Review: Teotihuacan – City of Gods

Introduction & Overview

Travel back in time to the greatest city in Mesoamerica and become part of its history. Witness the glory and the twilight of this powerful pre-Columbian civilization. Gain wealth and resources, guide your assistants, secure the favor of the gods, and become the builder of the glorious Pyramid of the Sun. Players represent scions of powerful noble families striving to achieve eternal glory while building Teotihuacan. Score victory points in many ways: seek the favor of the gods, be the greatest architect of the pyramid, and claim the most prestigious spots along the Avenue of the Dead. May the gods help you achieve victory!

Cover

This is the premise behind Teotihuacan: City of Gods, designed by Daniele Tascini (Tzolk’in: The Mayan Calendar, The Voyages of Marco Polo). Dávid Turczi (Dice Settlers, Kitchen Rush) is also credited, having designed the solo mode. The game was published in 2018 by NSKN Games in English. The artwork is handled by Odysseas Stamoglou, who has illustrated games such as Among the Stars, A Handful of Stars, and Simurgh.

In our country, it is published in Spanish by Maldito Games (though the game is completely language-independent). It accommodates 1 to 4 players, with a suggested minimum age of 14, and a playing time of approximately 90 to 120 minutes. The MSRP is €50. For this review, we used a review copy of the Spanish edition kindly provided by Maldito Games.

Back cover

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 (standard square box similar to Ticket to Ride), we find the following components:

  • Main Board (cardboard)
  • 6 Action Boards (cardboard)
  • 15 Decoration Tiles (cardboard)
  • 54 Discovery Tiles (cardboard)
  • 9 Technology Tiles (cardboard)
  • 18 Starting Tiles (cardboard)
  • 9 Royal Tiles (cardboard)
  • 7 Temple Bonus Tiles (cardboard)
  • 2 Calendar Discs (wood)
  • 11 Buildings (wood)
  • 32 Pyramid Blocks (wood)
  • 4 Turn Order Tiles (cardboard)
  • 16 Dice (resin)
  • 48 Player Marker Discs (cardboard)
  • 4 Player Identification Tiles (cardboard)
  • 4 Multiplier Tiles (cardboard)
  • 39 Cocoa Tokens (cardboard):
    • 25 Value-1 Tokens
    • 14 Value-5 Tokens
  • 20 Wood Resources (wood)
  • 20 Stone Resources (wood)
  • 20 Gold Resources (wood)
  • 9 Teotibot Tiles (cardboard)
  • Rulebook
Components

How to Play

Teotihuacan: City of Gods could be considered the spiritual successor to Tzolk’in: The Mayan Calendar. This time, the core mechanism is a rondel around which players move dice that act as workers whose power represents their experience. Based on this experience, they can perform actions with greater efficiency. Furthermore, if a worker lands on an action space where you already have other dice of your color, the action is boosted, though sharing a space with other players’ dice requires paying a cost in cocoa. The main goal is to accumulate victory points by constructing the central pyramid, advancing up the temple tracks, and progressing along the Avenue of the Dead (when a die reaches power 6, it ascends/dies and is reborn at power 1, granting an advance on this crucial track, which can also be advanced by building houses). The game spans three eras marked by three eclipses. In each era, players play a decreasing number of rounds. During each eclipse, players score based on their contribution to the pyramid, their position on the Avenue of the Dead, and their sets of masks (which can be obtained in various places), as well as having to feed their workers with cocoa based on their current power.


Key Concepts

Let us start with the Main Board. It features 8 large rectangular action spaces around a central square area where the pyramid will be built. To the left of the pyramid area are three temples, each dedicated to a different element. Below the pyramid space is the Construction track, where players advance as they contribute to building the pyramid. To the right is another track, the Avenue of the Dead, where players advance as their workers gain enough experience or build buildings along the avenue. Just to the right of this track is the calendar, which tracks the rounds remaining until an eclipse. In the center of the calendar area, there is a space to place ascending workers and a set of rewards granted whenever an Ascension occurs. Beneath this area is a row that serves as the supply for Buildings, which also determines the scoring value for the levels on the Avenue of the Dead. Finally, encircling the board is the classic score track with spaces numbered from 0 to 99.

Main Board

Although all action spaces are printed directly onto the main board, the game includes 6 Action Boards that allow you to randomize their layout along the rondel. The only two action spaces that always remain in the same position are the Palace and the Pyramid construction space. Some of these spaces feature a frame with a key icon. These are Worship spaces, where workers become locked in place, though they can be unlocked if another player takes the space or if the player takes an action/pays a penalty to unlock all their locked workers.

