Ancient Terrible Things

Ancient Terrible Things

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In Ancient Terrible Things, a pulp horror adventure game for 2-4 players, you play the role of an intrepid adventurer, exploring a dark jungle river. Each turn you must travel to a Fateful Location, face an Ominous Encounter, and attempt to unlock its Ancient Secrets. If you succeed (using a combination of dice, tokens and cards), you add the Secrets to your score; if you fail, you …
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Awards

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You Might Like

  • The theme is one I really enjoy and I always feel like a hard travelled explorer, cutting my way through the unknown
  • I’m a dice rolling fan and I like the Feat cards and Swag cards to counter bad rolls, as well as the re-rolling
  • The quality of the game feels really good, Pleasant Company Games knocking it out of the park as a small South African game publisher

Might Not Like

  • THAT font. I know I’m harping on about it but it’s such a recognised font, it’s like using Papyrus as a font for an Egyptian game. It just feels lazy
  • Some people (not me) might not like the chaos of the dice roll but then why are you playing a dice-centric game?
  • Perhaps not enough to keep bringing some players back for repeat plays
  • Theme might not be for everyone
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Description

In Ancient Terrible Things, a pulp horror adventure game for 2-4 players, you play the role of an intrepid adventurer, exploring a dark jungle river. Each turn you must travel to a Fateful Location, face an Ominous Encounter, and attempt to unlock its Ancient Secrets. If you succeed (using a combination of dice, tokens and cards), you add the Secrets to your score; if you fail, you unleash a Terrible Thing, which counts against your score at the end of the game. The object of the game is to be the player with the most Ancient Secrets when the game ends at the Unspeakable Event.

Game play involves rolling dice to achieve combinations: runs, pairs, three or more of a kind, and single die showing a particular number or higher. Dice combos are used to overcome Encounter cards that are worth points at the end of the game, and/or to acquire the four resource tokens in the game: Focus, Courage, Treasure and Feat.

Focus tokens are used to re-roll individual dice.
Courage tokens are spent to overcome an Encounter, before rolling your dice.
Treasure tokens are spent to purchase Swag cards from the Trading Post, which give you a permanent game effect.
Feat tokens are spent to play Feat cards from your hand, which activate one-shot effects.

Being a fan of Cthulhu and infinite madness, I was really keen to crack open Ancient Terrible Things. And I’m glad I did! In this dice-based game, you play the role of an intrepid explorer sailing down a dank and murky jungle river, trying to defeat Ominous Encounters at Fateful Locations to earn Ancient Secrets (good) and avoiding Terrible Things (bad).

As soon as you open the large dark green box, you’re treated to the gritty art and graphic design of Rob van Zyl, who also designed the game with Simon McGregor. At first glance I thought the art was a little rough and unfinished, but then as I played I realised that it suits the universe perfectly. The board is nice and thick and the character pieces, being just wooden poker chips with the characters faces on, are chunky and satisfying. The components are all great quality and this game has safely sat in my collection for years without any major wear and tear on the pieces or cards. One gripe would be the use of a font for rulebook headings which is, or very strongly resembles, the Angry Birds font. This always pulls me out of the theme a little.

Other than my strong aversion to the font, the theme flows quite strongly throughout the game with the art being suitably grimy and Lovecraftian and the flavour text running through the game doing a great job of setting the scene. The six Fateful Locations are favourites of mine; Accursed Shrine, Ghastly Gorge, Sinister Chateau, Yawning Chasm, Rusted Gunsloop and Crumbling Ruin. All lovely places to take a date.

The Encounters are divided into 4 types, matching the resources you earn. A green Pitfall represents a jungle hazard. A blue Villain usually portrays a mortal foe, swayed by the darkness. Yellow Artefacts are mysterious objects that you can sell on to curse the buyer instead of yourself and earn a bit of that sweet sweet gold and the purple Horrors are the unnatural creatures lurking through the dark, waiting to devour your sanity.

Setup

The rulebook makes setup easy, with clear instructions on how to set up for various player counts. It has a great table presence but the art is quite dark (physically dark), so as tempted as you might be to dim the lights to match the mood it’s not recommended.

The rulebook is also easy to follow with illustrated examples and solid explanations.

Each player will get a character board, character pawn, a Scenario card which allows for easy and hard modes, one token of each resource (gold, green Focus, blue Feat and purple Courage) and any additional resource as indicated by their character board.

