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
- Strong theme integration with tight card-driven scoring
- Accessible entry for a fairly complex Euro design
- Can be tight and unforgiving for new players
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is a cooperative decorating game where you're basically trying to meet the conditions of the house in order to make it work.
- One of the best crunchy feel type of games in the shorts amount of time.
- It's a really tight 4x4 puzzle and very replayable.
References (from this video)
- beautiful components and thematic exploration
- offers multiple paths and paths to end-game goals
- learning curve for new players
- complex explanation for live streams
- patronage, memory, and artistry
- Mozart era patronage and memoirs
- story-driven card dialogue and interaction
Mechanics (from transcript analysis)
- card talk / narration — players talk about cards to tuck them and gain currency.
- deck configuration — nine-card deck with tiered upgrades and opuses to perform.
Video topics + discussion points
Quotes (from this video)
- "Cascadia is a fantastic game"
- "Time's Up is such a fantastic game"
- "Lacrimosa is a great game Francis and I really enjoyed it"
- "Architects of the West Kingdom... I love this game"
- "Kid-friendly, cozy and cute, Creature Comforts is the cutest thing"
- "Thank you so much for including me in this Charity Auction"
References (from this video)
- Stunning visual design
- Unique tuck-and-build mechanic
- Thematic and atmospheric
- Complex initial rules for new players
- Classical music performance and composition
- Mozart-era patronage and music recreation
- Elegant, classical
Mechanics (from transcript analysis)
- Deck building — Purchase and tuck cards to choreograph actions and resources.
- deck-construction — Purchase and tuck cards to choreograph actions and resources.
- hand management — Top/bottom tuck decisions shape available actions.
- hand-management — Top/bottom tuck decisions shape available actions.
Video topics + discussion points
Quotes (from this video)
- Concordia is fantastic.
- Endgame scoring is so cool and unique.
- Obsession is such a fun game.
References (from this video)
- Gorgeous production and theme
- Interesting slotting and multi-use card design
- Theme and deco may overshadow mechanics for some players
- Mozart / patronage in a classical setting
- Clank
- Dune Imperium
Mechanics (from transcript analysis)
- card drafting — Top/bottom card slots determine immediate actions and upcoming resources.
- Card drafting / slotting — Top/bottom card slots determine immediate actions and upcoming resources.
- Deck building — Construct a deck to gain actions and resources; includes multi-use card concepts.
- deck-building — Construct a deck to gain actions and resources; includes multi-use card concepts.
Video topics + discussion points
Quotes (from this video)
- Clank in space is fantastic
- this is quite a popular deck building worker placement game
- Concordia is not really a deck building game but it is a deck building/hand configuration game
- Lost Ruins of Arnak... the act of getting the most done on a turn as you possibly can
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)
- 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 crafting — Upgrading cards to more powerful versions as the game progresses.
- 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)
- Area movement — 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.
- 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 — 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.
- 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 — 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.
- 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