1899. For more than a century, the European public has been fascinated by Egyptology and the discoveries of Denon, Champollion, Petrie and others. Seeking adventure and glory, teams of archaeologists search the sands of Egypt for hidden treasures.
Mykerinos. Embody archaeologists seeking relics from ancient Egypt for powerful benefactors. Will you be convincing at the museum's final exhibition?
The game takes place over four rounds. The game board is composed of four (or six in the last round) areas of two cards. These cards have 6 squares, possibly occupied by an obstacle (pyramid), and belonging to one of five benefactors (with their own color and symbol): Sir Brown, Lady Violet, Miss Blackmore, Lord Lemon and Colonel Tangerine.
Each player has their own personal pool of archaeologists that can be used to:
- Start an excavation (requiring one archaeologist)
- Expand an excavation (requiring two archaeologists in addition to one archaeologist already on the board)
- Play a benefactor previously earned
- Pass
Benefactors give special benefits like moving over an obstacle or retrieving archaeologists faster, etc ...
Once all players have passed, we resolve the board according to area control. The player in the first position can either take a card available or go to the museum. Other players can then do the same. Ties are resolved according to player order.
Going to the Museum adds value for a colour at endgame to the cards collected (x2, x3 or x5).
At the end of the 4th round, the final exhibition is resolved and the winning player will be whoever collected the most prestige between:
- Points on the cards collected during game
- Points by colour benefactors (according to position in the museum)
- Bonus points for sets of cards (1 in every colour of benefactors).
- It is a $50 game that is highly rated and out of print.
- The components are easy to manufacture.
- The base price of 29 euros seems reasonable, with free shipping to Spain being a positive.
- The host wants the game.
- The presentation and marketing are poor, not spotlighting key features like awards or price.
- Shipping to the US and Canada is perceived as poor.
- The main image and description are described as generic and uninspired.
- The overall polish and presentation do not meet expectations, especially for a third campaign.
- The decision to not lead with a video and buck industry standards is confusing.
- The special edition does not feel special.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I don't feel like you did a fantastic job spotlighting it.
- It doesn't feel polished as you might want it to be.
- I don't feel like they did a very good job of setting this apart in any way, shape, or form.
- If you told me that was AI art, I'd be like, "Yeah, I see it."
- My Keranos special edition. It doesn't feel special.
- Why are you bucking the industry standard?
References (from this video)
- very impressed by it
- Doesn't really look fantastic
- building up a little museum
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Hey everybody, I'm Tom Vassal. Welcome to Look Back, a series where I take a look at games that I reviewed a year ago, 5 years ago, 10 years ago, and 20 years ago.
- And I tell you what I think about these games now, if I think about them at all.
- When you talk about games that are cozy-esque, I think this is pretty close one of those as you build these nice streets.
- Thanks so much for watching. I'm Tom Vasel, and this is Look Back.
References (from this video)
- simple to learn
- still enjoyable after many plays
- engaging thematic elements
- archaeology
- egypt
- museum
- exploration
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's simple but brings so much emotions
- really really underrated game really love it
- i went all in on that kickstarter this is going to be the ultimate batman game in which it wasn't
- picking up phone checking stuff on phones your turn
- you didn't listen and another you explain all the rules
- if you don't like the game push through the end and never play it again but don't start saying that you hate the game
- just because we can reach bigger audience
- and we're friends so you can definitely be just don't talk about it
- i throw out the rules i don't like and put in rules i like and then i hope the game sells
- all euro games are the same
- they just feel so very similar
- they kind of kind of mush into one this big euro game mask
- sandwiches don't come free you know we need money to make sandwiches
References (from this video)
- Clear, tight abstract area control with meaningful tension
- Powerful patron abilities that scale and influence board state
- Exciting end-game scoring hinges on museum multipliers
- Fast setup, short playtime, and compact production
- Rules are transparent and decisions are dense but approachable
- Aesthetics are plain or polarizing; not visually modern
- Limited variability can dull replayability over many plays
- Two-player variant exists but is less satisfying; best with 3-4 players
- Production components feel dated compared to newer titles
- Patron-driven influence and resource allocation to shape end-game scoring
- Museum with wings and patrons; regional control across a circulating board
- Abstract, with a thematic veneer centered on museum tiles, patrons, and tokens
Mechanics (from transcript analysis)
- Area Control — Players place cubes to control regions; pyramids block movement; spaces cannot be shared; tie-breakers resolved by a track that determines first player.
- End Game Bonuses — Multipliers are tied to symbols and museum spots; only the highest-valued symbol per token or set counts toward final points, creating high-stakes decisions.
- End-Game Scoring Multipliers — Multipliers are tied to symbols and museum spots; only the highest-valued symbol per token or set counts toward final points, creating high-stakes decisions.
- Patron Powers — Patrons grant special actions (e.g., place extra cubes, move directly to museum, build on pyramids, refresh supply); powers are exhausted after use and recharged in later rounds.
- Resource Management — Cubes are gathered and can be carried over between rounds, creating continuity and planning across turns.
- Set Collection — Tiles carry symbols that map to patrons; end-game scoring uses the most valuable symbol values collected, creating strategic choices about which symbol to pursue.
- Set Collection / Symbol Scoring — Tiles carry symbols that map to patrons; end-game scoring uses the most valuable symbol values collected, creating strategic choices about which symbol to pursue.
- Tile Draft / Acquisition and Powers — Tiles determine both scoring potential and patron powers; players select tiles to gain powers and future scoring leverage.
Video topics + discussion points
Quotes (from this video)
- the time investment of mikarinos is spot on to be honest
- it's very quick and you're not going to be bogged down waiting for other people to mull over their turns
- this museum system is great
- it's got a real throwback feel to it
- it's going to hold up well for some time to come
- setup and teardown time is lightning quick
References (from this video)
- elegant and accessible
- great interplay and back-and-forth
- visuals may discourage some players
- area control with tiles and pyramids
- Artifact collection and excavation in an abstract museum-like setting
- elegant, abstract
- Rome: Rome (re-implementation lineage)
Mechanics (from transcript analysis)
- area control with tiles — Claim majority of tiles to gain museum space and end-game bonuses.
- tile-spawning and blocking — Spots grant bonuses and create blocking opportunities for opponents.
Video topics + discussion points
Quotes (from this video)
- this was definitely the hardest to rank these games
- none of these games I thought were bad this month
- this is an absolute delight
- ultra smooth ultra fun
- this is a thinky filler game with a great weight and repercussions
- you can teach this one in 30 seconds
- very elegant and easy to teach
- the elegance of the system is amazing
- I'm absolutely hit for me