The dark monsters of Greek mythology have gathered for one final assault on Mount Olympus. The Greek gods are prepared to defend their sacred ground. Who will prevail in this decisive battle of blood and ichor?
Ichor is an asymmetric strategy game for two players by Reiner Knizia. In this mythological battle of wits, one player controls the Greek gods while the other controls the Greek monsters. On your turn, you move one of your figures in a straight line as far as you wish, leaving behind a trail of your tokens on each space you pass over. You can never move onto or over a space containing another figure, but you can replace opposing tokens with your own. The first player to get all of their tokens on the board wins.
Each figure possesses a unique ability that can be used only once per game. Thus, the winner will be the one who best leverages their abilities, sets themself up for big plays, and blocks their opponent from doing the same.
Reiner Knizia has developed and evolved Ichor from previous versions of this elegant design by:
Polishing the existing character abilities while adding new ones
Introducing an advanced gameplay expansion that features powerful gate tiles and even more gods and monsters (called the Reinforcements & Gates expansion)
Focusing the competition on a dual-play experience that grows in tension
Providing nearly 50 million possible set-ups thanks to 2 game boards, 24 characters, and 8 gate tiles
Ichor is the second game in the Mythos Collection, a line of two-player titles by Bitewing Games featuring strategy and mythology.
—description from the publisher
- Asymmetry is dazzlingly game-breaking while staying balanced through careful tuning of powers
- Gates expansion adds meaningful depth and joyful chaos without breaking the core engine
- Superb production and component upgrades that elevate the tactile experience
- Complexity can be a barrier for some; requires time to learn all the powers and interactions
- Risk of analysis paralysis if players overthink power combinations or terrain interaction
- mythology and overpowering, game-changing powers that still balance against each other
- asymmetric two-player duel with Greek mythic figures; movement on a checkerboard with trailing tokens
- fast-paced and highly thematic with strong, overt power dynamics and counterplay
- Atlanton
- Rift Force
- Shot and Time
Mechanics (from transcript analysis)
- asymmetric player powers — Each player has a distinct set of powers that can massively alter the flow of the game; using them effectively is central to winning.
- Asymmetric powers — Each player has a distinct set of powers that can massively alter the flow of the game; using them effectively is central to winning.
- Gates expansion — interactable terrain — Expansion content introduces terrain that interacts with play and can dramatically shift strategies by offering unique, game-breaking abilities.
- grid movement — Pieces glide across a checkerboard, leaving a trail of tokens; positioning and timing determine reach, capture, and escape.
- grid movement and trails — Pieces glide across a checkerboard, leaving a trail of tokens; positioning and timing determine reach, capture, and escape.
- rapid meta-strategy and creature/power variety — Numerous powers create a shifting meta; players test and adapt to new dominant strategies, keeping play fresh.
Video topics + discussion points
Quotes (from this video)
- incredibly balanced, just a joy to play, and wickedly addictive.
- the insane amount of possible starting layouts and combinations
- these are two of the best two-player only games that I've ever played
- you're going to be hungry to come up with strategies for each of them
- The production is incredible; the upgraded components feel essential when you start to play a lot
References (from this video)
- asymmetrical powers add depth
- compact box with a lot of design cleverness
- two-player only may limit audience
- clever asymmetry and concise design in a small box
- two-player abstract with asymmetrical powers
- compact and tactical
- Iliad
Mechanics (from transcript analysis)
- asymmetric player powers — designed for head-to-head play with asymmetrical abilities
- two-player abstract — designed for head-to-head play with asymmetrical abilities
Video topics + discussion points
Quotes (from this video)
- Origins Game Fair is right around the corner and I am pumped
- legacy games, I love a great legacy experience
- The ancient Greek theme is right up my alley
- it's kind of like Crokinol meets engine building
- I love beigeos. It's what I live for
- the central track that drives your action, and it combos with other stuff on the board
- these expansions are number one on my list
References (from this video)
- Strong variety of gods/monsters with distinct powers yielding deep strategic choices.
- Tight, decisive head-to-head feel; rewards precise timing and resource use.
- Clear reference aids help players learn powers quickly.
- Some powers can feel over/underpowered; requires careful balance tuning.
- Shifting tiles/powers can complicate implementation and readability.
- mythology-inspired strategic duel
- mythic, two-player abstract where Greek gods face Titans/monsters
- head-to-head abstraction with signature powers
- On Tama
- New War Chest
Mechanics (from transcript analysis)
- positional_control — units strike to control spaces and force advantageous exchanges.
- token_removal_and_swapping — abilities include removing tokens, moving opponent pieces, or swapping scoring tokens.
- two_front_competition — play unfolds along two axes (vertical and horizontal) to maximize scoring opportunities.
- two_player_abstract — each player uses tokens representing their faction to place on a grid and deposit their tokens.
- unique_abilities_per_unit — each unit has a one-time usable special ability that significantly affects the layout.
Video topics + discussion points
Quotes (from this video)
- the tile placement itself is very easy.
- you can only build the colored buildings that are on the edges or the extremities of those particular columns.
- some of the tiles that you can claim are way more powerful than others.
- I'd rather play Carcassonne over this one.
- it's a full-blown game where it's going to take an hour and a half or so to play
- the game really embraces the feeling of kind of Vegas
- I enjoyed it and I can certainly see why people love this one.
- it's a very cerebral game. ... the best player will win.
- Yes, it's pretty much purely random.