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Ancient Terrible Things Review: be part of a doomed expedition!

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Rumors about a battered journal telling of a place full of ancient secrets has called the atention of adventurers. Your group set out on a riverboat deep into a remote jungle in foolish pursuit of fortune and glory!

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tradotto da Antonio Carlos

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rivisto da Antonio Carlos

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Anaconda

In Ancient Terrible Things, we sail down a river using a small boat. We travel to Fateful Locations, where we'll need to overcome ominous encounters. The game has some similarities to the 1997 film Anaconda.

The main difference is that the game leans towards a Lovecraftian story, that is, with creatures and horrors from the universe of H. P. Lovecraft. This is where the game gets really fun, because it challenges our very own sanity — just like other games of the same genre.

A fun fact: the reference to Anaconda is so appropriate that one of the ominous encounters is, in fact, with an anaconda!

If you dare, come and discover Ancient Terrible Things!

Anciente Terrible Things - Game Info

Ancient Terrible Things is a 2-to-4 players game, age 14+, created by designer Simon McGregor. Game Art by Rob van Zyl.

Game Box
Game Box

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It was released in 2014 by Pleasant Company Games, and in Brazil it was released in 2019 by Buró. The main mechanics are: resource management, collecting sets, dice roll / luck, and alocation of pawns.

Game Components
Game Components

The game was so successful that it had two expansions and a re-release!

  • Ancient Terrible Things: The Lost Charter: 2015 expansion;
  • Ancient Terrible Things: Madness of McGuffin: 2018 expansion;
  • Ancient Terrible Things: Reawakened: 2023 re-release.

    The Game

    Your group of adventurers has heard about an ancient journal that seems to have been written by a madman. He claimed to be the sole survivor of an adventure full of secrets and terrible things — truly fantastical stuff. Now, excited by this discovery, you and your group of adventurers set out on an expedition. By boat, deep into a remote jungle, you seek answers, fortune, and glory. Like any good expedition into the unknown, you may discover something terrible — and completely lose your minds!

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    In the game, each turn you must travel to a Fateful Location, face an Ominous Encounter and try to unravel its Ancient Secrets (which grant points). If you succeed (using a combination of dice, tokens and cards), you add the secrets to your score. If you fail, you trigger a Terrible Thing, which reduces your score at the end of the game.

    The Adventurers
    The Adventurers

    The goal is to be the player who discovers the most Ancient Secrets when the game ends in the Unspeakable Event.

    The game uses dice rolls to get combinations (pairs, threes, or a single die showing a specific number or higher). Cards, tokens, and dice can be combined to overcome the Sinister Encounter cards (which, as mentioned, are worth points at the end). The remaining dice — that is, those not used to overcome the Encounter — can yield more tokens.

    There are 4 different tokens:

  • Courage: purple, allows you to overcome an Encounter without rolling dice;
  • Feat: blue, allows you to play cards from your hand and/or change any blue Feat dice roll;
  • Focus: green, allows you to reroll a specific dice;

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  • Treasure: yellow, used to buy cards at the Trading Post.
    Tokens
    Tokens
    Tokens can grant points at the end of the game, if you have cards that award them. In fact, some of them serve as tiebreakers. Tokens matter!

    During the setup, players are placed on the boat, ready to travel down the river in search of Ominous Encounters. Each of the 6 Fateful Locations has an Ominous Encounter and specific tokens as a bonus. The Ominous Encounter cards have their own deck, as well as a deck of Feat cards and another of Swag, which is located at the Trading Post.

    An interesting detail: the 1st player receives a Map token (starting player), which is worth 1 point at the end of the game. The cool thing is that, when you receive this token, you actually don't start playing. You choose who will be the starting player. At the end of the turn, that player chooses another to receive the Map token — in other words, that “1 point” will always be up for grabs.

    Setup is ready!
    Game Setup
    Game Setup

    Each turn is very straightforward. We'll list the Phases, and then explain in more detail:

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  • 1) Riverboat Phase: replace Ominous Encounter cards;
  • 2) Explore Phase: choose a Fateful Location;
  • 3) Desperation Phase: use Courage to overcome the Encounter, if you have the needed tokens;
  • 4) Encounter Phase: roll dice to overcome the Encounter and earn tokens;
  • 5) Terrible Thing Phase: if you fail, unleash the Terrible Thing;
  • 6) Trading Post Phase: buy Swag cards;
  • 7) Refresh Phase: redraw your hand of Feat cards.

    Phase 1 is normally skipped, you just refill Encounter cards on the Fateful Locations - but only if all Locations are empty.

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    Phase 2 is where the action begins. Choose a Fateful Location and prepare for an Ominous Encounter.

    Taking the Riverboat to a Fateful Location, and overcome an Ominous Encounter
    Taking the Riverboat to a Fateful Location, and overcome an Ominous Encounter

    At the Fateful Location, you'll face the unspeakable: an Ominous Encounter. Then, Phase 3 begins - you can use a number of Courage tokens indicated in the Encounter card to overcome it without having to roll dice.

    On Phase 4, even if you already overcame the Encounter using Courage, roll dice to try and get extra tokens, according to the card. Each dice combination will get you a different token.

    Scene 1
    Scene 1

    There are 4 kinds of dice:

  • Green: the basic ones, used in all rolls;
  • Yellow: luck (does not cost Focus to be rerolled);

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  • Red: panic (cannot be rerolled);
  • Blue: feat (their value can only be changed with Feat tokens).
    The Dices
    The Dices

    In Phase 4, if you didn't have enough Courage to overcome the Ominous Encounter, try to win it with dice — you'll need a specific combination. At this time, manage your luck with Feat cards, Swag, and rerolls (with or without Focus tokens).