Action Boards

Each player has four Dice that act as workers. These dice move around the rondel formed by the action spaces (1 to 3 spaces clockwise), activating the space where they land. The value shown on a die represents that worker’s experience (power), which can increase when performing certain actions. When a die reaches power 6, an Ascension occurs: the worker ascends, dying and being reborn with a value of 1, allowing the player to advance on the Avenue of the Dead and gain an Ascension bonus.

Dice

Players have a set of Discs used to track progress on the various tracks (temples, Avenue of the Dead, Construction track, and score track), as well as to mark researched technologies.

Discs

On one of the action spaces, several Technology Tiles are placed, providing ongoing advantages for the rest of the game. These technology tiles display a number indicating their prerequisite order and a cost to research them. When a player researches a technology, if they are not the first to do so, they trigger a victory point bonus for those who previously researched it.

Technology Tiles

Discovery Tiles are small bonuses or masks found on the Worship spaces of action tiles, as well as on certain steps of the temples and the Avenue of the Dead. When a player worships at an action space, they have the option to claim this tile, while track tiles can be acquired when a player’s marker reaches the corresponding space. Bonus tiles provide a one-time benefit, whereas Mask tiles provide points during each eclipse based on sets of distinct masks scoring in a triangular number progression. Mask tiles also indicate how many copies of that specific mask exist in the game.

Discovery Tiles

Royal Tiles determine the benefits granted by the Worship spaces at the Palace action space. In each game, three of these tiles are placed, drawn from three distinct groups based on the type of benefit they offer.

Royal Tiles

In addition to discovery tiles, Temple Bonus Tiles are placed on the temple tracks, unlocking an end-game scoring condition for players who reach the corresponding step.

Temple Bonus Tiles

Buildings are used to develop the Avenue of the Dead. Constructing these buildings advances players along that track and awards victory points based on the number of buildings already constructed and the number of dice used in the action. Furthermore, building houses gradually decreases the point multiplier of the Avenue of the Dead steps during eclipses.

Buildings

To build the pyramid, players use square Pyramid Blocks that always depict four icons, some of which may be colored. When placing a block on the pyramid, players aim to match as many icons as possible with the underlying layer to score more victory points, and additionally gain temple steps if the matched icons are colored. These blocks must always be placed fully supported by four lower blocks (the shared intersection of four tiles on the lower level aligns with the center of the newly placed tile). Additionally, placing a block awards victory points according to the pyramid level where it is placed (higher levels cost more) as well as steps on the Construction track, which will score points during the eclipse.

Pyramid Blocks

Decoration Tiles are used to adorn the steps of the pyramid, starting from the center of each side. They function similarly to pyramid blocks, except they only feature two icons to match and have a fixed orientation (a small printed arrow must always point toward the center of the pyramid). Just like building the pyramid, decorating awards progress on the Construction track and on the temples if colored icons match.

Decoration Tiles

Throughout the game, players gather Resources: wood, stone, and gold. These are primarily used to build the pyramid (wood and stone), decorate it (gold), and construct buildings on the Avenue of the Dead (wood), although they are occasionally needed for other purposes, such as claiming certain discovery tiles or researching technologies.

Resources

The other vital resource is Cocoa. Workers need sustenance, and players must feed them. At the end of each eclipse, each die requires one or two cocoa units depending on its current power level. Furthermore, cocoa must be paid whenever a player wants to perform the main action of an action space if there are already dice present there. Specifically, one cocoa unit per different player color present, including the active player, regardless of the number of dice each player has. That means the maximum cost to activate an action is four cocoa.

Cocoa Tokens

To track the game’s timeline, two Calendar Discs are used: a white disc (which advances clockwise each round and with every Ascension) and a black disc, which marks the round where the eclipse takes place. The black disc remains fixed throughout each era until the white disc reaches it. At the start of a new era, the black disc moves one space counter-clockwise, meaning the new era will be slightly shorter. When resolving an eclipse, scoring occurs for the Construction track, the Avenue of the Dead, mask collections, and feeding workers.

Calendar Discs

That is enough to get started.


