Boardgames

Akropolis

Choose construction tiles, develop harmonious districts, and build upward as you manage stone and pursue prestige.

30
minutes

1 - 4
player(s)

Medium Light

Akropolis board game cover

About this board game

Akropolis is a city-building board game for 1–4 players that plays in about 30 minutes. Set in ancient Greece, it challenges talented architects to create a thriving city of housing, temples, markets, gardens, and barracks.

At the heart of the game is the construction site. Choose a tile, then arrange it carefully in your city to unlock the full potential of each district. Harmonious planning is essential, as your city must follow specific rules to increase its prestige and compete successfully against the other cities.

Stone is a vital resource throughout the game. Make sure your city contains enough quarries, because they allow you to build on higher levels. As your construction rises, your city stretches toward the sky, opening new opportunities to increase the value of your districts.

  • Choose a tile from the construction site.
  • Arrange it in your growing city.
  • Develop housing, temples, markets, gardens, and barracks.
  • Use quarries to support construction on higher levels.
  • Raise your city’s prestige through harmonious planning and plazas.

Plazas enhance your city, while thoughtful district placement helps each area reach its full potential. Every decision contributes to the balance between expanding your city, securing the stone needed for elevation, and increasing the value of its districts.

In Akropolis, architects must look beyond simple expansion. Build with purpose, rise above the ground, and create a city whose planning and prestige can triumph over the competition. Released in 2022, it offers a focused challenge for those ready to shape an ancient Greek city tile by tile.

Board Game Rules for
Akropolis

Download official rules (EN)

Overview and Goal of the Game

At the heart of the Mediterranean, rival cities seek wealth and glory. The most talented architects in ancient Greece stand ready to achieve this goal. Build housing, temples, markets, gardens and barracks, so you can grow your city and ensure it triumphs over the others. Raise its prestige with harmonious planning that conforms to specific rules, and enhance it by building plazas.

Stone is an essential resource, so make sure you do not neglect it. You’ll need enough quarries so you can build higher up, making your city stretch towards the sky.

Contents

City tiles component
City tiles component
Starting tiles component
Starting tiles component
Player aids component
Player aids component
Scorepad component
Scorepad component
Chief Architect marker component
Chief Architect marker component
Stone cubes component
Stone cubes component
  • 61 City tiles
  • 4 starting tiles
  • 4 Player aids
  • 1 scorepad
  • Chief Architect marker
  • 40 Stone cubes

Game Setup

  • Take the City tiles that correspond to the number of players (refer to the backs of the tiles):
    • 2 players: 2+
    • 3 players: 2+ / 3+
    • 4 players: 2+ / 3+ / 4
  • Create 11 equal stacks of tiles, placed face down Setup step 1 (see on the right):
    • 2 players: 3 tiles/stack
    • 3 players: 4 tiles/stack
    • 4 players: 5 tiles/stack
Tile stack counts diagram
Tile stack counts diagram

Note: For 2- or 3-player games, you can make the game longer by using all the tiles. If so, create 19 stacks (for a 2-player game), or 15 stacks (for a 3-player game).

  • Place the rest of the tiles face up in the center of the table, forming a line Setup step 2. This line of tiles will be called the ‘Construction Site’ from now on.
  • Each player, known as an Architect, takes a starting tile and places it in front of them Setup step 3.
  • The Architect who most recently climbed a hill takes the Chief Architect marker Setup step 4.
  • Working around clockwise from the first player, each Architect takes the number of Stones indicated below Setup step 5:
    • 1st player: 1 Stone
    • 2nd player: 2 Stones
    • 3rd player: 3 Stones
    • 4th player: 4 Stones
  • The remaining Stones are placed nearby Setup step 6.
Example of setup for 4 players
Example of setup for 4 players

Tip: At the start of each round, there must always be 2 more tiles in the Construction Site than the number of Architects. Here, 6 tiles are laid out for 4 players.


Round Structure

Play continues in a clockwise direction, starting with the Chief Architect.

The Architects take turns until there is only one City tile left in the Construction Site (see: Supplying the Construction Site, p.7).

Important: The last tile in the Construction Site is not played.

Architect’s Turn

Starting with the Chief Architect, the Architects take turns performing the following two actions:

  1. Take a tile
  2. Add a tile to their City

1. Take a Tile

On their turn, the Architect chooses the tile they wish to take and adds it to their City.

They must pay 1 Stone for each tile that precedes it in the Construction Site.

If you take the first tile, you do not need to pay anything.

Spent Stones are returned to the reserve.

Note: If an Architect has run out of Stones, they must take the first tile in the Construction Site.

Example of taking a tile and paying stones
Example of taking a tile and paying stones

2. Add the Tile to Their City

The selected tile must be added to your City. You can place it either on the 1st level or a higher level.

