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Peloponnes box art

Peloponnes

Game ID: GID0242520
Collection Status
Description

Players take control of the civilizations of ancient Greece. Through auctions in each of the 8 rounds, the players develop their civilizations, adding territory through Land Tiles and prestigious buildings through the Building Tiles. These increase the civilizations' inhabitants, luxury, wealth and power. Luxury goods allow flexibility in providing for a player's population, while some tiles also offer protection against the many disasters that happen during the game. Only through a balance of inhabitants, land and buildings can a player claim victory and join the heroes of Peloponnesian history.

Los jugadores toman el control de las civilizaciones de la antigua Grecia. A través de subastas en cada una de las 8 rondas, los jugadores desarrollan sus civilizaciones, añadiendo territorio mediante losetas de terreno y edificios de prestigio mediante las losetas de construcción. Estos aumentan los habitantes, el lujo, la riqueza y el poder de las civilizaciones. Los bienes de lujo permiten flexibilidad a la hora de abastecer a la población de un jugador, mientras que algunas losetas también ofrecen protección contra los numerosos desastres que ocurren durante el juego. Sólo mediante un equilibrio de habitantes, tierras y edificios puede un jugador alzarse con la victoria y unirse a los héroes de la historia del Peloponeso.

Year Published
2009
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment: pos 2 · mix 0 · neu 0 · neg 0
Mentions per page
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Showing 1–2 of 2
Video SbrlyPF8NKQ Chairman of the Board top_10_list at 14:15 sentiment: positive
video_pk 8053 · mention_pk 128571
Chairman of the Board - Peloponnes video thumbnail
Click to watch at 14:15 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong disaster mechanic adds tension and variability
  • balanced mix of engine-building and risk management
Cons
  • thematic clarity can be abstract
  • disasters can feel punishing if drawn late
Thematic elements
  • disaster-averse civilization building
  • garden/road-building themed with disasters and growth
  • strategic with tension from disaster events
Comparison games
none
Mechanics (from transcript analysis)
  • Auction / Bidding — players bid for tasks that drive growth and scoring
  • bidding / task selection — players bid for tasks that drive growth and scoring
  • disaster/disruption tokens — at end of rounds, disaster events trigger penalties that shape play
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • there aren't that many euros that do take an hour or less
  • tons of different ways to win this game
  • it's a very nice looking game you know nice fantasy feel
  • this has a very distinct gamer; nothing else like this in my collection
  • Ra has one of the best time-to-depth ratios I've ever seen
References (from this video)
No references stored for this video.
Video j6wUo6vxan0 Unknown Channel game_review at 0:00 sentiment: positive
video_pk 3475 · mention_pk 128589
Unknown Channel - Peloponnes video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • tight 45-minuteEuro with meaningful decisions
  • dynamic disaster system creates variety each game
  • high replayability through variable tiles and towns
  • scales well from 3-5 players
  • conquest bidding mechanic adds strategic lock-in
Cons
  • production and artwork are divisive; thin player boards
  • finding a copy can be expensive or difficult
  • some may find it crunchy and heavy for non-Euro players
Thematic elements
  • Resource-based building and disaster mitigation
  • Ancient Greece-inspired city-state management
  • Eurogame with crunchy, strategic planning
Comparison games
none
Mechanics (from transcript analysis)
  • conquest/minimum bid with conquest tile — Conquest tile introduces higher minimum bid but protection from outbid.
  • constrain/lock-in actions — If you win a bid but cannot afford the tile, you may lock it in by spending a coin later.
  • disaster tokens and trigger mechanism — Two disaster tiles revealed each round; three of the same type or a tile triggers a disaster.
  • end-game scoring with dual tracks — Score based on tiles plus population-related points; the lower total counts as final score.
  • landscape tile resource linkage — Certain tile types require following resource type alignment (stone with stone, etc.).
  • population feeding and scarcity — Food must feed population; deficits reduce population, impacting scoring.
  • Resource management — Maintain wood, stone, food, population, and luxury goods across income phases.
  • resource management and production — Maintain wood, stone, food, population, and luxury goods across income phases.
  • round-based tile reveal (A/B/C phases) — Tiles are revealed in rounds with varying costs and bonuses.
  • tile bidding — Players bid coins to claim tiles that grant resources and victory points.
  • tile placement — New tiles must match existing symbols to be immediately played; otherwise require resources.
  • tile placement with symbol matching — New tiles must match existing symbols to be immediately played; otherwise require resources.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • i absolutely love this disaster token system that really does to get it take that pace the game makes each game feel different
  • 45 minutes probably at maximum to play this one which i think is utterly brilliant
  • the bidding mechanism itself is rather simple
  • peloponnese is a delightful little euro
References (from this video)
No references stored for this video.
Transcript Navigation
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