Review: Entropy
Introduction & Overview
For eons, entropy was an inescapable force of nature. But then humanity evolved to understand it, harness it, and even bend it to its will. You have devoted your life to learning how to shape the very fabric of the universe according to your will… or, more precisely, according to the will of your people. You are on the verge of becoming a scientist, a member of the most revered caste, proving that you are capable of creating new solar systems, giving life to stars, shaping diverse biomes, and even seeding life across planets.

This is the premise of Entropy, designed by Tommaso Battista (Barrage), Simone Luciani (Tzolk’in: The Mayan Calendar), and Nestore Mangone (Stupor Mundi). First published in 2026 by Board&Dice in an English edition. The illustrations are handled by Piotr Orleański (Dragon Eclipse) and Zbigniew Umgelter (Nucleum).
It is published in Spain by Tranjis Games (although the game is completely language-independent, with the exception of the reference cards and the rulebook). It accommodates 1 to 4 players, with a recommended minimum age of 14 and an approximate playing time of 90 to 150 minutes. The MSRP is €54.95. For this review, a copy of the Spanish edition by Tranjis Games was used, kindly provided by the publisher as a review copy.

Important: if you already know the game and/or are only interested in my opinion about it, you can go directly to the Opinion section. The Content and Mechanics sections are especially intended for those who do not know the game and prefer to get a general idea of how it works.
Components
Inside a two-piece cardboard box (lid and bottom) measuring 29.7 × 29.7 × 7.2 cm (a standard square box akin to Ticket to Ride), we find the following components:
- Main Board (cardboard)
- 6 Action Tiles (cardboard)
- 20 Solar System Tiles (cardboard)
- 55 Star Tiles (cardboard)
- 6 Starting Star Tiles (cardboard)
- 44 Planet Tiles (cardboard)
- 8 Starting Planet Tiles (cardboard)
- 36 Biome Tiles (18 Plentiful and 18 Scarce) (cardboard)
- 40 Asteroid Tokens (10 of each type) (cardboard)
- 15 Lifeform Objective Tiles (cardboard)
- 3 Alternative Objective Tiles (cardboard)
- 48 Lifeform and Resource “x5” Tokens (cardboard)
- 70 Victory Point Tokens (cardboard):
- 40 of value 1
- 20 of value 5
- 10 of value 10
- Starting Player Marker (cardboard)
- 121 Cards (41 × 63 mm):
- 66 Life Cards (22 Bacteria, 22 Plant, and 22 Animal)
- 12 Focus Cards (3 for each set: A, B, C, and D)
- 12 Mission Cards
- 8 Reference Cards
- 12 Solo Mode Challenge Cards
- 19 Solo Mode Progress Cards
- Solo Tile (cardboard)
- 20 Energy Tokens (wood)
- 20 Entropy Tokens (wood)
- 20 Mass Tokens (wood)
- 60 Bacteria Tokens (wood)
- 50 Plant Tokens (wood)
- 30 Animal Tokens (wood)
- 4 Player Boards (cardboard)
- 4 Scientist Figures (1 in each color) (wood)
- 16 Creation Tokens (4 in each color) (wood)
- 4 Generator Markers (1 in each color) (wood)
- 12 Objective Markers (3 in each color) (wood)
- Scorepad (paper)
- Rulebook