Preparación de la Partida

  1. Place the main board in the center of the table.
  2. Shuffle the action boards and place them randomly over spaces 2 through 7 (spaces 1 and 8 are never covered).
  3. Sort the royal tiles by letter, shuffle each group, and place one tile from each group on the Palace action space. Return the rest to the box.
  4. Shuffle the technology tiles and place 6 of them on the Technology space, ordered from lowest to highest by their printed number, placing lower-value tiles on the bottom row and higher ones on the top row. Return the rest to the box.
  5. Shuffle the temple bonus tiles and place 3 of them on the designated space of each temple. Return the remaining tiles to the box.
  6. Place the white calendar disc on the first space of the calendar track.
  7. Place the black calendar disc on space 12/11/10 of the calendar track for a 4/3/2-player game.
  8. Place all buildings on the buildings track, leaving the leftmost space empty.
  9. Shuffle the decoration tiles and place them face down in a draw pile on the corresponding action space. Then, reveal four tiles and place them in the supply.
  10. Shuffle the pyramid blocks and create several face-down stacks. Reveal three tiles in the corresponding action space.
  11. Place a randomized grid of pyramid tiles on the pyramid base depending on player count.
  12. Shuffle the discovery tiles into several face-down stacks. Place a number of face-up discovery tiles on temple and Avenue of the Dead spaces according to the player count. Place one discovery tile on each Worship space that requires one.
  13. Each player chooses a color and receives a player identification tile, a multiplier tile, 4 dice (placing one on the calendar space showing a value of 3), and 12 marker discs. Place 1 disc on each of the following: score track, Avenue of the Dead, Construction track, and the three temple tracks. Keep the remaining 6 discs in player supply.
  14. Randomly determine the first player and hand them the first player marker. Give the remaining players their corresponding turn order tiles going clockwise.
  15. Form a general supply with cocoa tokens and resources.
  16. The first player receives 1 cocoa, the last player receives 3 cocoa, and all other players receive 2 cocoa.
  17. Finally, each player receives 4 starting tiles and chooses 2, gaining the benefits shown and placing their 3 starting dice with a value of 1 on the designated action spaces.

We are ready to begin!

Setup

Game Flow

A game of Teotihuacan: City of Gods takes place over three eras that each end with an eclipse. Each era consists of a maximum number of rounds. In every round, each player takes one turn.

On their turn, the active player must choose between two main options:

  • Activate a Worker: The player chooses one of their unlocked dice and moves it 1 to 3 spaces clockwise along the action rondel. If the player has locked workers, they may pay 3 cocoa prior to moving to unlock all their workers. At the destination action space, the player chooses one of the following (plus an optional main action):
    • Collect Cocoa: The player receives 1 cocoa plus 1 additional cocoa for each different color of dice present at the action space before placing their die.
    • Worship (only on spaces with a Worship area): The player places their die in the Worship space. These spaces generally offer a unique action and a discovery tile. Choosing one is free, while taking both costs 1 cocoa (in addition to any cost printed on the discovery tile), with the exception of the Palace, where taking only the discovery tile is not allowed.
      • If the Worship space is occupied by an opponent’s die, the player can pay 1 extra cocoa to unlock and displace that die to the general area of the action space.
    • Perform the Main Action of the space.
  • Alternatively, spend their turn unlocking all of their locked workers for free.

Afterward, the turn passes to the next player in turn order. Once the round ends (after the last player’s turn), the white calendar marker advances one space.

The Action Spaces are:

