Ichor

Designed by: Reiner Knizia

In Ichor, one player is the Gods and the other the Monsters, as we face off on a mythic battle across Mount Olympus!

Whilst epic Mount Olympus is here represented by a grid on a tablecloth, fear not: a mythic battle is guaranteed. Each player randomly selects six of their eight unique characters to start on the board: forming a line on the second row of the board. On your turn you can move one of your characters as far as you like in a straight line (not diagonally; not passing other characters) and, in doing so, place tokens of your colour on the square you left behind and any you passed over. The first player to place all their tokens wins the game, and their score is however many tokens their opponent has left unplaced at that point.

But – these are Gods and Monsters so of course they have special powers. Each God/monster can activate its’ special power just once per game (-flip its matching card face-down to show it’s been used) and these are big, game-breaking things such as pushing another character, jumping over it or swapping places with. Zeus for example can place tokens at diagonals. The Hydra can remove all the tokens around it. Choosing when and where – and if at all, as they replace a standard movement turn – to activate these powers is where defeat or victory lie.

Ichor recommends that for a complete experience, you should play two games with players swapping sides between so both control the Gods and Monsters. If you win a game each, the overall winner is the player who wins by the biggest margin.

Sam says

Released at the same time as Iliad (same designer, same publisher) Ichor has a similar flavour: tense, area-control battling and a decision-space that asks you to juggle different things. I much prefer Ichor of the two, however: the fight for control on the board feels a mite less abstracted and the one-use special powers hurt my brain less than Iliad’s repeat-powers where the board state keeps changing and the pace, in my experience, moves slower. I also like the sudden-death ending here and the play-both-sides dynamic. It hasn’t totally won me over on abstract games, but I can happily play this one.

  • Take that! icon

    Take That!

    Perhaps less in-your-face than some abstracts, it's still a battle for control

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    Fidget Factor!

    It's not a wack-a-mole pace, as each turn does need some consideration.

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    Brain Burn!

    The challenge feels like the balancing or dovetailing of the spatial challenge with the timing of the special powers.

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    Again Again!

    The various powers and random starting characters keep things interesting