How to Play
Entropy is a science fiction board game where each player steps into the shoes of a scientist tasked with shaping solar systems by creating stars, planets, asteroids, and lifeforms. Over an indeterminate number of rounds, players take turns in clockwise order following a fixed three-step structure. First, the scientist is moved one to three spaces clockwise around the main board’s rondel, landing on either an inner or outer space (inner spaces require placing a matching or wild creation token); if previous creation tokens are passed during this movement, they are reclaimed to activate stars or gain entropy, and upon reaching the destination, the corresponding traffic bonus is resolved. Next, the action of the reached space is executed, allowing players to evolve stars or add new systems, add planets by paying mass, introduce life cards to planets if the environmental prerequisites are met to seed bacteria, plants, or animals, activate stars by spending entropy to trigger chain reactions, attach biome tiles to unlock recurring abilities, upgrade the player console to enhance creation tokens, capture asteroids, or advance on the primordial generator to gather resources and evolve lifeforms. Finally, players check for the completion of mission cards, main objectives, and lifeform objective tiles. The game ends when any two objectives are completed, followed by a final round played after the current one before moving to final scoring. To the points accumulated during the game, players add points scored from lifeform objectives, main objectives, and leftover resources, with the highest-scoring player declared the winner.
Key Concepts
Let us start with the core axis of the game: the Main Board and the Action Tiles. The board features a semicircular layout organized into two concentric rings containing an action rondel alongside several central storage areas for components. The inner ring features fixed action spaces that require placing creation tokens, while the outer ring is configured by attaching modular action tiles, which display an additional action along with traffic bonuses linked to scientist movement (varying depending on player count). In the central section, you will find the three main objective tracks of the game, the generator track, storage areas for stars, asteroids, planets, biomes, and life cards, as well as slots for lifeform objectives.

Each player has three Objective Markers, small wooden discs placed at the start of the three main objective tracks on the central board. Whenever a player fulfills the condition associated with one of these objectives (evolving advanced stars, anchoring asteroids, or completing biomes), they advance their marker one space to the right to increase that category’s end-game scoring multiplier. Reaching the end of these tracks is one of the triggers that bring about the end of the game.

Moving along the central board’s rondel are the Scientist Figures, which track each player’s position in the simulation. On each turn, the scientist must advance one to three spaces clockwise, determining the action to perform as well as the traffic bonus multiplier or compensation based on movement distance and the presence of other pawns on that space.

Each scientist operates in tandem with their Creation Tokens, wooden prisms assigned to the three inner-ring actions (stellar evolution, planetary aggregation, and creation of life), along with a wild prism. To execute an inner-ring action, a player must place the corresponding prism onto the destination space, where it remains locked on the main board until the scientist completes a circuit and passes it, at which point it is retrieved onto the console lying flat, activating a star or granting entropy.

Each participant manages their Player Board, referred to as the console. It displays three slots along the top to house the creation tokens alongside their matching focus cards, a fourth slot for the wild creation token, and an exchange key detailing the conversion rate of entropy into mass or energy.

The Focus Cards feature three evolutionary tiers (levels 0, 1, and 2) and are slotted beneath the player board cutouts assigned to three of the creation tokens. Whenever the corresponding action is taken or an appropriate bonus is earned, the console recalibration cost is paid, and the card is rotated or flipped to unlock abilities that trigger every time that creation token is deployed to claim an action on the central board’s rondel.

These relate directly to the Resource Tokens available throughout the game. We have black cubes representing mass, yellow lightning bolts for energy, and pointed red triangles representing entropy. Mass is primarily spent to build planets and capture asteroids, energy is used to evolve stars and upgrade the console, and entropy serves as fuel to trigger stellar abilities or can be freely converted into other resources.

Let us continue with the Solar System Tiles. These are thick rectangular cardboard pieces sporting a dark cosmic backdrop, featuring three circular slots: a central space reserved for a stellar body and two flanking slots to accommodate orbiting worlds. Every player starts with one such system in their play area and can add extra tiles from the general supply as they evolve new stars or add planets that cannot fit into their existing systems.

The Star Tiles represent the energy cores of the solar systems, divided into four evolutionary tiers (levels I through IV with branching letters governing upgrade paths), alongside the starting stars. Each circular tile displays its entropy activation cost and activation benefit along the bottom edge (resource production, life advancement, or immediate victory points), as well as the environmental conditions (heat, carbon, water, or radiation) it radiates toward planets orbiting within its system.

The Generator Marker advances along the track printed on the personal board. Depending on its position, it reduces the entropy activation cost for a set number of stars when activating systems, while rewarding direct points upon reaching the final spaces.

Moving on to Planet Tiles, these are categorized into four elemental types according to their native environmental condition. They are double-sided: the front side details the mass cost and immediate ability triggered when acquired, whereas the reverse side repeats this printed effect and remains in play within the solar system, featuring two circular side notches intended for asteroids, which re-trigger the planet’s ability upon collision.