  • A tile placed on the 1st level must border another of your City tiles along at least one edge.
  • A tile placed on a higher level must be constructed on top of 3 hexes (it cannot be placed above an empty space) and must cover hexes on at least 2 different tiles.
Valid and invalid placement examples for higher levels
Valid and invalid placement examples for higher levels

Note: A hex that is covered by another tile no longer counts towards your City.

Construction Types

A City tile is made up of 3 Construction hexes. There are 3 types of Construction:

  • Quarries, which allow you to gain Stones;
  • Plazas, which multiply the value of your Districts;
  • Districts, which can give you points if correctly placed.

Tip: You can find the quantities of each Construction hexes for 2 / 3 / 4 players on the player aid.

Quarries

Quarries do not score any points at the end of the game, but they allow you to gain Stones. When an Architect covers a Quarry with another tile, they take 1 Stone from the reserve.

Plazas

Plazas will multiply the points that you gain for Districts of the same type at the end of the game. The multipliers are represented by the stars. If you have several matching Plazas, their stars are cumulative.

A Plaza does not need to border Districts of the same type.

Plazas multipliers by district color
Plazas multipliers by district color

Note: You begin with a Housing Plaza on your starting tile.

Districts

There are 5 different types of District.

A District can be constructed freely but to gain points, each one must meet two conditions:

  • The placement condition for its type;
  • At least one Plaza of that color in your City (see: Plazas, p. 5).
Placement Conditions for Districts
Houses placement condition diagram
Houses placement condition diagram

Houses: The citizens of your city like to live together in one large neighborhood. You only earn points for Houses that are part of your largest group of adjacent Houses.

Markets placement condition diagram
Markets placement condition diagram

Markets: Merchants don’t like competition, so want to be kept separate from other markets. A Market must not be adjacent to any other Market.

Barracks placement condition diagram
Barracks placement condition diagram

Barracks: Soldiers keep watch over your city’s borders. Barracks must be placed on the edge of your city.

Temples placement condition diagram
Temples placement condition diagram

Temples: Priests attract followers from the surrounding area. Temples must be completely surrounded.

Gardens: Parks always enhance your city. There are no placement conditions on Gardens.

Value of Districts

A District constructed on a higher level of your City can earn you more points.

The value of a District is defined by its construction height: a District built on the 1st level would be worth 1 point, on the 2nd level 2 points, on the 3rd level 3 points, etc. (see: Calculating victory points, p.7).

Important: In contrast to the Districts, Plazas constructed on higher levels do not earn you more points.


Replenishing the Construction Site

When there is only one tile left in the Construction Site, complete the following steps:

  1. Place the remaining tile in the first position, then take one stack of tiles and place the tiles face up next to each other, to replenish the Construction Site.
  2. The Chief Architect marker passes to the player to the left.

Play continues around, starting with the new Chief Architect.

If there are no more stacks for you to replenish the Construction Site, proceed to the End of the game.

Important: The last City tile is not played.


End of the Game

The game ends when there is only one tile left in the Construction Site and all the stacks have been used.

Calculating Victory Points

Using the scorepad, each Architect calculates their victory points for each type of District in the following way:

  1. Add up the Values of all your Districts that respect their placement condition;
  2. Add up the number of stars on the matching Plazas;
  3. Multiply these two numbers together.

You also gain 1 additional victory point for each Stone in your supply at the end of the game.

The player with the most points wins the game. In the event of a tie, the player with the most Stones wins.

Example of score calculation for houses
Example of score calculation for houses

Max adds up the victory points for his Housing tiles. In his largest group of Housing tiles, there are 5 Housing Districts on the 1st level and 2 Housing Districts on the 2nd level. Their combined value is therefore 9 (5 x 1 + 2 x 2 = 9). There are 3 stars on the matching Plazas, so he earns 3 x 9 = 27 points.

Tip: You can use our score calculator on the Gigamic Adds app.


Variants

If you wish to increase the difficulty level, you can play the variants below.

The setup and gameplay remain unchanged. Each variant adds an additional placement condition to a type of District. If your District meets this additional condition, its points are doubled; if it does not, then it scores normally.

These additional constraints do not replace the usual placement conditions. In order to score points, a District must always respect its original placement condition and your City must have at least one Plaza of that same type.

You can use several of the variants within the same game, but we suggest that you first play each variant separately.

Houses

Houses variant diagram
Houses variant diagram

If your group of Houses Districts has a value of 10 or more, its points are doubled.

Markets

Markets variant diagram
Markets variant diagram

If your Market District is next to a Market Plaza, its points are doubled.

Barracks

Barracks variant diagram
Barracks variant diagram

If your Barracks has 3 or 4 empty spaces adjacent to it, its points are doubled.