The game is played over several rounds, with each player taking one turn per round and each turn made up of 7 phases.

1. Riverboat Phase:

Start off by dealing cards from the Ominous Encounters deck into the numbered slots on each location. If there were no cards in the Ominous Encounters deck at the start of the phase, the game immediately ends, leading to Unspeakable Events which I’ll cover later on. Otherwise take resource tokens from the supply matching the Encounter type shown on the card and place the tokens on that Fateful Location.

2. Explore Phase:

Choose an active Location (one that has an active Encounter card) and move your pawn there, immediately taking the resource token there. You may also use the Location Action, which allows you a variety of options from taking an additional token, taking the Map to start the next round first or swapping resources for a different type.

3. Desperation Phase:

Every Ominous Encounter has a purple number on the top left, its Ancient Secrets. These are the victory points you’re collecting. On the Desperation Phase, if you’re not sure you’ll be able to beat it safely, you can pay an equal amount of purple Courage tokens to simply take the card. There’s no shame in avoiding battle this way, and when you reach some of the later stronger encounters you’ll be glad you’ve stocked up on those delicious purple tokens.

4. Encounter Phase:

If, like me, you believe that the luck of the dice rolling gods is forever on your side then chances are you skipped the Desperation Phase and snatched up your dice in eager anticipation. You’ll be rolling and spending a pool of dice to beat the Encounters. If you win you get the card and gain resources with any unspent dice. If you should fail, the Terrible Thing occurs in the next phase.

To start you’ll have 5 green dice. You can now play any Swag (see later Trading Post Phase) or Feat cards from your hand to add or switch dice from the other dice pools, Luck, Feat and Panic.

You will then roll your dice pool. You may choose to re-roll up to 2 times, tracking this on the re-roll track on your character board. If you choose this option, you can do a Focused or Unfocused Re-roll. An Unfocused Re-roll is simply picking up all dice and rolling again.
Focused on the other hand allows you to re-roll any number of dice by spending green Focus tokens.

Before or after each re-roll you may perform a Feat (playing a card from your hand then immediately discarding) or using Equipment (playing Swag cards bought from the Riverboat to influence play, then exhausting the card for that round). You can do these actions in any order and any number of times.

To win an Encounter, each card shows a dice combination needed to succeed. For instance, The Book Of Unspeakable Truth requires you to roll five dice showing a 4 or higher. This will net you 8 points. A Bad Egg on the other hand requires a run of three dice, with lowest value being a 3. So if you rolled a 4,5,6 you’d be successful.

Once the Encounter is defeated, any additional dice can be checked against the Scenario card to earn additional resources. You could choose NOT to defeat the Encounter and

instead spend all five dice on resources, taking a Terrible Thing token as well. Earlier in the game the Terrible Thing tokens can be safe to take, meaning you could use it to stock up for later in the game.

5. Terrible Thing Phase:

If you lost, you take the lowest available Terrible Thing token. As mentioned in the previous phase, depending on the draw, some of the lowest ones could be worth 0 making them safe to take. The 4 values are 0, -1, -2 and -3.

If you take the last token, the game ends immediately and goes to The Unspeakable Event section.

6. Trading Post Phase:

Move your character pawn to the Trading Post, your friendly shop in the middle of a jungle filled with monsters and cultists. They clearly don’t do much business based on foot traffic. At the Trading Post, you can move any existing card there to the Old Stock Pile, refreshing from the top of the Swag deck. Then you can buy as many Swag cards as you want, paying the gold value shown. You can also spend 2 Treasure tokens to refresh up to 3 cards, again replacing from Swag deck, but like my hero Scrooge McDuck I am often loath to spend my hard earned monster cash on something that may benefit others.

Then refresh the deck, remembering to ask for a purchase receipt to claim as a business expense and head over to the next phase.

7. Refresh Phase:

Nice and simple, draw Feat cards until you have a hand of three and turn all of your exhausted Swag cards face up. Then swim your character back over to the Riverboat to try and still your maddening mind to prepare for pressing deeper into the jungle.

The Unspeakable Event (otherwise known as What My Toddler Did)
If the last Terrible Thing token was taken or there are no more Encounters cards in the deck at the start of the Riverboat, the game ends.