As for the Asteroid Tokens, these are small cardboard pieces divided into four types, each providing a specific environmental condition icon (heat, carbon, water, or radiation). When the appropriate action is resolved, they are slotted into one of a planet’s side spaces by paying a cost in mass or lifeforms, instantly re-triggering the host planet’s effect and permanently endowing it with the environmental condition shown on the asteroid.

Regarding Biome Tiles, these are elongated double-sided tiles displaying landscape artwork, split into plentiful and scarce varieties. Each planet can support only one biome, which displays an unfulfilled side with a passive ability triggering when the scientist stops on a specific action space, alongside a local lifeform requirement; once the planet houses those populations, the tile flips to its fulfilled side, significantly boosting its ongoing benefit.

Another cornerstone of the game is the Life Cards, divided into three distinct decks: bacteria, plants, and animals. The top-left corner indicates the required local conditions across the planet, comets, and host star, as well as any sacrifices or prerequisite species needed to play the card. The lower banner displays an immediate reward for playing it, and just above to the right sits the number of lifeforms added to the planet. Each planet accommodates up to three life cards.

Playing these cards (or resolving other card effects) seeds ecosystems with Lifeform Tokens, categorized into three biological branches: blue bacteria microorganisms, green plant leaves, and brown animal quadrupeds. These wooden pieces are placed next to planet tiles to satisfy biome thresholds, serve as payment or prerequisites for higher evolutionary tiers, and score points through population milestones. Crucially, each planet can hold a maximum of five tokens of each lifeform type.

Regarding Lifeform Objective Tiles, they come in two formats: large tiles and small tiles stacked by category (bacteria, plants, and animals), the latter offering descending victory point values. Each requires reaching a cumulative population threshold for that species across all of a player’s planets; the first player to meet the condition claims the highest-value small tile. When the threshold of a large tile is met, only that player may claim it. Claiming one of these tiles is another way to trigger the end of the game.

Every participant also receives Mission Cards at setup. These display a development condition on their upper half and an associated reward on their lower half; during the final phase of their turn, if a player satisfies the requirement on one of their cards, they play it to reap its benefits and discard both mission cards from their hand for the rest of the game (only one can ever be fulfilled).

Ultimately, the goal is to amass the most victory points. Points are awarded during end-game scoring via lifeform objective tiles and objective tracks, but they can also be earned throughout the course of play. These points are tracked using Victory Point Tokens, available in denominations of 1, 5, and 10.

That is enough to get started.
Preparación de la Partida
- Place the main board in the center of the table.
- Shuffle the action tiles and place one face-up at random next to each inner-ring action space on the board. In a 2-player game, place all six tiles showing the connection icon side; in a 3-player game, alternate them (the 1st, 3rd, and 5th showing the icon, the others on their reverse side); in a 4-player game, place all tiles showing the reverse side.
- Sort the star tiles by tier and stack them face-up on their matching spaces on the board.
- Sort the asteroid tokens by type and place them on their designated spaces.
- Separate the planet tiles by type, shuffle each stack individually, split each deck into two halves, and place them cost-side up on their board spaces.
- Sort the biome tiles by type, shuffle each type separately, split them into two stacks, and place them face-up on their designated spaces.
- Separate the life cards by type, shuffle each deck independently, and place them face-up on the spaces to the left of the main board.
- Sort the lifeform objective tiles by size and type. Place each large tile on its space on the main board. For the small tiles, return any excess based on player count (in a 3-player game, remove those marked “4”; in a 2-player game, remove those marked “3+” and “4”), then form an ascending stack per type, leaving the highest victory point value on top.
- Place resource tokens (mass, entropy, and energy), lifeforms (bacteria, plants, and animals), and solar system tiles near the main board to form the general supply.
- Shuffle the mission cards into a face-down deck next to the board.
- Optionally, cover the three printed main objectives on the board with the corresponding alternative objective tiles.
- Each player chooses a color and receives:
- 1 Console (player board).
- 4 Creation markers (3 standard and 1 wild).
- 1 Scientist pawn.
- 1 Generator marker.
- 3 Objective markers.
- 1 Solar system tile.
- 1 Starting player marker (given to whoever most recently watched a sci-fi film).
- The matching player aids.
- Each player places their console in their personal play area.
- Place the three standard creation markers into their designated slots on the console.
- Each player chooses or randomly receives a set of focus cards (A, B, C, or D) and inserts them into their console slots showing level 0.
- Place the generator marker on the starting space (the leftmost space) of the generator track.
- Position the solar system tile next to the console.
- Place the three objective markers on the first space of each of the three objective tracks on the main board.
- Each player draws a random starting star tile. Position your scientist pawn on the action space indicated on it. Place the wild creation marker on its locked side onto the closest inner circular space. Then, gain the life cards and resources shown on the starting star.
- In turn order, once all players have claimed their starting life cards, divide each remaining life card deck into two halves, placing them face-up on the main board. Following this, each player flips their starting star tile and slots it into the central space of their solar system tile.
- Each player draws a random starting planet tile, gains the indicated resources, flips it, and slots it into either of the two planet spaces on their solar system tile.
- Each participant draws 2 mission cards from the deck, returning all remaining mission cards to the box.
We are ready to begin!

