Over the past few weeks, we have been very busy with playtesting the game to bring you the most enjoyable experience possible. We focused our efforts on streamlining, removing rules and features that seemed unnecessary or less fun according to most playtesters, and adding elements that will keep players on their toes. 


These are only a couple of the improvements:

  • Activation/inactivation of workers: although this was one of the core gameplay mechanisms, and it seemed neat to ‘tap’ and ‘untap’ your workers in cities to collect resources (or do various other stuff), it just wasn’t that well-received, and needed to go. 
  • The side board also needed to be sorted out. It was too difficult to plan your movement there, but most of all your player board and the main game board seemed just enough for most players to focus on. Certain elements of the side board were saved, like the exciting War Track which is now featured beside your pyramid on the player board.
  • The board now consists of 6 regions instead of 7. This increases the likelihood of two players secretly selecting the same region card, resulting in conflict/combat between rulers, which is considered one of the most fun parts of the game by all. 
  • Now there are only 10 cities instead of 12. There are no “coloured” cities. Instead, each God has two cities. Since placing a worker in a city of a god instantly activates your tiles with the same god symbol, giving you powerful bonuses, this means more opportunities to use your engine built during the game.
  • Scoring was completely revamped. The game will be played over a period of 3 K’atuns. (A K’atun is a Maya unit of time meaning approximately 20 years. Historically each Maya ruler celebrated his or her rule after the end of a K’atun, which was marked by celebrations and building of large pyramid complexes.) At the end of a K’atun, your pyramid will be scored in an exciting new way, which we will share within the series of upcoming posts describing the new and improved gameplay. 
  • God powers have been vastly streamlined and simplified. Each God does one thing, which is: gain a pyramid tile, gain a resource, put your marker on a production site (for later bonuses), move a worker, sacrifice a worker. This significantly speeds up the game, meanwhile, there are still lots of interesting decisions to be made.
  • We could go on, and we will, but for now, trust us when we say that the game is MUCH BETTER, as attested by the feedback of numerous playtesters. 

Special thanks to the guys over at Heavyweight Championship Playtesting Channel, the Virtual Playtesting Channel, David Digby, Bryn Smith, Chris Nash, Sam Gray, Antony Sutcliffe, Fanna Fülöp, and of course, Kicktester

Stay tuned for more!