- dice rondell / dice placement — dice act as workers moving across a rondell-style board
- multi-track optimization — players balance tracks and card-driven actions to optimize scoring
- resource/track progression — players advance on multiple tracks to gain resources and VP
- Track Advancement — players advance on multiple tracks to gain resources and VP
Video topics + discussion points
Quotes (from this video)
- it's a space themed game and I'm just not the biggest fan of that theme but really enjoyed my play of it
- two-player only game
- I love tile placement games
- the look of the game is not my favorite it is very beige
- I am so happy that I have a physical copy of this one
- I love the theme I love the art
- multi-use cards
- this is a tableau building engine building card game
- I think this one has a solo mode
- this game is so good I enjoyed it so much
References (from this video)
- Fresh integration of worker placement with architect movement that creates dynamic planning decisions
- Strong euro-style puzzle feel with clear, satisfying scoring tension between temples, pyramids, and mosque tiles
- Tight interaction for a largely strategic game without heavy direct conflict
- Solid balance between action economy, resource management, and scoring routes
- Good length for a 2-4 player game; works well at 60-90 minutes depending on player count
- The grid/mosque interaction can be mentally taxing and slightly fiddly for some players
- Expansions were not included in the base experience; variability would be welcome for ongoing play
- Theme is present but relatively subtle for players seeking strong narrative flavor
- urban redevelopment, architectural ambition, ritual monument construction
- Ancient Teotihuacan, temple and pyramid-building in a quadranted city
- puzzle-driven, solitaire-feeling planning with indirect competition
- Wingspan
Mechanics (from transcript analysis)
- Architect movement — An architect meeple circulates around the board, limiting where you can build each round and forcing forward planning.
- mosque/temple scoring tiles — Tiles confer scoring opportunities; players balance temple construction with mosque completion to optimize points.
- pattern/color matching and scoring — Pyramids and temples must align color-wise to optimize scoring; color matching informs strategic placement choices.
- Resource Management — Building actions yield resources or scoring opportunities; resources on surrounding spaces complicate planning and space economy.
- resource management and production — Building actions yield resources or scoring opportunities; resources on surrounding spaces complicate planning and space economy.
- round-based de-escalation — Each round reduces available actions via resource loss or power reduction, creating a compression dynamic and urgency.
- Tile Placement — Players place building tiles on a four-quadrant board via worker actions to create scoring opportunities and build temples/pyramids.
- Worker Placement — Small discs serve as workers; players place one or multiple to gain actions with power determined by the number placed and space availability.
Video topics + discussion points
Quotes (from this video)
- this is a new tile placement game puzzle style game from philip glowash
- it's a worker placement kind of placement game
- one thing that's very interesting about this work replacement is that it has one very interesting mechanism that is also in wingspan
- the pyramid that you build in the middle can also be built it has to be built into different sections and that means that you try to match the colors of the pyramid to the parts that you build the temples in the matching colors
- i'm going to give it an eight it's a great game