Game Flow
A game of Entropy unfolds over an indeterminate number of rounds. In each round, players alternate turns in clockwise order, starting with whoever holds the starting player marker.
On their turn, the active player must carry out the following steps in sequence:
- Movement. The player moves their Scientist pawn 1 to 3 spaces clockwise around the central board. The move must end on an inner-ring action space or an outer-ring tile action space. The following rules apply:
- Stopping on the Inner Ring. Stopping on an inner-ring space requires placing a matching creation token (or the wild token) onto that space. If that token is not currently available on the console, the scientist cannot end its movement there.
- Reclaiming Creation Tokens. If during movement the Scientist passes (or lands on) one of their previously placed creation tokens, the player must retrieve it, placing it flat on their console. For each token retrieved this way, they may immediately activate one of their stars or gain 1 Entropy (if passing the wild token on its locked side, flip it to its active side instead of retrieving it; it will be retrieved on the subsequent lap).
- Traffic Bonus. After completing movement, resolve the bonus indicated on the space. If that space (or the space linked via a connection symbol) already contains at least one Scientist, add +1 to the distance traveled when determining the traffic reward (moving 3 spaces and landing with another pawn requires paying 1 additional Entropy). Pay close attention to linked action spaces, where scientists in both the inner and outer spaces count toward traffic.
- Action. The player executes the action associated with the space where they landed. During this step, the player may freely perform the action of converting 2 Entropy into 1 Energy or 1 Mass as many times as desired.
- Missions. The player checks whether they have fulfilled their Mission card or the requirements for Main and Lifeform Objectives:
- Fulfilling a Mission. If the player meets the requirements of one of their 2 starting Mission cards, they may play it, gain its reward, and discard both cards from their hand for the remainder of the game.
- Main Objectives. If the advancement conditions for any of the 3 main objective tracks are met, advance the corresponding marker as many steps as the condition was satisfied. The final space on each track can only be occupied by a single player.
- Lifeform Objectives. If the minimum required lifeform threshold shown on the small tiles is met, claim the topmost tile of that type. Reaching the threshold shown on a large tile allows claiming that tile as well.
Finally, the player stands up all flat Creation tokens on their console, making them available for future turns. Turn order then passes clockwise to the next player.
The main actions available depending on the space reached are:
- Evolve a Star. The player chooses one of the following two options:
- Pay the Energy cost shown on the central board to replace a star in their play area with the next tier up following the arrows (return the replaced star to its supply stack, or to the box if it was the starting star).
- Pay 1 Energy to add a tier I star (choosing branch A or B) to an empty solar system or a newly claimed Solar System tile.
- Add a Planet. The player selects a planet tile from the supply by paying its Mass cost. They trigger its immediate effect, flip it over, and place it into an open planet slot in an existing solar system or onto a new Solar System tile.
- Create Life. The player plays a Life card from their hand, assigning it to a planet in their play area (maximum 3 cards per planet). To play it, the chosen planet (including its attached asteroids) and its system’s star must jointly satisfy the required environmental conditions (heat, carbon, water, or radiation) and any prerequisite lifeforms (discarding them from the planet if the number appears in red). A second Life card may be discarded from hand to provide one of its symbols and ease the requirements of the played card. Once conditions are satisfied, add the indicated lifeforms to the planet (maximum 5 of each type per planet), resolve the card’s bottom effect, and tuck it face-down beneath the planet.
- Activate Stars. The player may activate any number of stars across their solar systems, resolving their effects individually and paying each star’s Entropy cost. Each star may only be activated once per action. Your position on the Generator track may provide Entropy discounts across several activated stars.
- Establish Biome. The player takes a biome tile from the display and places it next to a planet that does not have one (maximum 1 biome per planet). Biomes provide benefits whenever the scientist lands on the linked action space. If at any point the planet hosts the lifeforms depicted on the biome, it may be flipped to its completed side as a free action to boost its ongoing rewards.
- Upgrade Console. The player pays 3 Energy to upgrade one of the Focus cards paired with their Creation tokens to the next tier, permanently enhancing the perks gained when deploying that token. If that Creation token is currently on the central board, it is immediately returned flat to the console (without granting the standard retrieval bonus).
- Draw Life Cards. The player draws 2 Life cards from the central board display (there is no hand limit).
- Trap an Asteroid. The player selects an asteroid tile from the supply and attaches it to an empty slot on a personal planet (maximum 2 per planet), paying 1 lifeform from that planet or 2 Mass (advanced asteroids demand 1 additional Mass). They then re-trigger the printed effect of the host planet.
- Primordial Soup. The player advances their marker 1 step along the Generator track and gains 1 Mass and 1 Energy. The traffic bonus tied to this space additionally allows for lifeform evolutions (spawning bacteria, or promoting bacteria into plants and plants into animals).

