Santorini: Riddle of the Sphinx Deep Dive
What the Community Thinks About Santorini: Riddle of the Sphinx
Reviewers treat Santorini: Riddle of the Sphinx as a spinoff that borrows the pieces of the original Santorini but asks players to do something very different with them. Games Vite describes it as a cooperative or solo game that uses the components of the original, but is "more of a puzzle solving optimization puzzle type thing." That framing sets expectations. Instead of racing an opponent to build the tallest structure, the group works through a sequence of riddles laid out by the Sphinx.
Before You Play, whose hosts Monique and Naveen teach and play through the Seaport City riddle on camera, presents the expansion as a campaign-style package with a storybook board, a riddle book, and a campaign map that tracks progress. The riddles are standalone scenarios labeled by difficulty, so players can jump between them without replaying earlier ones. The overall mood across the reviews is genuine interest. Games Vite says they like the game and want to "delve more into it," and Before You Play clearly enjoys the cooperative problem solving, while both acknowledge rough edges in the physical product and the early copies they handled.
Core Mechanics That Define Santorini: Riddle of the Sphinx
God Cards and Quest Powers
God cards replace the competitive focus of the original game with a shared pool of tools. Before You Play explains that the riddle's setup puts a set of god cards into a shuffled deck, three are laid face up, and each player may hold at most two at a time. Each card comes with a building piece placed on it, which any player can use, and each card gives its holder an asymmetric power. The hosts demonstrate Prometheus, which lets a worker "build one block before it moves in addition to their normal build," and Demeter, which lets a worker "build a second time in a different space neighboring the worker." Triton lets a worker move again when it lands on a map border space.
Every god card also carries a quest. Clearing the card's piece by using its power completes the quest and typically earns a building piece of the player's choice, which makes the timing of each turn a real decision. Once the piece is used up, the card is discarded, and the hosts note that completing a silver objective lets the group return one discarded god to the deck. Before You Play repeatedly works through how the cards line up, such as choosing Triton so a worker can move twice onto a border space and then build, or pairing Demeter with a move-and-build turn to make a double build.
Objective Coins and the Earned Building Supply
The second defining system is the way building materials are obtained. In the original Santorini, each player has the full supply of pieces. Here, Before You Play points out that "when you build, you have to build from pieces in your own supply," and that players have to earn that supply. Objective coins are scattered around the board, and each must be built up to the height shown on it. Completing a set of silver coins grants a reward, and completing all eight coins, silver and gold, ends the riddle immediately. Completing a single objective is enough to win the riddle, but the reviewers emphasize that finishing more objectives is what unlocks rewards for the wider campaign. The hosts also describe an "Ace" objective that requires leaving at least one block or dome unused, which makes resource planning matter from the start.
The Santorini: Riddle of the Sphinx Experience
Cooperative Planning and Table Talk
Much of the enjoyment in Before You Play's playthrough comes from the constant conversation. The two hosts spend a lot of time deciding which worker should vacate a square, which god card to take next, and whether a teammate's move leaves enough room for the next build. They also admit that their first approach crowded the board and left them with no way out of their own position, so they split the work into two groups of workers and built the coins in a different order. That kind of trial and error is central to the feel of the game, and the back-and-forth is what makes the cooperative design work at the table.
A Puzzle Rhythm With Moments of Tension
Games Vite approaches the game as a solo-friendly puzzle that rewards thinking through the options carefully. The reviewer enjoys chasing goals and treats the god powers as tools that change how each turn can be approached. Before You Play adds a different kind of tension through the Sphinx die, which is used when a team needs pieces but does not want to take a god card. The hosts describe it as "a game of chance," with four outcomes that give a reward and two that cost a worker. Those rolls create the moments where a plan can suddenly fall apart, which the hosts treat as part of the appeal.
What Makes Santorini: Riddle of the Sphinx Stand Out
Goal-Driven Campaign Progression
Games Vite singles out the appeal of "trying to accomplish different goals and gaining certain god powers or using them for each task." Before You Play explains how that fits into the larger structure. Completing objectives fills in diamond markers on the campaign map, and those markers gradually unlock god cards to be cycled back into the deck. Because each riddle is standalone, players can pick the scenarios that suit their group and return to the campaign later, which gives the game a longer life than a single session.
Asymmetric God Powers That Combine
The god powers are where the puzzle becomes more than a checklist. Before You Play repeatedly finds that one card's power only works well when paired with a particular piece or move from another card, and the hosts describe the moment they discovered a working sequence with the line "I knew there was a combination in there, I just couldn't figure out where it was." That discovery loop of spotting a combination, testing it, and refining the plan is what reviewers return to when describing why the god cards feel satisfying.
Potential Drawbacks
Prototype Components and Box Fit
Games Vite reports real trouble with the physical product. The reviewer needed three boxes before one was aligned correctly, with the earlier copies not sitting right in the box, and only the third box allowed the lid to close properly. Before You Play is also clear that its copy is a prototype, so the god cards and other components are expected to change, with the hosts noting that the final cards are "going to be much better quality." Both reviews make it clear that the game is still in development, and the presentation quality may not reflect the finished release.
The Map Lives in the Rulebook
Games Vite wishes the campaign map had been designed differently. Because the map that tracks progress is printed as part of the rulebook, the reviewer suggests a tear-off sheet, and says a dry-erase surface would make more sense for something players mark up repeatedly. The critique is about usability rather than the idea itself: the campaign progression is praised, but the reviewer believes its physical form could be more practical for a game meant to be revisited over time.
If You Enjoy Santorini: Riddle of the Sphinx
Fans of the original Santorini will find familiar building and movement rules, but the reviewers make clear that this is a different experience. Before You Play notes that the riddle game requires a copy of the base Santorini to play, so the spinoff is best suited to players who already own the original and want a cooperative, puzzle-driven companion. Those who enjoy the original's tower building will recognize the core actions, while the god powers, objective coins, and Sphinx die give the spinoff its own identity.
For a general audience, the game suits groups and solo players who like optimization puzzles, careful planning, and light campaign progression. Players who want a fast competitive duel will likely find it too slow, while those who enjoy talking through a plan with a teammate and discovering the right combination of powers are the most likely to be won over. Based on the reviews, it is best approached with patience for prototype components and a willingness to think several turns ahead.
What Reviewers Are Saying
"This is a cooperative/solo game that uses the components of the original Santorini, but is very different. It's more of a puzzle solving optimization puzzle type thing."
— Games Vite
"But the idea of trying to accomplish different goals and act gaining certain god powers or using them per for each task is is a lot of fun."
— Games Vite
"Getting these resources, meaning the building blocks, is going to be very challenging, and it's kind of the crux of this whole expansion."
— Before You Play