  • Palace: This is the only action space without a standard main action; here, players may only worship (at one of the three royal tiles, applying its effect) or collect cocoa.
  • Forest / Quarry / Gold Deposits: These allow you to gain wood / stone / gold based on the lowest-value die of your color present at the space, regardless of the moved die’s value. They also feature a Worship space. If you have 1 or 2 dice present, one of them powers up (increases in value by 1). If you have 3 dice, you gain 2 power-ups (applied to one die or split).
  • Alchemy: Allows you to research a technology. If you have at least two dice or a die showing power 4 or 5, you may research from the top row; otherwise, you can only research from the bottom row. Pay the technology cost and place a disc. If other players already have discs there, each of them gains 3 victory points. Regardless of your dice count, performing the main action grants 1 power-up to one of your dice on the space.
  • Nobles: Allows you to construct buildings along the Avenue of the Dead for 2 wood. Depending on the number of dice present, you place the building on one of the rows. The building must be placed on the leftmost free space of that row, scoring the printed victory points. Then, advance one step on the Avenue of the Dead. If no spaces remain in the row, you cannot take the action. With 1 or 2 dice, gain 1 power-up; with 3 dice, gain 2 power-ups.
  • Decorations: Allows you to place a decoration tile on the pyramid, pointing the arrow inward, on the next available and supported step starting from any of the four sides. The cost depends on the number of your dice present (3 / 2 / 1 gold with 1 / 2 / 3 dice, regardless of value). Score 3 points plus 1 point per matching icon on the space. Additionally, advance on the corresponding temple tracks for matching colored icons, and advance one space on the Construction track. Then, gain 1 power-up for one of your dice on the space, regardless of dice count.
  • Pyramid Construction: Allows placing up to three pyramid blocks depending on the number of your dice present (1 block per die). The cost and base victory points depend on the level built (Level 1: 1 VP, 2 stone; Level 2: 3 VP, 2 stone + 1 wood; Level 3: 5 VP, 2 stone + 2 wood; Level 4: 7 VP, 3 wood + 3 stone). Gain 1 extra VP for each icon matching the layer underneath. Additionally, match colored icons to advance on the respective temple tracks (1 step per matched colored icon). For each block placed, advance one step on the Construction track. Finally, with 1 or 2 dice, gain 1 power-up; with 3 dice, gain 2 power-ups.
    • Important: If a player places the final block on the fourth level, completing the pyramid, the white calendar marker immediately advances to meet the black marker.
Pyramid Detail

Temples

Temple tracks feature four types of spaces:

  • Simple space: Gain the indicated reward.
  • Discovery Tile space: Choose one available tile (paying any required cost). If no tiles remain or none are desired, gain the printed fallback bonus.
  • Temple Bonus space: Unlocks that end-game scoring condition for the player.
  • Top step of the temple: Awards the indicated victory points. Only one player may occupy this spot.

Ascension

Whenever a power-5 die would power up, an Ascension occurs. The player advances one step on the Avenue of the Dead, resets the die to power 1 and moves it to the Palace, and selects one of five Ascension rewards on the calendar area: advance 1 free step on any temple, pay 2 cocoa to advance two temple steps, gain 5 cocoa, gain 5 victory points, or gain their fourth die at power 3 (placed at the Palace) along with 2 cocoa.

Turn Order Tiles

Eclipse

When the white calendar marker reaches the space containing the black eclipse marker, complete the current round (if triggered by an Ascension) and then play one full additional round. After this final round, resolve the Eclipse scoring:

  • Avenue of the Dead: Each player scores points equal to their steps on the Avenue of the Dead multiplied by the lowest visible value on the building supply track. Markers on this track do not reset.
  • The player(s) furthest along the Construction track scores 4 points.
  • Each player scores points for each step on the Construction track (4 / 3 / 2 points in the 1st / 2nd / 3rd eclipse). Then, reset all markers to the start of the Construction track.
  • Each player scores points for sets of distinct masks: 1 / 3 / 6 / 10 / 15 / 21 / 28 points for 1 / 2 / 3 / 4 / 5 / 6 / 7 unique masks.
  • Players must feed their workers: pay 1 cocoa per die showing power 1–3, and 2 cocoa per die showing power 4–5. Lose 3 points per unfed worker (points cannot drop below 0).

At the end of the first and second eclipses, reset the white marker to the start of the calendar, and move the black marker one space counter-clockwise.

In 2- and 3-player games, reveal 2 new starting tiles per neutral player to adjust neutral dice positions for the new era.


Game End

The game ends after scoring the third eclipse. Players then score their unlocked temple bonus tiles. The player with the most victory points wins. In case of a tie, the tied player with the most cocoa wins. If the tie persists, the tied player with the lower-numbered turn order tile wins.


Variants

  • Standard Setup: Recommended for introductory games, providing fixed starting resources, dice placements, and values.
  • Dark Eclipse (Sudden Death): The eclipse occurs immediately at the end of the active player’s turn during which the white marker meets the black marker, making game ends more unpredictable. In this variant, ties are broken by higher turn order numbers instead of lower.
  • Solo Mode: Designed by Dávid Turczi, the player competes against an automated opponent, Teotibot, simulating a 2-player game. The bot operates using a pyramid of action tiles triggered by dice rolls and directional tiles that shuffle its action priority matrix.
Teotibot Tiles

Personal Opinion

As many of you know, Tzolk’in: The Mayan Calendar (here is its tocho-review) was my first contact with the Italian design school. They had previously released designs that stood the test of time, notably Egizia. But Tzolk’in was an absolute revolution in worker placement mechanisms, featuring those wonderful interlocking gears that turned timing into a core operational constraint. It was no longer just about placing a worker and reaping benefits immediately or during an end-of-round phase; the action spaces themselves rotated forward each round, meaning the longer you left a worker on the gear, the more potent the action became. A brilliant design that earned top marks back then, and one I still bring to the table once or twice a year because its core architecture is sheer genius.

