For this review,I was only able to play with 2 players. While Euphoria advertises 2-6 players, it really feels like a game that would shine at higher player counts. It felt like a missed opportunity to push the game’s best feature.Īnother concern is player count. However, no other locations really take the individual die’s knowledge into account. In a game as tight as Euphoria, losing a worker can be a significant setback, so the tug of war over how far to push your workers is always an integral part of the decision-making process. If this, coupled with the knowledge track, reaches or exceeds 16, a worker is lost. Every time any or all workers are removed from the board, they’re rolled to see their new knowledge level. The knowledge track can really come back and bite players who don’t take care to keep their workers’ knowledge down. Place a worker that brings the total above 6, however, and the player gathers two commodities but also increases their knowledge track. Placing a worker with 1-4 knowledge, for example, grants a player 1 commodity and advances the loyalty track for the associated faction. Namely, knowledge only matters in commodity gathering spaces, as the total knowledge of all workers is added together to determine what level the player gathers commodities from. And placing them on completed buildings, or in the Icarite’s domain, allows them to conduct trades.įor a game about rolling dice to represent a worker’s knowledge, I was a little disappointed to see knowledge only really matters in a few spaces. Placing them on construction sites contributes to buildings. Sending them to help dig tunnels grants more resources. Placing them on factories gathers commodities. Placing workers on the board is how players accomplish almost everything. Generally players may either place workers on the board or take any or all their workers back from the board and reroll them (reassessing knowledge). There’s a lot to keep in mind, but each turn is relatively simple. Straight Forward, Just Like an Efficient Cog Should Be. Erecting buildings will build influence in different regions, and can be used to fulfill their own secret objective, all of which result in the placement of additional authority tokens. They can also attempt to participate in the construction of different buildings. However, other players may profit from this, so care must be taken. They can hire the right recruits to advance a collective track on the board. There are a few ways players can accomplish this. To win Euphoria, players must place 10 authority tokens across the board and on cards. The more pips, the more effective a worker can be, but too many can drive up your group’s overall knowledge, prompting individuals to leave as they learn how the world really works. In Euphoria workers are represented by dice, and their individual knowledge of the inner workings of the Euphorian dystopia is represented by the pips shown on each die. They decide to use their newfound knowledge to lift up/exploit their fellows in a bid to better their own station in Euphoria. The veil has been lifted, and the bemused acceptance with which everyone lives their daily life is no longer adequate for the player characters. Euphoria is an excellent example of a heavy Euro game that manages to proudly display its thematic chrome, though it may do so unevenly.Ī worker placement game for 2-6, Euphoria tasks players with rising above the mediocrity assigned to them as citizens of the futuristic dystopia of Euphoria. Back alley deals recruit new workers to your cause, collaboration breeds understanding better left ignored, and digging reveals artifacts of a world now lost. From the disparate tunnels dug by the citizens of the Wasteland, Subterran, and Euphoria itself, to the floating markets of the Icarites, a vivid image of a new, ugly, world emerges. There is clearly something excellent tucked away behind Euphoria: Build a Better Dystopia’s many tracks and tokens.
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