Quetzal, the city of sacred birds, has just been discovered. You have five days to explore the site and collect the most beautiful objects that are buried there. Will you be able to manage the team entrusted to you on a daily basis to optimize your excavations?
Be smarter than the competition to emerge from Quetzal unscathed.
At the beginning of each turn, roll your meeple dice and discover your team. Send your groups to different places in the city to collect the artifacts you are most interested in. Be careful, even if you arrive first your opponents can still steal your place! Build the best collection of artifacts and deliver them at the right time to earn improvements and victory points. Do you have the spirit of an expedition leader?
—description from the publisher
- Unique meeple rolling mechanic
- Pretty artwork
- Straightforward gameplay
- Host dislikes rolling meeples
- Euro game
Mechanics (from transcript analysis)
- Meeple Rolling — Meeples are rolled and their landing position determines their action.
- Set Collection — Players collect resources and tiles.
- Worker Placement — A worker placement game where rolled meeples are assigned to different locations based on how they land.
Video topics + discussion points
Quotes (from this video)
- I really want to push up this uh, you know, the tradition track because that'll help me score big. And they bring up this moral dilemma and you go, oof, I am not very personally on the side of tradition here, but I want the points. So, we're going to go that way anyway.
- Quadropolis. Quadropolis did it first. #justice for Quadropolis.
- This is an auction game where you have infinite dollars, infinite money that to spend on on everything.
- Brilliant. So simple, so straightforward. You know, I'm surprised that hasn't been stolen yet by any other deck building game.
- Specifically saying plus commodities.
- No. Without commodities, QE would not have been my number one.
- It adds something for second place for lack of better.
- Quest for El Dorado is my number one.
- It's almost cozy at this point. You know what I mean?
References (from this video)
Mechanics (from transcript analysis)
- Meeple Rolling — you rolled these meeples to put them out on the board
Video topics + discussion points
Quotes (from this video)
- The Morrigan Game Factory though, what a great escape room game. It might it's it's definitely in my top escape room games.
- Noobs in Space is one of my favorite little games that's so unique and interesting. You have a deck of cards, you deal them out to everybody. Everybody has cards in their hand, and then you just solve those cards by saying things out loud, working together to play cards, and hopefully you solve it. It communication is the key. You can say anything you want, uh but you just can't show cards. And it's hilarious and fun. Very, very enjoyable.
- If you really like what we're doing here at the Dice Tower, then there are different ways to support Dice Tower.
- Tell your friends about the Dice Tower.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- one of the best introductory work replacement games that i've played
- it's very simple to grasp
- the rolling of meeples is the really selling point of this game it's a mechanic that really stands out
- it's basically Indiana Jones it's an adventure game
- the art behind is beautiful
- you can play differently every time and have different strategies
References (from this video)
- Unique rolling meeples mechanic with a thematic twist
- Very simple to grasp; excellent introductory game for workers replacement
- Depth and strategy available with different strategies each game
- Beautiful art and components
- Straightforward core goal: collect artifacts and sell them for points
- Bird theme feels less prominent than the title suggests; there are only a few birds visually
- Pusher-luck elements and luck of the roll can be frustrating; re-rolls help but aren't always favorable
- Not as heavy or deep as some players might want; may not satisfy players seeking a heavier experience
- Ships bidding can be punishing if outbid and left with poor card combos
- adventure, archaeology, artifact collection
- realm of the city of sacred birds
- rolling meeples that become archaeologists or adventurers; adventure/treasure-hunt vibe
Mechanics (from transcript analysis)
- Artifact collection and trading — Artifacts are collected via spaces and traded for points via various locations (temple, harbor, ships, etc.).
- Bidding spaces — Certain spaces are bidding spaces where the worker type determines who can claim the space; players can outbid each other and potentially reuse workers.
- Cap space and re-rolling — A cap space allows you to gain a coin and re-roll your meeples, introducing local re-roll options within a round.
- Discovery track — Advancement on a discovery track yields bonuses, with greater rewards the farther you progress.
- End Game Bonuses — Five rounds total; end-game scoring accounts for the first-player marker, coins (1 point per 3), and upgrades that provide points.
- end-of-round and end-of-game scoring — Five rounds total; end-game scoring accounts for the first-player marker, coins (1 point per 3), and upgrades that provide points.
- Harbor/Ships trading rules — Artifacts can be traded for points at harbor-related spaces, with ships offering higher payoff through multi-card shipments and bidding dynamics.
- Re-Rolling and Locking — A cap space allows you to gain a coin and re-roll your meeples, introducing local re-roll options within a round.
- Roll-and-assign meeples — Players roll their meeples each turn to determine whether they become archaeologists or adventurers; standing up (wild) also yields a coin.
- Tile/Map Shifting — The village acts as a marketplace for tiles that upgrade your character with immediate or lasting effects.
- Tile/upgrade market (village) — The village acts as a marketplace for tiles that upgrade your character with immediate or lasting effects.
- Worker Placement — Players place meeples on action spaces (1 through 7) in a turn-based sequence with costs and access order.
- Worker placement with sequential action spaces — Players place meeples on action spaces (1 through 7) in a turn-based sequence with costs and access order.
Video topics + discussion points
Quotes (from this video)
- one of the best introductory work replacement games that i've played
- it's very simple to grasp
- the rolling of meeples is the really selling point of this game it's a mechanic that really stands out
- it's basically Indiana Jones it's an adventure game
- the art behind is beautiful
- you can play differently every time and have different strategies