Player Tiles

So when news broke that Daniele Tascini, co-designer of Tzolk’in alongside Simone Luciani, was developing a spiritual successor to the cog-driven classic, my hype went through the roof (with all the risks that entails). Furthermore, it was being published by NSKN Games, Andrei Novac’s publishing house, which had released some solid titles like Praetor (here is its tocho-review), but little else of that scale. Still, my faith in Italian designers remains remarkably high (in 2018, for those reading this tocho-review years in the future). Fortunately, we did not have to wait for the game to make waves at Essen Spiel to enjoy it locally, as Maldito Games released it a couple of weeks before the fair. After putting in several plays, it is time for a proper tocho-review, with our thanks to the publisher for providing the review copy that made this possible.

In Teotihuacan: City of Gods, players represent powerful families in Mesoamerica striving to achieve prestige, primarily by contributing to the construction and decoration of the grand pyramid. To do so, they gather resources and channel them into major building efforts. But the execution is far from simple.

The central mechanism is a large eight-space rondel navigated by three workers per player (a fourth can be unlocked during play). Turn structure is straightforward: choose an unlocked worker, move it 1 to 3 spaces clockwise along the rondel, and take one of three available actions (though some spaces only support two). Sounds simple, right? Do not let your guard down—the complexity lies in the interactions.

Temples Detail

First, workers are not static pawns; they are dice. These dice are never rolled during standard play (aside from running the solo mode); instead, their pips represent worker experience. Higher experience translates to substantially more effective actions. This mechanism is not entirely new—we saw a similar concept in Praetor, where dice workers leveled up with use to yield better returns.

And just like in Novac’s design, this progression eventually pushes workers to their maximum value, retiring them in exchange for a novice worker. Flavor-wise, reaching power 6 triggers an Ascension ritual that moves the player along the Avenue of the Dead and yields powerful one-time bonuses.

As mentioned, each action space offers up to three options: collecting cocoa, worshiping, or performing the main action. Seven of the eight spaces have a dedicated main action, broadly split between gathering resources (wood from the Forest, stone from the Quarry, gold from the Deposits) and spending resources (building the pyramid, decorating steps, researching technologies, and constructing buildings). Here lies another core parallel with Tzolk’in: while the gears are replaced by a rondel, the rhythmic economy of gathering goods to convert them into pyramid contributions and temple steps feels very familiar.

Action Space Detail

The fallback action on every space is gathering cocoa. When harvesting, you look at the number of distinct player colors present on the space (including yourself), which determines the payout. Just as corn was the logistical engine in Tzolk’in, cocoa fuels everything in Teotihuacan. Performing a main action requires paying cocoa equal to the number of distinct player colors present before placing your die. Worship spaces also demand cocoa if you wish to unlock and displace an opponent’s die or claim both available rewards simultaneously.

However, grouping your workers together provides strong incentives. In gathering spaces, having multiple workers multiplies the resources gained. In construction and decoration spaces, grouping workers lowers resource costs or increases point output. Furthermore, grouping three workers on an action yields two power-ups instead of one. In some ways, this recalls The Voyages of Marco Polo (here is its tocho-review) regarding multi-die commitment, though here dice move individually across turns rather than being placed all at once.

I had initial reservations about the rondel, but it functions exceptionally well. While it does not quite reach the elegance of Tzolk’in’s rotating gears, the temporal management remains compelling. Players naturally operate in “waves”: targeting an action, moving dice toward it over several turns to group them for amplified efficiency, and executing it at peak strength. Taking an action with a lone, low-power die is deliberately inefficient. For example, placing a decoration tile with one worker costs 3 gold; with three workers present, the cost drops to 1 gold. Because the rondel restricts backward movement, you cannot simply camp on a single space indefinitely, which keeps the flow moving forward.

Teotihuacan captures that rewarding tactical tempo where you stock up on goods and time your rondel rotations to spend them optimally. The game leans heavily into tactical optimization supported by light engine building. Players who prefer deep personal player boards may find the central focus somewhat detached, as the primary progression happens on the shared pyramid and tracks—very much like Tzolk’in.