Game End
The end of the game is triggered when any 2 Objectives are completed, whether by reaching the final space of a Main Objective on the central board or by claiming a large Lifeform Objective tile. Once this happens, players finish the current round, play one additional full round, and proceed to final scoring. When calculating final scores, players tally:
- Victory Point tokens collected throughout the game.
- Lifeform Objective tiles, scoring the victory point values of all claimed tiles (both small and large).
- Main Objectives. Each player scores victory points based on their progress and fulfilled conditions across the 3 board objective tracks.
- Leftover Resources and Cards. The player scores 1 victory point for every set of 4 leftover items (life cards in hand, entropy, mass, and energy, in any combination).
The player with the most victory points is declared the winner. In case of a tie, tied players share the victory.
Variants
Solo Mode. The human player competes against an automated phantom scientist using the two-player setup without mission cards. Each turn is split into four steps: movement, action, mission, and phantom. After moving their scientist 1 to 3 spaces and executing their action under standard rules, the player may complete challenge cards instead of ordinary missions. At turn’s end, the bot moves clockwise a distance inversely proportional to the player’s movement (3 spaces if the player moved 1, 2 if they moved 2, and 1 if they moved 3). Crossing the progress deck reveals a progress card that advances the bot on main objectives, removes lifeforms from objectives (potentially stripping scoring tiles from the player), and discards items from the shared display. The game concludes once two objectives are fulfilled; the player must have cleared at least two challenges to avoid an automatic defeat and, following final scoring, beat the bot’s score to seize victory.

Personal Opinion
The rondel is enjoying a second golden age in modern game design. That mechanism popularized by Mac Gerdts in titles like Antike and, above all, Imperial, offered a striking action selection system by constraining choices through opportunity costs with every step forward. On every turn, players could advance a pawn along a circular track a set number of spaces and execute the corresponding action.
Creeping along one space at a time is tempting so as not to forfeit any available actions. Yet on many occasions, a player may find it advantageous to accelerate the tempo to seize a critical action immediately, bypassing others they will not see again until completing a full loop of the rondel.

