Archivarium
2025
Designed by Vadrya Pokshtya
Published by (Self-Published)
The Infinite Library is crumbling. You and your opponent are the last Archivariums, desperate keepers of disintegrating knowledge. The dice are Scrolls of Primal Knowledge, their faces representing six esoteric Arcanas (Alchemy, Chronicles, Astronomy, Poetry, Mechanics, Insight). On your turn, you attempt to order the chaos by rolling Scrolls and gathering identical ones into stable Archives. Any lone Scroll becomes a volatile Key, hungry to unlock and absorb your rival's corresponding Archives. If you manage to order all your Scrolls perfectly, you can impose The Seal of Silence, protecting your hoard for a brief moment. The game is a struggle for control over the last fragments of reality. Will you absorb your opponent's knowledge, or dissolve into the whisper of forgotten pages when your turn comes and you have nothing left? ARCHIVARIUM Players: 2 Playtime: 5-20 min Components: 12 standard six-sided dice (d6) OBJECTIVE Leave your opponent with no dice at the start of their turn. SETUP Each player takes 6 dice and places them in front of themselves. GAMEPLAY On your turn, take all dice in front of you and begin a roll series. 1. Roll all your dice. 2. You must group dice. You must set aside all possible groups (pairs, triples, etc.) of matching numbers from this roll. 3. Decide: Re-roll or Stop? — If you have ungrouped dice, you may take only them and re-roll (return to step 1). — If you choose to stop, or if a roll yields no new groups, your turn ends. Any remaining ungrouped dice become Keys. KEY PHASE (If you have Keys) For each Key (look at its number): If your opponent has a group with the same number, take that entire group. The Key joins it. If not, give the Key to your opponent. PROTECTION (The Seal) If you end your turn with no Keys (all dice grouped), your groups gain The Seal and are safe from the opponent's Keys during their next turn. SPECIAL: HARMONY OF SPHERES If a roll of all six of your dice shows 1-2-3-4-5-6, you immediately gain The Seal and your turn ends. WINNING A player loses a round at the start of their turn if they have no dice. A full match is two rounds, with players swapping the first turn. Win both rounds to win the match (1:1 is a draw). —description from the publisher
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Game data sourced from BoardGameGeek, used under their API terms.
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