Temples

Temples variant diagram
Temples variant diagram

If your Temple is built on a higher level, its points are doubled.

Gardens

Gardens variant diagram
Gardens variant diagram

If your Garden is adjacent to a lake (an empty space that is completely surrounded), its points are doubled.


Credits & Acknowledgements

Game designer: Jules Messaud / Illustrations: Pauline Détraz

A big thank you goes to Benoit Turpin for having been the first one to believe in this game, and for his precious comments. Thank you to Raoul for all the great games, and to Louison and Luce for their support and their love. Thank you to Delphine for having believed in this project and for bringing it to fruition. Thank you also to MALT, and to Lola, Gaspard, Martin and Jocelyn for all their testing and feedback.


Overview & Components

Overview and Goal of the Game

At the heart of the Mediterranean, rival cities seek wealth and glory. The most talented architects in ancient Greece stand ready to achieve this goal. Build housing, temples, markets, gardens and barracks, so you can grow your city and ensure it triumphs over the others. Raise its prestige with harmonious planning that conforms to specific rules, and enhance it by building plazas.

Stone is an essential resource, so make sure you do not neglect it. You’ll need enough quarries so you can build higher up, making your city stretch towards the sky.

Contents

City tiles component
City tiles component
Starting tiles component
Starting tiles component
Player aids component
Player aids component
Scorepad component
Scorepad component
Chief Architect marker component
Chief Architect marker component
Stone cubes component
Stone cubes component
  • 61 City tiles
  • 4 starting tiles
  • 4 Player aids
  • 1 scorepad
  • Chief Architect marker
  • 40 Stone cubes

Setup

Game Setup

  • Take the City tiles that correspond to the number of players (refer to the backs of the tiles):
    • 2 players: 2+
    • 3 players: 2+ / 3+
    • 4 players: 2+ / 3+ / 4
  • Create 11 equal stacks of tiles, placed face down Setup step 1 (see on the right):
    • 2 players: 3 tiles/stack
    • 3 players: 4 tiles/stack
    • 4 players: 5 tiles/stack
Tile stack counts diagram
Tile stack counts diagram

Note: For 2- or 3-player games, you can make the game longer by using all the tiles. If so, create 19 stacks (for a 2-player game), or 15 stacks (for a 3-player game).

  • Place the rest of the tiles face up in the center of the table, forming a line Setup step 2. This line of tiles will be called the ‘Construction Site’ from now on.
  • Each player, known as an Architect, takes a starting tile and places it in front of them Setup step 3.
  • The Architect who most recently climbed a hill takes the Chief Architect marker Setup step 4.
  • Working around clockwise from the first player, each Architect takes the number of Stones indicated below Setup step 5:
    • 1st player: 1 Stone
    • 2nd player: 2 Stones
    • 3rd player: 3 Stones
    • 4th player: 4 Stones
  • The remaining Stones are placed nearby Setup step 6.
Example of setup for 4 players
Example of setup for 4 players

Tip: At the start of each round, there must always be 2 more tiles in the Construction Site than the number of Architects. Here, 6 tiles are laid out for 4 players.


How to Play

Round Structure

Play continues in a clockwise direction, starting with the Chief Architect.

The Architects take turns until there is only one City tile left in the Construction Site (see: Supplying the Construction Site, p.7).

Important: The last tile in the Construction Site is not played.

Architect’s Turn

Starting with the Chief Architect, the Architects take turns performing the following two actions:

  1. Take a tile
  2. Add a tile to their City

1. Take a Tile

On their turn, the Architect chooses the tile they wish to take and adds it to their City.

They must pay 1 Stone for each tile that precedes it in the Construction Site.

If you take the first tile, you do not need to pay anything.

Spent Stones are returned to the reserve.

Note: If an Architect has run out of Stones, they must take the first tile in the Construction Site.

Example of taking a tile and paying stones
Example of taking a tile and paying stones

2. Add the Tile to Their City

The selected tile must be added to your City. You can place it either on the 1st level or a higher level.

  • A tile placed on the 1st level must border another of your City tiles along at least one edge.
  • A tile placed on a higher level must be constructed on top of 3 hexes (it cannot be placed above an empty space) and must cover hexes on at least 2 different tiles.
Valid and invalid placement examples for higher levels
Valid and invalid placement examples for higher levels

Note: A hex that is covered by another tile no longer counts towards your City.

Construction Types

A City tile is made up of 3 Construction hexes. There are 3 types of Construction:

  • Quarries, which allow you to gain Stones;
  • Plazas, which multiply the value of your Districts;
  • Districts, which can give you points if correctly placed.

Tip: You can find the quantities of each Construction hexes for 2 / 3 / 4 players on the player aid.

