In Pylos, you want to be one who places the final ball on top of the pyramid. Sounds simple enough, right?
At the start of the game, each player has fifteen balls, either light or dark, and they take turns placing them on a game board that has sixteen indentations on it in a 4x4 grid. Once four balls have been placed next to one another in a square, a ball can be placed on top of them, forming a second level of play. Players can then place balls on this second level, eventually allowing a ball to be placed on the third level – and once that level is full, which requires only four balls, a final ball can be placed on the fourth level, with that player winning the game.
If a player forms a square of his own color – that is, four balls placed next to one another on the same level – that player can remove one or two of his balls (that don't support anything) from anywhere on the board and place them in his reserve, thereby giving him more balls to place in the future. Whenever a player forms a square that's not entirely his own color, he can "stack" one of his pieces – that is, he can take any ball and place it on this square, locking some pieces in place and making a move without having to place a piece from his reserve.
The rules include a variant for children (that removes the square bonus) and one for experts (that allows a player to return 1-2 balls to his reserve when he creates a line of his color).
Reimplements
Strat-O-Sphere
- beautiful wooden components
- one of the most beautiful in the range
- very strategic and complex
- requires significant brainpower
- not the reviewer's favorite
- abstract
- pyramid building
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- these games have amazing table presence by which i mean people are going to glance across the room and go what is that person playing and i want to play all these games
- stacking games have table presence like nothing else
- looks beautiful it looks like a load of sweets on the board
- one of my favorite games of all time
- i don't like that sort of game i find that one of the most frustrating game mechanisms
- the central marble dispenser is your main draw in this game
- absolutely brilliant strategic game quite complex game
- it's actually my favorite of the mask trilogy
- i'm almost scared to say this but i don't really like azul very much
- biggest most overlooked game on this list
References (from this video)
- three-dimensional play additive to depth
- beautiful components
- complex scoring can be tricky
- Tortuga
- Link
Mechanics (from transcript analysis)
- pyramid building — move pyramids on a grid to build stacked shapes
Video topics + discussion points
Quotes (from this video)
- these games have no theme
- it's a toolbox for you as a game designer which of these mechanisms do you want to employ in your own abstract strategy game
- product design is everything
- the single most impactful feature of connect 4 was that little hatch beneath the frame
- abstract strategy games are some of the most interactive games in existence