Tally your Ancient Secrets, including Encounters you overcame, Swag cards that might earn you Secrets, Achievement cards and the Map. Then subtract any Terrible Thing tokens for a final sanity score. The winner will be the one with the highest points and receive the Battered Journal, in recognition of being the Lone Survivor, allowing you to return home to fame and fortune. Just kidding, you’re committed to an asylum and the Journal is burned in the furnace.

Final Thoughts

Overall, I’ve always loved this game – Ancient Terrible Things. I think I’m swayed by the fact that it was one of my first games, you never forget your firsts. The theme is Lovecraftian enough to satisfy me and just Lovecraftian enough not to put my wife off.

I love the tension of the dice roll when trying to overcome a jungle trap or supernatural beasty but again, it’s a common play style with the theme just pulling it over the line for me. I’ve heard it compared to Elder Signs but I’ve not played that so can’t give an opinion there.

If you like Cthulhu-like insanity inducing adventures and rolling dice and not having to read a lot, this one might just be the one for you.

The doomed expedition was shrouded in whispered rumours, only a single explorer returned, carrying a battered journal of fanatic scribblings. Inside was filled with descriptions of a sinister chateau and a ghastly gorge, encounters with a deranged cult protecting an alien carcass and other ancient things that were too hard to describe. The Heiress was not finished reading the journal before she had already made the decision to consign it to the sanatorium furnace. No one else needed to know any more information about awakening these terrible things.

Supplies

Ancient Terrible Things was released by Pleasant Company games and they describe it as a pulp horror dice game. You’ll notice the box art outside and most of the content art inside all matches up, giving you the feeling of travelling down a dark jungle river in this pulp horror setting. Among the contents inside you’ll see the playing components almost set apart, being brighter and more colourful so they stand out so you can easily see what you’re using. These include various coloured dice that you’ll roll as you play the game, character tokens with stickers to apply their art to each face (making sure to note that the colour of the board doesn’t match the colour of the art background, I did my first stickers incorrect by accident) and also the encounter cards are different difficulty with each having a separate-coloured back to warn you how dangerous they are becoming. And don’t forget a punch board of tokens, with the dim terrible thing tokens being used for gameplay, while the brighter coloured tokens are the resources you hoard on the character mats during the game.

The Expedition

The rulebook comes with a full page spread for setting up, so everything is clear and easy what it does and where it goes. The game comes with a variety of different set up options, each player count will have a slightly different number of cards and tokens available to keep it balanced, and in these counts there will also be a number variation based on whether you’re looking for a short or long game, finally choose from two different scenarios to play which gives an easy or hard game experience. When you’re ready to go just start some dice rolling, all the rules are easily recapped from the player aid mats or on the cards themselves.

Riverboat Shuffle

The gameplay for Ancient Terrible Things follows the same pattern every round. There will be a different encounter at each of the 6 map locations, you choose one to challenge, gain location effects from where you have travelled to, see if you can overcome the encounter through courage and determination, and if not then attempt to beat it through the use of dice rolling, Yahtzee style. Every encounter card will display a pattern or combination that you’ll either need to match or beat in order to defeat the encounter. If that seems that you might struggle, and some of these can be slightly tricky, you also have some fate cards that can change the course of your exploring by giving you options to mitigate dice rolls or other beneficial effects, providing you can cover their costs, and even if you fail you can still exchange your dice for more resources, so a turn is never wasted. The different scenarios available determine what resources you can obtain by the combinations of dice you may trade in. Once you’re done attempting to overcome the encounter, either you succeed and return to the riverboat, taking back some Ancient Secrets with you (the scoring criteria for the endgame), or you’ll fail and watch the points disappear to the rumours pile while you are just left holding a Terrible Thing token, negative points for the end of the game. Finally, once back to the boat you’ll embark on a touch of shopping, spend any gold tokens picked up during your exploring in order to acquire yourself some awesome swag. Repeat this each round until the jungle has been emptied of encounters or too many terrible things have been awakened, then just have the biggest collection of ancient secrets to win and leave with the battered journal.

