Game Info
Year
2026
Players
2-4
Age
10+
Playtime
30 min
Complexity
2.2/5
Collection
Your Tier
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Description
Players construct a pantheon by drafting legendary gods and mythical creatures using drafting and engine building
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Images
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment:
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Video 9SEBFVzkO6g
Review at 0:00 sentiment: positive
video_pk 77840 · mention_pk 188268
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Stunningly gorgeous artwork by Arthur Bard.
- Phenomenal and sharp game design by Maxim Badad and Michael Garson.
- Deep and rich gameplay despite playing only eight cards.
- Brilliant and unique delayed draft mechanism.
- Fast, elegant, and simple to play.
- Incredibly high replayability due to variable mythologies and objectives.
- Lots of puzzliness and card combo potential.
- Engaging and thought-provoking drafting system.
- Cool card effects and combos.
- Appreciation for the clarity provided by the designers on Board Game Geek.
- Multi-use cards offering tactical depth.
- Appreciation for positive player interaction.
Cons
- Some card text can be confusing and require rulebook clarification.
- Can have more 'player screwage' or negative interaction than preferred.
- A lot of text on cards can be daunting, especially in early plays.
- The 'take that' elements can be a bummer.
- The rulebook could have worded some card descriptions differently.
Thematic elements
- Developing a society influenced by mythologies from around the world
- Ancient past
Comparison games
none
Mechanics (from transcript analysis)
- card drafting — Players draft cards from available pools, with access to specific mythologies determined by destiny cards each round. The draft is described as 'delayed' and 'unpredictable'.
- Card play / hand management — Players play cards into their society board, with placement offering bonuses and triggering card effects.
- Discard Pile Interaction — Some card effects allow players to retrieve cards from their discard pile, creating combo potential.
- End game scoring — Victory points are awarded based on completed objectives, collected gems, and potentially other end-game conditions.
- Objective Fulfillment — Players must achieve specific goals based on the chosen mythologies and their placement on the board, which change each game.
- Resource management — Players manage 'gems' which are used to recruit powerful 'deities'.
- sacrifice — Players can sacrifice cards from their hand or board to gain resources like gems.
- set collection — Players aim to collect specific combinations of cards and fulfill objective requirements for victory points.
- tableau building — Players build their society by placing cards onto their personal player board.
- Variable player powers — Each mythology board offers unique objectives and a different feel to the game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- But more importantly to me as a former designer myself, the design of this game from Maxim Badad and Michael Garson. Wow.
- Drafting cards is something we've had forever and it's pretty by the book in most games. this game throws that book out and makes you look at it in a completely new way.
- And if there are enough take that cards in the deck that it warrants making a card that's entirely devoted to nobody screwing with you, that's probably an example of a game that has a little bit more player screwage than Jen and I are comfortable with.
- This game is won or lost based on how you use the cards you've got because these are multi-use cards.
- If this game had been full to the rafters of just that type of interaction, this would very likely be in my top 10 games of the year for 2026
References (from this video)
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