Revive civilization, 5000 years after everything was destroyed. Lead your tribe and explore the frozen earth. Harness its resources. Recruit surface survivors to your cause. Build factories with powerful machines. And populate ancient sites to relearn your tribe's forgotten technologies.
--
Revive is a game for 1-4 players with asymmetric player powers, highly variable setup, and no fighting or direct conflict. Playing through the 5-part campaign unlocks additional contents, and once all contents have been unlocked, the game can be replayed indefinitely.
At the beginning of the game, each player gets a set of citizen cards, a tribe board, as well as a huge dual-layer player board. The tribe board shows your unique tribe ability and the ancient technologies that you may relearn during the game. The dual-layer player board is where you place your custom machines and upgrade your card slots.
A main goal of the game is to reach and populate the large ancient sites. These ancient locations are randomized, and as they are important sources of victory points, they will shape your strategy differently each game. The game ends when all artifacts have been taken, and the player with the most points wins.
On your turn you take two actions:
Play a card (its effect is determined by which card slot you use)
Explore (reveal an area tile and recruit a new citizen card)
Populate (populate an ancient location to learn a new technology)
Build factory (the adjacent terrains determine which machine tracks you advance)
- Strong engine-building and combos
- Solid solo mode that works well
- Thematic hooks can feel thin for some players
- Group experience can vary depending on synergy
- Euro engine-building
- Raccoon Tycoon
- Ra
Mechanics (from transcript analysis)
- Endgame scoring via chart — Fixed number of turns and card plays; player uses rejuvenation action to recover cards
- Endless combos / engine-building — Traditional euro with multiple combos; solo mode available
Video topics + discussion points
Quotes (from this video)
- this is where I talk about all of the non new to me games that I have been playing
- thoroughly thoroughly enjoyed this recent play
- it's just a lovely T placement game
- this is one of the best two-play games of all time
- I love this game
- an absolute blast of a game
- the combos are fantastic
References (from this video)
- sandboxy feel with strong engine growth
- private objectives create personal goals
- wide power variety and expansion potential
- complex setup and learning curve for new players
- engine-building and discovery
Mechanics (from transcript analysis)
- card_driven_engine_building — players build engines via unique powers and card interactions
- private_objectives — secret objectives guide player strategy
Video topics + discussion points
Quotes (from this video)
- "This is a deck deconstruction game where you want to be the first player to abandon all of your artichokes"
- "hidden movement games are a strange one for me"
- "it's a very light game it's very quick bit of silly fun"
- "the more weird a theme is the heavier the game is"
- "Revive is such a great card driven Euro"
- "best game from 2022 No Doubt"
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Our crossovers are like popcorn.
- I adore Revive.
- Planet Unknown. Highly enjoy it.
- Mind Management is a hidden movement puzzle that really shines.
- Bruge is a fantastic engine-builder with a huge stack of cars and cards.
- Too Many Bones remains a powerhouse for me.
- Isla and Something Shiny is something I won't forget.
- Phantom Opera is one of the clever hidden movement implementations I know.
- Feast for Odin is one I keep coming back to.
- Northwood is a logic puzzle in solo form that I love.
- Lord of the Rings trick taking game is a clever cooperative twist.
References (from this video)
- Solid mechanical implementation
- Good puzzle design
- Weak theme integration
- Lacks strong thematic elements
- Feels purely mechanical without narrative context
- Limited interaction between players
- Similar to many existing Solver Zero games
- Weak/minimal theme
- Mechanism-heavy design
- Solver Zero games (general category)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Engaging puzzle with an efficient resource engine
- Innovative technology tracks with multiple viable paths
- Flexible card play with top/bottom abilities and slot modules
- Solo mode included
- Theme is weak and lacks storytelling
- Balance issues due to asymmetry and swingy artifact scoring
- Downtime is high with multiple players
- Interaction is minimal; effectively multiplayer solitaire
- Rulebook/iconography could be improved
- High price and perceived low availability at launch
- Reviving an ancient civilization through resource management, technology tracks and modular machines
- Post-apocalyptic revival on a map of a frozen world; building a civilization anew
- Abstract, with minimal storytelling; campaign mode criticized as unnecessary
- Terra Mystiker
- Underwater Cities
- Deus
- Tapestry
Mechanics (from transcript analysis)
- Artifacts and scoring — Artifacts placed on the main board boost scoring categories on the personal scoring card; end game triggered when all artifacts are taken
- Asymmetric tribal powers — Each tribe (player) has different abilities affecting play; balance can be uneven
- Card cycling / hibernation — Used cards cycle back to resting area to regain power, allowing repeated use of abilities over time
- Card slots with top and bottom actions — Playing a card in a slot activates its resource action (top) or its special ability (bottom); some slots unlock additional effects via modules