Over the years, the system evolved into a staple in combo-heavy and tactical eurogames. Nowadays, a year rarely passes without several releases leveraging this mechanism to set the pace of the game. Unsurprisingly, Entropy, our subject today, is one of them. But before diving into its table performance, credit is due to Tranjis Games for the review copy that made this extended critique possible.
For eons, we contemplated cosmic chaos as a tapestry of untamed forces. Humanity eventually mastered them, bending entropy to its command. You are an aspiring scientist facing your ultimate trial. Before you lies a sleek console projecting the vacuum of space, poised to respond to your every command. Your assignment is to ignite stars, condense worlds from stray cosmic dust, weave sustainable biomes, and spark the earliest seeds of life. Only those who achieve harmony within this simulation will enter the scientific elite guiding the future.
Gameplay proceeds across an indeterminate series of alternating turns. On each turn, the active player advances their scientist one to three spaces along a concentric six-position rondel. The destination space dictates the action to resolve, though inner spaces require placing a specific creation token.

The primary dilemma lies in movement pacing: short hops maximize traffic rewards, whereas long leaps overtake rivals or secure vital actions ahead of time. Moreover, creation tokens are only recovered when overtaken by the scientist (upon finishing a full loop from the space where they were placed), granting the option to activate a star in a solar system with entropy or harvest entropy directly (a versatile currency that lends the game its name).
Developing your tableau demands chaining actions coherently. You first need mass to condense planets and energy to ignite or evolve the stars sustaining them. Every celestial body contributes environmental conditions such as heat, carbon, water, or radiation, which are essential for playing life cards onto your established worlds. A persistent tension involves knowing when to expand into new systems versus when to populate existing ones, given that each planet holds at most three life cards and prerequisites become increasingly demanding as you advance toward complex lifeforms.
To grease the wheels of this engine, asteroids, biomes, and the console come into play. Slamming an asteroid into a planet reactivates that planet’s ability and injects environmental traits, though it requires sacrificing lifeforms or mass. Biomes grant recurring perks when landing on specific action spaces, and they can be flipped to upgraded sides once a planet amasses designated life thresholds. Meanwhile, upgrading the console empowers the creation tokens themselves, unlocking remarkably potent combos.
Players must weigh whether spending turns optimizing these engines pays off compared to racing toward system development or lifeform objectives. System goals demand mature star tiers, anchoring asteroids across distinct systems, or establishing biomes, whereas lifeform goals reward accumulating target populations across all systems.

That provides sufficient framework to delve into gameplay impressions and table dynamics. The standout feature is naturally the rondel-based action selection system. Although core actions appear twice on the inner ring (evolving stars, condensing planets, or seeding life), the supply of creation tokens constrains your choices. If the corresponding token is still resting on the board, that space remains inaccessible until your pawn completes a loop and bypasses it. This restriction prevents spamming identical strategies and forces players to weave in transitional turns using auxiliary actions.
In fact, without the wild creation token, completing a single lap would not even suffice to reuse a specific action, since a token cannot be redeployed on the turn it is retrieved; you would have to reach the alternate matching space, requiring at least an entire loop and a half. Fortunately, starting on the second lap around the rondel, the wild token becomes available, providing welcome flexibility and allowing you to manipulate turn pacing.
The highlight of this system is that it prevents the typical monotony associated with rondels (barring a specific issue I will address shortly). It is a game where you want to execute every action, keeping multiple fronts active while constantly managing resources to avoid stalling system growth.

Pacing is precisely where the design shines brightest. During the opening stages, the board nudges you toward the outer ring to lay ground operations without exhausting your creation tokens. You want to advance along the generator track to discount star activations, anchor biomes that reward frequent actions, slam asteroids to trigger planets, and upgrade your console. This preparatory phase tunes your engine so that once your tableau expands, trips through primary actions yield maximum efficiency.
The ideal trajectory involves transitioning outer-ring actions into secondary options, enabling bold leaps across the rondel to execute major actions while reclaiming creation tokens to fire off tier III or IV stars for massive payoffs. Typically, once a player establishes this rhythm, the end of the game is just around the corner.
This smooth flow represents the experience once players master the system. However, the game undeniably leaves room for sluggish turtling. Across several plays, my impression is that claiming lifeform objectives is far simpler than maxing out the board tracks, making it optimal to prioritize one track (aiming for the final space) while seeding as much life as possible. Evolving stars feels particularly dominant, since their entropy triggers can prove devastating, and if opponents fail to keep pace, huge point gaps quickly open up.