Quarries

Quarries do not score any points at the end of the game, but they allow you to gain Stones. When an Architect covers a Quarry with another tile, they take 1 Stone from the reserve.

Plazas

Plazas will multiply the points that you gain for Districts of the same type at the end of the game. The multipliers are represented by the stars. If you have several matching Plazas, their stars are cumulative.

A Plaza does not need to border Districts of the same type.

Plazas multipliers by district color
Plazas multipliers by district color

Note: You begin with a Housing Plaza on your starting tile.

Districts

There are 5 different types of District.

A District can be constructed freely but to gain points, each one must meet two conditions:

  • The placement condition for its type;
  • At least one Plaza of that color in your City (see: Plazas, p. 5).
Placement Conditions for Districts
Houses placement condition diagram
Houses placement condition diagram

Houses: The citizens of your city like to live together in one large neighborhood. You only earn points for Houses that are part of your largest group of adjacent Houses.

Markets placement condition diagram
Markets placement condition diagram

Markets: Merchants don’t like competition, so want to be kept separate from other markets. A Market must not be adjacent to any other Market.

Barracks placement condition diagram
Barracks placement condition diagram

Barracks: Soldiers keep watch over your city’s borders. Barracks must be placed on the edge of your city.

Temples placement condition diagram
Temples placement condition diagram

Temples: Priests attract followers from the surrounding area. Temples must be completely surrounded.

Gardens: Parks always enhance your city. There are no placement conditions on Gardens.

Value of Districts

A District constructed on a higher level of your City can earn you more points.

The value of a District is defined by its construction height: a District built on the 1st level would be worth 1 point, on the 2nd level 2 points, on the 3rd level 3 points, etc. (see: Calculating victory points, p.7).

Important: In contrast to the Districts, Plazas constructed on higher levels do not earn you more points.


Supplying the Construction Site

Replenishing the Construction Site

When there is only one tile left in the Construction Site, complete the following steps:

  1. Place the remaining tile in the first position, then take one stack of tiles and place the tiles face up next to each other, to replenish the Construction Site.
  2. The Chief Architect marker passes to the player to the left.

Play continues around, starting with the new Chief Architect.

If there are no more stacks for you to replenish the Construction Site, proceed to the End of the game.

Important: The last City tile is not played.


End of the Game & Scoring

End of the Game

The game ends when there is only one tile left in the Construction Site and all the stacks have been used.

Calculating Victory Points

Using the scorepad, each Architect calculates their victory points for each type of District in the following way:

  1. Add up the Values of all your Districts that respect their placement condition;
  2. Add up the number of stars on the matching Plazas;
  3. Multiply these two numbers together.

You also gain 1 additional victory point for each Stone in your supply at the end of the game.

The player with the most points wins the game. In the event of a tie, the player with the most Stones wins.

Example of score calculation for houses
Example of score calculation for houses

Max adds up the victory points for his Housing tiles. In his largest group of Housing tiles, there are 5 Housing Districts on the 1st level and 2 Housing Districts on the 2nd level. Their combined value is therefore 9 (5 x 1 + 2 x 2 = 9). There are 3 stars on the matching Plazas, so he earns 3 x 9 = 27 points.

Tip: You can use our score calculator on the Gigamic Adds app.


Variants

Variants

If you wish to increase the difficulty level, you can play the variants below.

The setup and gameplay remain unchanged. Each variant adds an additional placement condition to a type of District. If your District meets this additional condition, its points are doubled; if it does not, then it scores normally.

These additional constraints do not replace the usual placement conditions. In order to score points, a District must always respect its original placement condition and your City must have at least one Plaza of that same type.

You can use several of the variants within the same game, but we suggest that you first play each variant separately.

Houses

Houses variant diagram
Houses variant diagram

If your group of Houses Districts has a value of 10 or more, its points are doubled.

Markets

Markets variant diagram
Markets variant diagram

If your Market District is next to a Market Plaza, its points are doubled.

Barracks

Barracks variant diagram
Barracks variant diagram

If your Barracks has 3 or 4 empty spaces adjacent to it, its points are doubled.

Temples

Temples variant diagram
Temples variant diagram

If your Temple is built on a higher level, its points are doubled.

Gardens

Gardens variant diagram
Gardens variant diagram

If your Garden is adjacent to a lake (an empty space that is completely surrounded), its points are doubled.


Credits

Credits & Acknowledgements

Game designer: Jules Messaud / Illustrations: Pauline Détraz

A big thank you goes to Benoit Turpin for having been the first one to believe in this game, and for his precious comments. Thank you to Raoul for all the great games, and to Louison and Luce for their support and their love. Thank you to Delphine for having believed in this project and for bringing it to fruition. Thank you also to MALT, and to Lola, Gaspard, Martin and Jocelyn for all their testing and feedback.