- Slot modules — Installing modules into card slots grants immediate bonuses and can enable color-matched chaining of bonuses
- technology tracks — Three snake-like tracks move markers to unlock machines and abilities; diversification allows more options
Video topics + discussion points
Quotes (from this video)
- it's a smorgasbord of mechanics
- the hype train wasn't really justified for this
- it's basically multiplayer solitaire
- not a huge focus on theme; campaign mode is pointless
- try before you buy
- 7 out of 10
References (from this video)
- engine-building depth
- strong production values
- designers with quality track record
- can be heavy or slower-paced for some groups
- Strategic engine-building with thematic discovery
- Engine-building and discovery with multiple factions
- Competitive multi-faction engine-building with discovery
Mechanics (from transcript analysis)
- engine-building — Players develop their engine to perform powerful actions
- Faction Asymmetry — Different factions offer varied abilities and paths
- Resource management — Managing actions/resources to optimize engine output
- variant/objectives — Optional hidden/public objectives alter tension
Video topics + discussion points
Quotes (from this video)
- hidden movement games are something that I I'm kind of interested in but I've not really found the one for me
- I love bidding games
- the more people in this queues the more money you have to spend
- this is one of my most anticipated games from last year
- this is basically a game within a game
- it's lightning quick too it only takes around 15 minutes to play
- you can get a three-player game of this done in about an hour
- it's a passion project with some good historical context
References (from this video)
- Engaging engine-building with layered decisions
- Elegant tech-tracks design and rewarding upgrades
- Beautiful artwork by Vincent Detroy and Andrew Bosley
- Theme is somewhat abstract; less flavor than you might expect
- Potential AP and rule-learning curve for new players
- High price for deluxe components; retail may still be pricey
- Civilization-building with an emphasis on strategic management and long-term planning
- Civilization-saving scenario with exploration and technological development
- Grand, archetypal civilization-building focus
- Gallerist
- Carbon
Mechanics (from transcript analysis)
- artifact-based scoring and endgame objectives — Artifacts provide multiple scoring routes with tiered endgame bonuses.
- card-slot engine with top/bottom slots — Cards slot into top/bottom positions to unlock bonuses; some tiles/slots upgrade to increase efficiency.
- multi-track technology progression — Three primary technology tracks that players advance to unlock bonuses and end-game scoring opportunities.
- resource tracking and hibernation mechanic — Hibernate actions refresh cards/resources and grant bonuses, enabling a push for a second or third phase of play.
Video topics + discussion points
Quotes (from this video)
- Village Rails is a cool little filler you know, a tight drafting game that still feels substantial.
- Revive is actually pretty damn good yes it is definitely one of my favorites this year.
- Unconscious Mind is a heady puzzle; it is a very entertaining puzzle but man this is going to drive AP players up the wall.
- Deal with the Devil is very niche; you need a very specific group to get the most out of it.
- Coffee Traders is good but not great; at the price point it’s hard to justify without an extensive base game experience.
References (from this video)
- Deep engine-building with cascading synergies
- Tight five-action system that remains smooth and engaging
- Excellent production quality and board/card art
- High replayability with multiple player boards and campaign option
- Clear sense of progression and end-game depth
- Colorblind accessibility issues due to color palette and similar orange/green tracks
- Some scoring can be swingy if objectives align strongly
- Some turns can feel lengthy or meandering to new players
- Technology progression, exploration, and resource management
- Futuristic space-age with modular tiles, hibernation tracks, and artifacts
- Sandboxed engine-building with open-ended progression
- deck-building games (as a general reference)
Mechanics (from transcript analysis)
- action selection — On a turn, a player may take two of five actions (with possible duplicates) or perform a Hibernate refresh.
- Building placement — Spend resources to build small or large buildings, with range-based placement and adjacency bonuses.
- Campaign-mode and player boards — Character boards offer unique powers and a progression path; campaign mode is optional.
- Card play and slot-based bonuses — Play cards from hand either using top or bottom halves by tucking into the board, triggering bonuses if colors match slot modules.
- End-game scoring with private/public objectives — Points come from various sources including artifacts, objective cards, and track bonuses.
- Energy tracks and hibernation — Energy is tracked on multiple tracks; hibernate recycles cards, resets energy, and reopens options.
- resource management and conversion — Manage four resources (crystals, gears, books, food) and convert them for points and track progression.
- Technology discs and artifacts — Advance technology discs to unlock abilities; artifacts contribute end-game points and strategic bonuses.
- Tile exploration and placement — Reveal and place tiles with range costs depending on proximity to the tile.
