The Board Game Ancient Knowedge Won’t Be Forgotten
Images courtesy of Iello
The actual game inside of Ancient Knowledge is quite good, a medium-weight game that has some engine-building elements and requires a lot of strategy in how you manage your hand cards. The title and the theme don’t really do it justice, unfortunately, and that might lead people to overlook it—it’s allegedly about acquiring knowledge that eventually fades over time, but I’ve found I enjoy the game without paying much if any attention to the titles or themes of the individual cards.
Ancient Knowledge is primarily a game of cards, and of hand management, with all of the cards you draw either monuments or artifacts. Monument cards go into the 12 slots, two per column, above your player board, while artifacts go into any of the five slots directly on the board. Each monument card shows three values on it—the slot into which you may place it for free, the number of knowledge tokens you put on the card when you play it, and its victory point value. Some cards require that you pay extra cards just to place it in its designated column. If you want to place a card into another slot instead, you must discard one card for each column away from the default one, although some cards are “locked” and can’t be placed elsewhere. Monument cards usually have text on them that makes something happen, when played, when they go to the past, or at end-game. fs
After every turn, you will move everything in your queue one slot to the left. Eventually, cards reach the last spot and go into the past, at which point two main things happen: Any remaining knowledge tokens move to your player board, from where it’s harder to remove them; and the card becomes available for the excavate action. Normally you can ‘search’ and take one card, but once you have cards in your past, you can ‘excavate’ as many of them as you’d like and draw two cards for each. Once excavated, they’re turned 90 degrees and can’t be re-excavated (is that a word?) until you take an action to straighten them again. Many monument cards also have a power that becomes active when they go into your past. Artifact cards have ongoing powers, most of which are pretty useful, and you can have up to five of them active at any time. They’re not worth any points at game-end, and often discarding them brings other benefits.