Archon: Glory & Machination

2013 · Medieval

Archon: Glory & Machination

In the kingdom of Cardis, powerful Archons support the rebuilding of the realm while preparing its army to face raids and invading warlords. Players use their influence with Courtiers and Magisters to gather resources and income, recruit soldiers, rebuild the city, and advance Science and the Arts. The game spans three Seasons of three rounds each. A card-driven worker placement system determines available actions, while seasonal demands provide changing scoring objectives. Players can also acquire scoring cards and train Elite Warriors for the kingdom’s defense. After nine rounds, the player with the most Victory Points wins.

Players
2–4 best 3
Playing time
90–120 min
Age
12+
Complexity
3.2 / 5
6 on LudoyaEconomicCity BuildingSecret Unit DeploymentWorker PlacementAction Queue

On Ludoya's tables

Full stats in Ludoya
6
Plays logged
9
Players
1h 50m
Average play
10
In collections

6.0/10

from 4 Ludoya reviews

  • Evan5.9

    This is a wonderful worker placement game plagued by some of the worst graphic design choices I have ever seen. In our first game, we played the first two rounds thinking the spot on the board that produced soldiers needed black cubes when in fact in round three we realized that it needed grey cubes. That's right, the cube colors in this game are black, grey, wooden, tan and white. The same colors are used for the players, although the resources are not tied to the players at all. The board is about two leafs too large for the amount of actual things on it. The action spots are also blended into the white streets of the board making actual gameplay related things hard to easily see when you are sitting on the opposite end of the table. All that being said, the game is still a really fantastic and enjoyable worker placement game. When you place a worker you use a card along with that worker, and the card can give that worker a special ability in a really simple and pleasant deck-building way. You always have the same number of cards in a round, so rather than having a family growth system, this game just has you upgrade your workers so your array of cards slowly gets better. The game also requires you to plan a full turn ahead, as every other round you chose 5 cards to use the next round, and then the other 5 in the following round. Points come from defending the castle, constructing buildings which help your engine, upgrading your cards or buying science and art cards that do nothing other than score at the end of the round. You really never feel like you have enough actions. If you have the chance to play this game, and you can get past all the terrible terrible graphic design choices, this is a game you should play. What we did for game 2 that helped a ton, was whenever on the board we saw a picture of the grey (silver) cube, we put an ore token on it from the stonemaiergames resource set, and we replaced just the grey cubes with matching tokens. It made everything so much smoother. ☆ Art, Iconography and components functional ★ Clever or interesting mechanisms ★ Reasonably low downtime between turns with mildly AP players ★ Multiple plays stay interesting ★ Low or mitigatable luck elements ★★★☆☆ Raw enjoyment

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Game facts (players, playing time, age, credits) from BoardGameGeek.