Wolfgang Amadeus Mozart is dead. His last conscious action on his deathbed was composing the Lacrimosa movement of his Opus Requiem. You, as one of his sponsors, will meet with the widow in order to participate one last time in the funding of the works of the Austrian genius. Also, you will reminisce and retell all your memories alongside Mozart in order to make sure that she portrays you under the best light when writing her memoirs in order to enter history as Mozart's most important patron.
In Lacrimosa, players take the roles of patrons of the late musician, contributing with their fundings to the composer's works one last time. During the game, you play in two different timelines: the present and the past. In the present, you commission the missing parts of the Requiem from other composers in order to complete it. When developing past events, the game takes place in five epochs in which you contribute by buying new compositions from the composer to sell or exhibit, accompany him on the different journeys through the main courts and theaters in Europe, and gather the resources you need in order to support the musician during his career.
During the game, you play cards from a limited hand that you will improve as the game progresses. These cards can be played either as actions or as resource generators, and players need to optimize their resources and finances in order to support their best version of the story and their relationship with Mozart.
—description from the publisher
- Solo rules are straightforward and quick to learn
- AI design is elegant and smooth, with a small, tunable deck
- Tweak difficulty at setup by adjusting starting funds
- Solid puzzle of card-buying and timing that scales with 3-4 players too
- Solo mode may not carry the same draw as multiplayer for some players
- Initial travel-theory can be a bit confusing until you grasp the journey rules
- Length can extend to 2-2.5 hours with more players; solo is shorter but depends on setup
- Fate, ritual, and resource management as players chase points while a tiny AI-controlled deck acts as the solo opponent.
- A journey map with city tiles and a quest-like arc in a gothic, ritual-themed world.
- Rules-light, card-driven journey with emergent storytelling through quest milestones.
- Atawa
Mechanics (from transcript analysis)
- Card drafting / AI deck tailoring — You assemble a small, nine-card deck to control the solo AI's behavior and difficulty by selecting which cards are included.
- Card-driven action selection — Actions are taken via cards; the top, middle, and bottom sections determine movement, travel, and when Requiem/Opus blocks appear.
- End-of-card scoring and card selling — When a card is played, you gain its bottom-point value and discard or sell opus cards after use.
- Journey map travel — The travel action advances along a journey map, with up/down movement tied to card sections and numbered progression.
- Resource management — Players manage funds, Requiem markers, and markers on the travel track to optimize scoring.
- Solo AI / automated opponent — An AI opponent uses the tailored deck and markers; maintenance phase is bypassed in favor of direct player control.
Video topics + discussion points
Quotes (from this video)
- The Soloist is actually a pretty straightforward thing to Pilot
- it's a decent mode
- nice and simple good elegant and smooth
- not many pages at all I mean one two three that's it three pages for this solo mode
- it's going to be more contested there's more competition for the cards
References (from this video)
- Upgradable action cards give strategic depth and a Newton-like engine-building feel.
- Dual-layer boards are high-quality and visually appealing.
- Card action economy is satisfying when upgrades unleash powerful combos.
- Theme is underdeveloped; Mozart concept largely cosmetic.
- Setup is lengthy due to many tiles and components; rulebook order is confusing.
- Luck in card draws can swing outcomes; limited variety reduces long-term replay value.
- Music composition and competition across two composers
- Mozart-era Europe; pursuit of completing Mozart's lost works
- Minimal thematic storytelling; abstract euro mechanics
- Newton
- Pulsar 2849
- Batoku
Mechanics (from transcript analysis)
- Card drafting and top/bottom placement — Four cards per round; you select two and decide which goes on the top (the action you perform) and which goes on the bottom (the round-end bonus). This setup repeats for four rounds with a maintenance phase in between.
- Deck upgrade / card upgrading — Starter cards can be upgraded to stronger actions; you replace cards in your deck while maintaining a fixed hand size of four.
- Dual-layer boards — Two-layer, foldable boards with integrated tracking and a quick-reference system; contributes to component quality and usability.
- End of round maintenance — Round ends with a maintenance phase to grant income and adjust for the next round.
- Map travel and city tiles — Move a Mozart-piece token around a map to collect city tiles that grant bonuses; tiles flip to better versions if not taken.
- Requiem and Opus tracks (area control / scoring) — Two scoring tracks determine endgame scoring; placing music note tokens and collecting tiles affects scoring and victory points.
- Resource management and income — Income via a Finance track; money and story points are spent to buy cards and pay for bonuses.