Conversely, if players diversify by fighting over every life token while inching along all three objective tracks, the game drags out, inevitably favoring whoever built the most efficient scoring combos and leaving a bittersweet aftertaste. In this regard, it evokes memories of Maracaibo (read the tocho-review here).
If players tacitly agree on a crawling pace, play time and final tallies skyrocket, but feelings of repetition creep in. The game is far better approached as a sprint, where claiming main objectives swiftly is paramount to contending for the win.
Here, the design sets a clever trap by rewarding slow, incremental pawn steps. Taking the space immediately ahead of your pawn yields generous traffic perks that players naturally want to exploit. In early rounds, these bonuses are genuinely helpful; however, once you assemble a network of combos via console cards, biomes, and stellar abilities, these minor perks lose their luster.

Circling back to game tempo, this is a title that requires disciplined pacing. If the game concludes briskly, players rarely experience turn bloat from endless chained combos. Yet should someone assemble two or three high-tier stars and a spread of biomes, turns risk devolving into protracted cascades of triggered effects simply from activating stars upon reclaiming tokens during wide rondel leaps.
Consequently, if prolonged turns trigger analysis paralysis or downtime frustration at your table, proceed with caution. This can surface frequently during early plays, especially if one participant spots the dynamic and exploits it. Once everyone understands the design, such runaway turns are far less likely to multiply before someone triggers the finish line.
Perhaps because of this friction, the game falls slightly short of greatness for me. This is by no means a poor design, but it fails to eclipse genre standouts driven by rondels. Titles like Amritsar: The Golden Temple (read the tocho-review here), the aforementioned Maracaibo, or the exceptional Sabika (read the tocho-review here) spring to mind.
Regarding player count scaling, the design hits its sweet spot at two players, where interaction remains focused (beyond racing for objectives, player overlap merely imposes slight traffic penalties). At two, all spaces are linked, making your opponent’s position meaningful. At four players, constantly checking which spaces are linked adds overhead without enhancing gameplay, while significantly increasing downtime.

As for replayability, the game can hit the table regularly once internalized by a receptive group. Turns flow briskly under decisive play (though pacing can falter if players drag their feet), and variability is generous thanks to deep decks of planets, biomes, and life cards.
Turning to production, component quality is solid across the board, featuring sturdy, well-punched cardboard, good linen-finish card stock with decent snap (sleeving is unnecessary since cards require little shuffling and are rarely held in hand), and custom wooden tokens. The rulebook is structured logically and resolves edge cases cleanly.
Keep in mind that you will need ample table space. While the central board is reasonably compact, expanding multiple solar systems requires sprawling surface area, bordering on visual chaos as tiles scatter and disperse critical game information across the table.

Visually, the game embraces sci-fi and extraterrestrial biology. The box art frames alien flora and fauna within a planetary gateway. This aesthetic carries through to the cards with biomechanical organism artwork. The central board balances this color palette with a technical, modular layout evoking an orbital station command hub; stellar backdrops and nebulae blend neatly with clean geometry, legible tracks, and sharp color-coding.
And let’s wrap this up. Entropy is a competent eurogame driven by a concentric rondel action selection system. Its greatest triumph is how creation tokens restrict repetition, forcing players to time their laps around the track to recover pieces. This dynamic fuels an engaging race to optimize chained triggers, striking a balance between outer-ring setup and core stellar synergies. However, the experience falters if the table succumbs to slow play, prolonging the game and unleashing tedious downtime while cascading effects resolve. A thoroughly enjoyable outing with neat ideas around movement tempo, even if it loses steam when players fail to aggressively race toward the finish. For all these reasons, I give it a…


