Place dice on ancient ruins where high rolls claim the site and low rolls still pay you in stones.
Your tribe of delvers digs for the lost cities of your ancestors. You place dice on ruins, where high rolls claim the site and low rolls earn you stones, so a bad roll is still worth something. Sets of ruins and built wonders both score.
Who it's for
Groups who want dice tactics with real decisions, and anyone who wants their bad rolls to still mean something.
Not for you if…
You want long-term planning: the display turns over fast and plans rarely survive two turns. At two players the contested-ruin tension drops off noticeably.
Vibe's take
Snappy and tactical, with constant small reversals as someone drops a better die onto the ruin you were about to take.
older than 54% of games
collected more than 81% of games
Best with 3
longer than 62% of games · typical 30–90 min
One warm-up round · 1.9 out of 5 · lighter than 57%
A normal range of ratings
A few terms, easy to look up