    Overcoming an Ominous Encounter
    Overcoming an Ominous Encounter

    If you still have unused dice after overcoming the Encounter, use them to earn more tokens, depending on the Scenario.

    Each Ominous Encounter has a different type:

  • Pitfall (green): image of a trap with Focus token;

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  • Villain (blue): image of a monster with Feat token;
  • Artifact (yellow): image of a treasure with Treasure token;
  • Horror (purple): image of a strange creature with Courage token.

    If you get 3 of the same cars, you're granted a Bonus card — which is worth points. But be careful: this card is temporary! If another player gets 4 of that same card, they steal the Bonus card from you.

    Bonus Cards
    Bonus Cards

    If you can’t overcome the Ominous Encounter, it's time for Phase 5, The Terrible Thing. You receive a Terrible Thing token — which deducts points from your final score. Your sanity is slipping away! Be careful!

    Time to take the boat back and make a stop at the Trading Post — this is Phase 6. If you have the resources, buy Swag cards that can help you in the upcoming Encounters. You can only buy 1 card per turn, so choose wisely.

    Trading Post
    Trading Post

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    If you used Feat cards, in Phase 7, Refresh, redraw until you have 3 Feat cards. Turn any used Swag cards face down so they can be reused later.

    This is a turn of Ancient Terrible Things! Now, the next adventurer to your left prepares to face their fears on their turn.

    Ending the Game

    The game ends immediately when one of the following conditions are met:

  • when the last Terrible Thing token is picked up on the Expedition Track;
  • when there are no more Encounter Cards in the Encounter deck and there are no active locations.

    Each player counts their points:

  • add up points from Encounter Cards and Bonus Cards;

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  • add up points from Swag Cards that award points;
  • add 1 point from the Map token (if you have it);
  • subtract the values from the Terrible Thing tokens.

    The winner of the game is the player with the highest score! If any number of players tie for the highest score, break the tie by comparing Terrible Thing tokens (the fewer tokens the better) and Courage tokens (the more tokens the better), in that order. If the tie remains, the game ends with no winner.

    Strategy Tips

    In Ancient Terrible Things, despite using dice rolls, the game is not about luck. Knowing when to take risks is essential, and it separates those who return home safe from those who plunge into madness! To put it less dramatically, choosing the right time for where to go can be the difference between victory and defeat.

    It all starts in Phase 2, Exploration, when you choose which Fateful Location to go to, that is, which Ominous Encounter you will face. Strategy comes into play here, considering several variables, such as:

  • how many points that encounter can yield;

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  • the type of encounter (remeber, if you overcome 3 of the same type you get a bonus);
  • which token is in the location;
  • what the location's bonus is (each Fateful Location has a bonus);
  • how easy it is to win with dice roll;
  • if you don't win, what impact the Terrible Thing has on your points.

    Another strategic decision happens in Phase 3, Desperation, when you decide whether it is worth it to spend Courage tokens . Courage tokens are very valuable: in addition to helping you overcome Ominous Encounters, they are also used to pay for Feat cards, and to reroll the Blue Feat dice. They are also a tiebreaker at the end of the game. Remember this and manage them carefully.

    It's strategy time again in Phase 4, Encounter, when you will have to decide between:

  • reroll the dice (this can only be done twice);

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  • use Feat cards;
  • use Focus tokens to reroll specific dice.

    You can do all of these things, but of course that means spending your resources. It is important to note that, in Ancient Terrible Things, when you choose to reroll, all dice are rerolled. The only way to reroll specific dice is with Focus tokens. Think carefully so you don't regret it later.

    With the remaining dice — that is, those that were not used to win the Ominous Encounter — you can (and should!) use them to earn more tokens, according to the game's Scenario. Sometimes, even if you lose an Ominous Encounter and gain a Terrible Thing token, the other tokens you get can still be valuable. This reduces the impact of the defeat.

    Speaking of Terrible Thing, in Phase 5, if you didn't overcome it, you must take the Terrible Thing token with the lowest value (from 0 to 3 points), and this value will be deducted from your points at the end of the game.

    Finally, Phase 6, the Trading Post. It's time to buy — or, as the game says, to swag. You can buy a Swag card from 4 available (3 from the Trading Post and 1 from the top of the discard pile). Obviously, you can only buy if you have enough money. If none of the 3 Trading Post cards interest you, you can spend 2 treasure to replace them. I recommend always having some money to spare, as Swag cards are very helpful, and can even grant points at the end.

    Be wise, manage your resources, face your fears, don't lose your sanity, and win in Ancient Terrible Things!

    Unboxing, Rules and Gameplay Videos

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    Unboxing:

    Rules:

    Gameplay:

    Pedagogical Tips

    If you are looking for a highly thematic, fun, fast-paced game with simple rules that also offers lots of stimulation for your child, Ancient Terrible Things is that game!

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    Think of it as a strategy game — this will provide challenge to the children. Furthermore, since it involves a lot of dice rolling, logical-mathematical reasoning will be constantly exercised in calculations, in forming sets, in what to change ​​with tokens, and so on. They will never stop being stimulated - that's great!

    Naturally, the game also allows you to work through frustrations. After all, even after rerolling dice, it can still go wrong. It's an excellent opportunity to talk to your child about it — and it can even lead to fun moments when a plan goes wrong. Lots of laughs!

    Decision-making is always present: choosing which Fateful Locations to go, which Ominous Encounter to face, whether or not to reroll dice, whether or not to spend tokens... All this resource management is an opportunity to let them decide and, at the same time, show them the consequences of their choices. A true exercise in planning.

    From an educational perspective, Ancient Terrible Things stimulates management, strategy, decision-making, logical-mathematical reasoning - and it's also fun!

    I recommend Ancient Terrible Things for your collection!