Gheos (Z-Man Games, 2006) is an interesting, attractive, and relatively small and affordable game, easy enough to learn quickly – but quickly complicated by the range of options available on every turn.
Players are divine entities rearranging parcels of land in an effort to maximize the size of their following. The parcels themselves are triangular tiles, featuring one or more land masses bordered by water, which join to make “coastlines” or “continents” – continuous stretches of land. Players take turns placing one of their two randomly drawn tiles into empty slots, or replacing existing tiles, in order to construct continents to their own advantage or to the opponents’ disadvantage. Once a tile is played, a player may designate a “following” by placing a colored disc onto any empty continent. They may alternatively take a cube – a “follower” – of any color that is in play (a color that has already been played onto a continent, that is). The goal is to earn points by amassing high-value followers.
The triangular tiles in Gheos have one of several icons on them, in the form of circles, temples, and pyramids. Pyramids simply identify tiles that cannot be replaced – they are the only tiles that will remain in place once they are put on the table. Temples and Circular icons depict cups, wheat, and swords. Cups and wheat confer points, and swords are used to determine the outcome of a “war.” When identical logos are combined, through tile placement, on the same continent, any following on that continent will be stronger.
Once a continent is claimed by a following, no other following may be played. However – and this is where the game becomes really interesting, if slightly complicated – because a player may replace an existing tile, one continent can be broken into two new ones (split), or two separate continents can be merged into a new single continent (merged). In a split, the follower has to follow the wheat – they must be placed on the new continent that has the most wheat. If there are equal amounts of wheat icons, the player doing the splitting decides. In a merger, if both continents have followers, the one with the most swords remains and the other simply goes away. In the case of a tie, the player doing the merger decides.
One other very important part of Gheos is the scoring, which occurs inconsistently throughout the game, through three different mechanisms. When a temple tile is played and the land has a following, a player gets points for the number of round icons that match the temple. When a “scoring chip” (see the round cup-icon chip above) is played, the player gets points for the number of cups and the number of followers on a continent. Each player has the opportunity to play up to three scoring chips. When an “Epoch” tile, instead of a regular land tile, is drawn, a scoring round occurs. Follower cubes and the number of pyramids on a continent determine the number of points scored by each player.
The scoring mechanisms are hard to keep straight, and it is quite hard to think ahead in any effective way. The tiles vary so much and the potential to totally revise the board in one or two turns by replacing tiles really makes this a game of quick reaction and intuitive timing. Knowing which followers to grab and when to cash in a scoring chip is crucial to the game, because the game can change so fast otherwise.
Gheos would be good for most lovers of abstract strategy games. Despite its complications, it is simple enough for kids as young as 10 – but it is sophisticated enough for much older and serious players. I would recommend it for any game enthusiast, as well as any game player who likes other tile-laying games such as Carcassonne.