Calendar Detail

Victory revolves around two primary scoring avenues. The first is pyramid construction, fulfilling a role similar to Chichén Itzá in Tzolk’in. Players physically stack chunky wooden blocks matching printed iconography. Placement scoring depends on the layer level and the number of matching symbols between the new block and the base beneath it (earning 1 bonus VP per match). It adds an enjoyable spatial puzzle to the macro resource management.

Building also advances your marker on the Construction track, which acts as a major race mechanism scored during each eclipse. Being furthest along when an eclipse triggers provides a notable point boost, which then tapers off in subsequent eras.

Additionally, matching colored icons provides immediate advances on the three temple tracks located on the left of the board. The temple tracks in Teotihuacan behave differently from Tzolk’in: rather than holding periodic majority scorings, each step grants immediate resources, points, cocoa, or discovery tiles. Reaching the upper tiers unlocks end-game bonus scoring conditions, maintaining a healthy strategic incentive to push individual tracks to the top.

Buildings Detail

The revised temple design provides welcome flexibility, offering alternative avenues to gather resources or cocoa when rondel spaces are overcrowded. The endgame scoring tiles at the top of the temples add strategic direction to an otherwise highly tactical game.

Decorating the pyramid follows identical principles: matching icons grants bonus points and temple progression, provided the underlying steps of the pyramid have been constructed to support them.

The third major race is the Avenue of the Dead track. Scored during every eclipse, its point value is determined by the lowest uncovered number on the building supply track. Players advance here via Ascensions or by constructing buildings. Building a house advances your marker while simultaneously lowering the multiplier for everyone, allowing trailing players to catch up by degrading the leader’s scoring margins.

Main Plaza Detail

Beyond the core loop of gathering resources to build and managing cocoa, two secondary systems enrich the design:

First, technology tiles. In Tzolk’in, developmental tracks provided passive enhancements across action spaces. Here, six randomized technology tiles sit on the Alchemy space, offering ongoing perks when specific actions are taken. They streamline the concept while offering clear tactical pivots.

Eclipse Track Detail

Second, discovery tiles found on Worship spaces, temple steps, and the Avenue of the Dead. These provide either one-time bonuses or collectible mask tiles that score in triangular progression at each eclipse. Set collecting masks can yield substantial points for a modest operational investment.

The game shines brightest at 4 players, where the board is vibrant, dynamic, and heavily contested. Constantly shifting dice positions create tight tactical puzzles where unexpected moves can alter cocoa costs and force audible adjustments. At lower player counts, static neutral dice simulate player presence and increase costs, though the resulting board state is naturally more predictable.

Avenue of the Dead Detail

Where Teotihuacan clearly surpasses Tzolk’in is in setup variability and replayability. Modular action boards, variable technology supplies, randomized royal and temple bonus tiles, and discovery distributions ensure that no two setups incentivize the exact same operational route. Output randomness is virtually nonexistent; outcomes rely squarely on player execution.

The solo mode designed by Dávid Turczi provides a solid, responsive bot for solo play, driven by an action priority pyramid and customizable difficulty levels.

Production-wise, the components are robust. The chunky wooden pyramid blocks are a standout physical element (painted wood rather than resin), the punchboard is sturdy, and the standard dice handle smoothly. The rulebook is structured somewhat idiosyncratically but is generally clear on a first read, though a few important edge cases (such as the sudden-death trigger upon finishing the pyramid) warrant careful reading.

Pyramid Detail

Visually, Odysseas Stamoglou provides clean, detailed illustrations across the board and tiles. While functional and readable, the overall palette leans dry and muted on the table, echoing the visual aesthetic of games like Trajan. From a graphic design perspective, designated placement boxes on the action tiles for inactive dice would have improved table clarity and prevented clutter over iconography.

And let’s wrap this up. Teotihuacan: City of Gods is a strong design that blends rondel movement with evolving, aging worker dice. The timing required to group workers for powered-up actions, paired with the constant need to generate cocoa under fluctuating market costs, yields dynamic and engaging sessions. The parallel track races and the tactile pyramid puzzle maintain high interactive tension throughout. While the lack of an individual player board and the rhythmic loop of harvesting to build may feel repetitive to some, its tight calibration and tactical depth make every turn a satisfying puzzle to solve. For all these reasons, I give it a…

Notable

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