Video topics + discussion points
Quotes (from this video)
- staying true to that smooth kind of five Action System
- this is one of the best games of 2022
- the depth and layers to your decisions
- it's not linear at all
- this game has legs
- it's polished I think it's smooth
- the cascading effect of improving your end game scoring
- this is a Chairman's Commendation
References (from this video)
- Noted for its unique track-crossing mechanism
- Memorable art and engagement
- Older design; may feel dated to some players
- Unknown
- Unknown
- Unknown
- Recall (sequel in conversation, not a direct comparison)
Mechanics (from transcript analysis)
- Crossing track movement — Track-based movement with intertwining routes
Video topics + discussion points
Quotes (from this video)
- you can't stop
- the more people are into it, the better it is
- it's a Dice Tower essential
- a masquerade of classic and modern designs
References (from this video)
- Diverse strategies and interesting objective tension
- Good balance of exploration and engine-building
- Some players may find the path to max points non-obvious at first
- Resource-driven exploration and objective pursuit
- Exploration and track climbing on a shared map
- Euro-style engine-building
Mechanics (from transcript analysis)
- Area/track progression — climb tracks and gain technologies and benefits
- Public and private objectives — balancing public goals with private point multipliers
Video topics + discussion points
Quotes (from this video)
- Caesar's Empire is a great game to try, and it plays well at multiple player counts
- this game is so simple and smooth that I absolutely love it
- Rise has a lot of potential to stay evergreen
- Tell Atom... the core twist on this game is that when you are drafting these Dice and community resources...
References (from this video)
- tight euro feel with accessible depth
- spiral-track mechanic is visually appealing and novel
- strong thematic cohesion with exploration and revival
- not wildly innovative in core mechanics
- weight and duration may be a bit long for casual groups
- terraforming and rebuilding inhabited land
- 5,000 years in the future; humanity underground after apocalyptic event, seeking to revive Earth
- exploratory, eco-futurist reawakening of a devastated world
- Concordia
Mechanics (from transcript analysis)
- area_control_and_building — placing settlers and constructing buildings to claim territory and score points
- engine_building — progression on spiral-style player boards provides ongoing engine/score benefits
- exploration — each player starts with a local settlement and expands into a wide icy map to revive land
- two_actions_per_turn — two core actions per turn with optional bonus actions that bend the rules
Video topics + discussion points
Quotes (from this video)
- it's a really fun little game to me
- the spiral tracks that each player has on their character board
- it's the best produced game I've ever seen
- the central really cool looking piece that's at the center of the table
- surprise and delight players now
References (from this video)
- innovative dual-sided cards enabling varied strategies
- clever card play and integration that supports immediate benefits and later reuse
- modules create satisfying engine-building synergies
- distinct character art and powers with thematic fit
- public objectives encourage forward planning and strategic positioning
- mechanics flow is approachable for Euro-game fans while preserving depth
- theme can feel thin relative to the dense mechanics
- heavy euro mechanics with potential for analysis paralysis and long play
- endgame can become repetitive point-chasing rather than thematic storytelling
- player interaction is not as high as some players crave, with limited disruptions until late game
- campaign/legacy treatment viewed by some as unnecessary or spoil-laden
- rebirth through exploration, resource management, and technological advancement
- post-apocalyptic Earth; tribes attempt to rebuild civilization
- teased through exploration and artifact discovery rather than a fixed story
- Concordia
Mechanics (from transcript analysis)
- artifact-driven endgame scoring — endgame triggers conclude when the last artifact is taken; victory points accumulate based on artifacts and engine progress
- campaign/legacy-style elements — campaign components unlock new mechanics and narrative depth over multiple sessions
- deck-building with immediate use and recirculation — cards can be played as they are drawn and later re-enter the deck for reuse, creating a dynamic draw/discard flow
- dual-sided top/bottom cards — cards present two modes of effect; players choose top or bottom, then can flip or adjust orientation to alter outcomes
- exploration and tile reveals — explore new tiles to gain benefits; first you resolve tile benefits then flip for future use
- lever/slider interaction to affect actions — a lever/slider on your board enables actions that can influence your own or others' boards, encouraging interaction
- module/tech-slot system — modules attach to a personal board to generate resources and enable combos; placement drives engine progression
- public objectives and spatial competition — public objectives across the map corners push players to plan and compete for scoring multipliers
- tracks and advancements with bonus actions — three tracks unlock additional actions; bonuses are constrained by animal tokens and lightning bolts
Video topics + discussion points
Quotes (from this video)
- I do agree that the cards are very interesting and that I don't remember any game that has that kind of top bottom card and that you can spot it in different ways to use a different benefit
- I love the card play I think it's really clever and it's pretty unique at least I don't see it in a lot of games the fact that all these cards have two sides on them; the top side is more about resources or the bottom side it's more of a some sort of more unique power and you decide whether or not you want to put it under your Tableau facing up or facing down
- the luck component has a very very small impact on the entire area
- the deck building portion of the game is something I really like; whatever card you get you can play right away and then you may get to use it again later
- I would give the game maybe a six
- I would land it about probably an eight
- it's the most euro of euro games
- legacy campaigns feel unnecessary; campaigning is nonsense; open it up and play
- I want more player interaction and I like the forward planning though the game pushes you toward objectives