Video topics + discussion points
Quotes (from this video)
- expensive lacrimosa and I say expensive because it was 70 Euro to buy the thing
- the theme in this is not really there
- a beige Euro setting
- the setup in this takes ages
- the rule book is a little bit hit and miss
- it's a point salad game
- six out of ten
- longevity issue
References (from this video)
- Strong Mozart theme for fans
- Deck-building with a music-flavored twist
- Complex interplay may be heavy for casual players
- Classical music composition with deck-building elements
- Mozart's Requiem completion
- Card-driven composition game
Mechanics (from transcript analysis)
- Card-driven engine building — Cards power actions in a performance-driven engine
- deck-building — Acquire and use cards to finish musical works
Video topics + discussion points
Quotes (from this video)
- this could be his twist on something like the quax equivalent bug
- I'm definitely I'm gonna give this game a look
- the app integration the four player strict Play account and the idea that this is going to take probably at least two hours to play
- going into the more traditional European Renaissance theme
- the dice only has two meanings so if you're drafting say a dice of the value five on it the five is going to represent the number of resources you'll take of that type but the higher the number of resources you take it means the weaker action you'll have in association with that
References (from this video)
- promising heavier Euro with interesting action economy
- solid demo experience; engaging teaching by knowledgeable presenters
- not fully owned by the speaker; needs more play to form a full opinion
- not a review copy; lower priority for immediate coverage
- mysterious empire-building with deep strategy
- Gothy-dramatic heavy strategy with conflict and intrigue; described in passing as part of Essen demos
- serious, heavy Euro with thematic flourishes
- Lacrimosal
- Arc Nova
- Evergreen
Mechanics (from transcript analysis)
- area_control_and_resource_flow — Competing for control with resource interplay and scoring opportunities.
- engine_builder — Multiple interlocking actions and effects building toward synergies.
Video topics + discussion points
Quotes (from this video)
- winning does not mean everything in the game
- the experience of playing is always more important than winning
- I would rather give my friend Neil the victory in argument Consortium
- you should try to win … not Kingmaker
- it's such a nice little nice little thing
- Vincent's art is gorgeous; Vincent du Tree's covers are some of the best
References (from this video)
- Cool concept of deck-tucking as a progression mechanic
- Some motion and forward momentum as you upgrade and improve
- Solid core euro gameplay
- Feels middle-of-the-road and not particularly innovative
- Lacks strong thematic pull for some players
- classical compositions and cultural heritage
- Classical music-themed design with deck management tied to income
- deck-management with tuck-in actions to improve income
Mechanics (from transcript analysis)
- Card upgrading — Upgrading cards to more powerful versions as the game progresses.
- deck-building with tuck mechanic — Tuck cards into the deck to improve action options and income.
- income optimization — Managing a deck to maximize income for future rounds.
- progression through deck — Deck improves over time, enabling more powerful actions.
Video topics + discussion points
Quotes (from this video)
- The unpredictability with this one maybe a bit too much for my comfort level.
- The board state is very busy and hard to remember what each piece can do.
- Not for me, hence why it's number 10.
- Breezy this game is extremely easy to play.
- I love the way that you have to manage your resources.
- Everything in this game feels good.
References (from this video)
- Tight currency management that creates a deliberate push-pull between spending and saving across rounds
- The multi-use deck system rewards thoughtful planning and gradual deck improvement rather than static power curves
- Stellar production and gorgeous, music-themed artwork that reinforces the Lacrimosa aesthetic
- Crisp interaction via the Mozart movement and competitive card acquisition, which keeps players engaged without heavy direct conflict
- Five-round structure feels tight and appropriate for a midweight euro; it’s easy to fit into a game night
- Requiem as a mechanic can feel dominant and sometimes piggybacks on who already has the most popular composer, reducing tension or surprise
- The game can feel hollow for players seeking heavier, more tense interactions or a stronger sense of direct competition
- Compared to similar titles like Rococo and Newton, Lacrimosa may not deliver the same spark or high-variance moments for some players, which affects its perceived standout value
- Music composition, performance, competitive tile-based scoring tied to classical motifs
- Europe map featuring Mozart and Requiem themes; movement of a shared Mozart piece across the map
- Layered deck-building with musical theming and end-game objective tiles
- Rococo
- Newton
Mechanics (from transcript analysis)
- Card row upgrades and deck management — You acquire new action cards from a communal card row, paying costs that may include coins and bonus currencies. Replacing bottom-row cards on your player board improves your toolkit and alters future income and capabilities.
- Deck-building and hand management — Each round you draw four cards from a nine-card deck and select two to place into the top and bottom action slots. Cards are upgraded over time as you acquire better action cards from the card row, while you balance what you’re willing to give up.
- End-game scoring tiles and instrument dominance — End-game scoring is driven by instrument-segment tiles and who is the most popular composer in each segment. Presence on a majority segment yields points, with specific values per segment and penalties for ties.
- Mozart movement and board interaction — A communal Mozart piece moves around a Europe-map board. Movement costs depend on roads traveled and can influence an opponent’s access to certain tiles, creating light passive interaction and strategic tension.
- Opus cards and Requiem scoring — Opus cards sit in the lower portions of the action slots and tie into the Requiem mechanism. Advancing through ink and coins on these cards contributes to end-game scoring via the presence on instrument-segment tiles and can unlock powerful temporary effects.
- Resource management and income tracking — Three currencies (money, talent points, and ink/fee-related points) flow through a shared income track. Currencies reset each round, creating a push-your-luck economy where stockpiling has payoff but must be spent thoughtfully to avoid wasting opportunities.
- Two-action slot programming — You assign one card to the top action and one to the bottom income action for the round. You resolve the top action first, then the bottom, creating a forward-facing planning constraint.
Video topics + discussion points
Quotes (from this video)
- was one of my most anticipated games of this year
- production for this game is absolutely Stellar
- it's a soft recommendation for me
- the five rounds of the game is spot on
- the game flows rather nicely I think everything works pretty intuitively
- there's always something good available to take
- I think it's a very solid design