Lone Survivor

One thing that comes up in the game is a variable turn order – whoever owns the map starts each round. One of the locations lets you take the map, but otherwise it just remains in place. What this means is that a player can, through no fault of their own, always be positioned to be last in the round, or only have the worst options available to them. Whilst it isn’t exactly a game killer it can be detrimental to a player’s ability to choose the best way to acquire end game points, and couple this with the game involving dice rolling, means some times players could be very unlucky, especially if they cannot obtain any sort of mitigation. However, as mentioned before, dice not used for beating encounters can be exchanged for resources later on, meaning no matter how terrible your rolling is the turn will never be wasted, and this should help you build up for future turns. The game has come with a few expansions, such as The Lost Charter, which have introduced new ways to mitigate any bad rolls or terrible turn position, as well as making the start of the game less punishing for unlucky players. The game is also based off the Dice Quest system which features in future titles from the publisher such as Konja, meaning that the mechanics are a living system and there is a ‘version 1.5’ rulebook available online, this offers a few improvements to the gameplay that have been developed over the years and through multiple games.

Unspeakable Event

Ancient Terrible Things is pretty fun to play and it has some nice options for varying up play when you come back to it, but it can seem a little bit repetitive at times, which, when coupled up with the issues of dice rolling luck and the turn order, can mean that on its own I wouldn’t consider the game a Must Play. It is 10 years old and just the base game this shows through. However, once you start mixing in the improvements, the game does start to improve and offer more reasons to come back to play it. The lower score than expected is just for the game as it is currently. There is also a reprint planned which would take Ancient Terrible Things up to the 2nd edition standards, which addresses many of the issues mentioned already, and for lucky owners of the base game an upgrade pack will be made available so they won’t have to buy a completely new copy of the game.

The Doomed Expedition

Are you ready to take on the role of an intrepid adventurer, exploring a dark jungle river in order to discover its ancient secrets? If so then hop on the riverboat as its time to depart!
In Ancient Terrible Things you will compete against the other adventurers to overcome the most Ominous Encounters in order to acquire the largest amount of secrets. But be warned that failure will result in releasing many terrible things, counting as a negative score at the end. Only the adventurer with the most discovered secrets will return back to civilization, carrying their battered journal with the only details of the expedition and the uncovered mysteries.

Picking Up Provisions

To set up Ancient Terrible Things you first need to set up the Ominous Encounter deck. Separate the deck into the three different colour backs, then take cards from each deck based on the number of players, 4p – 12 from each, 3p – 8 from each, 2p – 6 from each.

Place the stack with the red cards on the bottom, orange cards in the middle and the green cards on the top to create the deck.

The Swag and Feat decks are placed on their respective spaces, 3 Swag cards are flipped face up on the marked spaces on the Trading Post and the top Feat card is placed faceup in the discard. All the Achievement Cards are laid out by the board waiting to be earned by the players.

The Expedition Track will be set up with a number of randomly chosen Ancient Terrible Things Tokens based on the number of players:
4p – 13 tokens, 3p – 10 tokens, 2p – 7 tokens.

Arrange these in descending order from the top of the track by the number of tentacles depicted, between 0-3.

Finally, decide who will choose their Ancient Terrible Things character first via dice roll, then all players pick their adventurer in order, taking the matching character mat and pawn, 3 Feat Cards, one of each resource (Courage, Feat, Focus and Treasure) plus any additional starting resources listed. Every player gets a scenario card placed on the same side, Scenario I for an easy game and Scenario II for a more difficult game. Place all player’s pawns onto the Riverboat and the player with the Map will be the starting player, this will be the Captain if he is in play, otherwise the last player to pick a character takes the Map.

Setting Sail

Ancient Terrible Things is played over a varying number of rounds, each round all players will take a turn starting with the player holding the Map, and each player completes their turn in full before play passes to the next. A turn consists of 7 phases:

  1. Riverboat
  2. Explore
  3. Desperation
  4. Encounter
  5. Terrible Thing
  6. Trading
  7. Refresh

Riverboat Phase – This phase is skipped if there are any Encounter cards on any of the Locations.

Deal Encounter Cards face-up into each location, from the lowest to highest numbers. For each card take resources from the supply matching the types shown and place them on the location too.
If there are no cards in the Encounter Deck at the beginning of this phase then instead proceed immediately to the end of the game.

Explore Phase – Move your pawn to any location containing an Encounter card, called an Active Location. Take any resources from the location, then you may optionally take the special action of the location:

  • Accursed Shrine – Gain either a Feat or Focus token.
  • Ghastly Gorge – Discard any number of Feat cards and draw that many from the deck.
  • Sinister Chasm – Exchange a resource token of any type from your stash with a token of a different type in another player’s stash. Terrible Thing tokens cannot be exchanged.
  • Yawning Chasm – Perform a Desperate Act against any Encounter card in a different location (see Desperation Phase for more details). You may still perform a Desperate Act against the
  • Encounter in the current location during the Desperation Phase.
  • Rusted Gunsloop – Gain either a Courage or Treasure token.
  • Crumbling Ruin – Take control of the Map.
  • Desperation Phase – You may immediately perform a Desperate Act to overcome the Encounter card, by spending an amount of Courage tokens equal to the Ancient Secrets value of the Encounter and then placing it directly into your score pile.

