This is the second Euclio expansion, after Euclio Extra! After completing Euclio Extra!, I didn’t expect to be able to come up with further concepts, but I managed to find just a bit more design space. I pushed the limits of keeping Euclio’s basic game systems as they were while introducing some more complex scoring boards and suits. I’ve joked that if I create a third expansion, it will be titled Euclio Miracle!
Light Purple gem: This scoring board introduces another currency: purple chips. These special chips are granted by most of the suit cards, but can only be spent by placing a scoring pawn on this board. Their exchange rate is quite attractive though, offering up to two trophies for three purple chips. The rub is that there are a couple suit cards that force all players to discard a purple chip, and all players have to discard one after this board scores, whether they had a scoring marker here or not. While it is possible to ‘stock up’ purple chips for a future round, doing so is inefficient and risky due to the cards that force discards.
Yellow pie chart: This suit is an even more swingy version of the Purple diamond from base Euclio. Its rewards are not fully known until the round is over, in that the three dice can be rolled and rerolled by the suit cards… On average, the payout is higher, theoretically reaching four trophies, the highest payout in the game, but with that is the risk of each dice having a single ‘cancel all’ side that takes priority and renders the board moot. For daredevils only! Also, these suit cards do not offer the utility of adding dice and placing/moving scoring pawns at the same time.
Dark Green Star: This board itself is fairly unassuming; its payout is a single trophy purchase at a good rate followed by an ‘everyone’ purchase at a slightly worse rate. The real impact of this board and suit is how it changes the valuation of other suit boards and the end board. Most of the suit cards offer players the chance to purchase trophys mid round and thus the timing of when a player has points becomes more important, and less so having enough for conversion spaces at the end of the round. One of the cards also allows a player to ‘steal’ an hourglass card from in front of another player; particularly nasty when the green trapezoid is in play.
Blue sun: Euclio is already essentially a series of mini games played in tandem, so why not add an area control mini game as well? Suit cards of this type allow players to place their influence markers on one of four spaces that award prizes from points to a trophy. This is an ‘everyone scores’ type board where placement grants an advantage to timing, being able to place the final piece onto a space. What makes this especially dirty… erm, tricky I mean, is that players only have 10 influence markers for the whole game, and players may find themselves without enough markers on rounds two and three if they use too many early on. The rewards are certainly worth it, including a no-limit point doubling payout that will be sought after, as well as smaller point awards that players may be able to snag with fewer cubes.
Grey Door: Essentially a call back to the old gameshow ‘lets make a deal’, this board scores with players opening two ‘doors’ (cards) and getting the prizes behind them, with one non-blank guaranteed face up. From points to buying trophies, one even allows the player to move their scoring marker to an unscored board (with space available) to score again! To take advantage of this better, and to shake up timing in general, one of these suit cards allows a player to swap the position of two scoring boards. A real hoot, this one.
Thank you for reading, and I hope that if Euclio sounds interesting, you check it out on The GameCrafter!