Encounter Phase – Roll dice and use the results to gather resources and/or overcome the Encounter (if it is still in play). Take the five green Focus dice for your base pool, and then add or modify the dice pool depending on any Swag or Feat cards in play. Roll your final dice pool, then take up to two re-rolls, each time either re-roll all your dice for free, or spend Focus tokens to only re-roll selected Focus dice, spending one token per dice rolled. Other colour dice behave differently – Red Panic dice are unable to be re-rolled, yellow Luck dice can be re-rolled without spending any tokens and blue Feat dice cannot be re-rolled but can have their value increased by one for every Feat token spent before the re-roll.

Before and after each re-roll you have the option to perform any feats by playing a Feat card from your hand and spending the cost in Feat tokens, or use any equipment that your own by Exhausting the card or paying the cost required, as listed on the Swag card.

Once finished with the rolling its time to spend the dice, you may spend any dice required to match a combination on the Encounter card, either single high number, 2-5 matching numbers or runs of 3-5 numbers, with each card showing the minimum value required on the dice to be used in that combination. Remove the dice used and add the Encounter card to your score pile. Then you may use the dice in the same way to spend against combinations on the Scenario card, exchanging the dice for resources and gaining one token for each die used in the combination. Any unspent dice at the end of the phase are lost.

Terrible Thing Phase – If the Encounter card still remains in the location then a terrible thing is unleashed. Move the Encounter card to the Rumours space on the board then take a Terrible Thing token from the Expedition Track for you stash, always take the lowest remaining Terrible Thing token. If the last token is removed from the track then proceed directly to the end game.

Trading Post Phase – Move your pawn to the Trading Post. You may now purchase any face-up Swag cards by spending the cost in Treasure tokens. Once you are finished, if you have purchased any Swag cards then slide all the remaining to the left to fill in any gaps as required, and draw new cards from the deck to the rightmost empty slots until the Trading Post is full. If no Swag cards have been purchased then take the leftmost face-up card and place it at the bottom of the Swag Deck, then refill the trading post as above.

Refresh Phase – Draw back up to three Feat cards if you have less, then Refresh any Exhausted Swag cards.

Once all players are on the Trading Post the round ends. If the Encounter Deck is empty then proceed to the end game, otherwise slide all pawns to the Riverboat and being the next round, starting with the player holding the Map.

Achievement Cards – Each achievement card lists a condition required to be met by the players to obtain the card. The first player to meet the condition will take the card. Anyone else can steal the achievement card by outperforming the owner, in which case they will take the card from them, only one player can own each achievement card, but a player may own multiple achievement cards.

Unspeakable Event

Once you have proceeded to the end game its time to work out who the winning character is, with all the remainder never being heard from again.
Each player calculates their total score of Ancient Secrets, shown by the numbers in a purple circle on any cards or tokens they own, including:
  • Overcome Encounter cards
  • Swag cards
  • Achievement cards
  • The Map

Then they take a penalty for any Ancient Terrible Things tokens they own, each token is worth between 0 and -3 points determined by the number of tentacles depicted on the token.

Finally the player with the highest score takes the Battered Journal token. Any ties are broken by the player with the lowest number of Terrible Things tokens, then by the most held Courage tokens.

The player with the Battered Journal token is declared the winner and becomes the Lone Survivor!

Zatu Score

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You might like

  • The theme is one I really enjoy and I always feel like a hard travelled explorer, cutting my way through the unknown
  • Im a dice rolling fan and I like the Feat cards and Swag cards to counter bad rolls, as well as the re-rolling
  • The quality of the game feels really good, Pleasant Company Games knocking it out of the park as a small South African game publisher

Might not like

  • THAT font. I know Im harping on about it but its such a recognised font, its like using Papyrus as a font for an Egyptian game. It just feels lazy
  • Some people (not me) might not like the chaos of the dice roll but then why are you playing a dice-centric game?
  • Perhaps not enough to keep bringing some players back for repeat plays
  • Theme might not be for everyone