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Greece Lightning box art
2021 Ranked #20,228

Greece Lightning

This push-your-luck racing game has trireme captains navigate a shifting track and finish two laps farther than rivals. A second movement roll can boost speed or bust, while fish, gods, and placed wedges reshape the course.

Ancient Mythology Modular Board Push Your Luck

Players

2-4

Play time

45-60 min

Age

12+

Complexity

1/5

Rating

6.20

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

On your mark! Get set!

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

On your mark! Get set! ROW! You are the captain of a sleek, speedy trireme, racing in the famous Hydra Regatta. Steer around whirlpools, shifting currents, and fickle gods. Avoid the hungry hydra to win a place among the stars! In Greece Lightning, you race around a circular track, trying to be the first to complete two laps. On a turn, you roll two dice to move your boat: a navigation die (1-3) and a movement die (1-6). You can roll a second movement die to try to go farther, but if the roll is lower than your first movement die, you bust and keep only your navigation die. The circular track is comprised of twelve wedges, with the wedges being randomized each game. In general, the track consists of four paths orbiting the central hydra, but these paths criss-cross a lot, with movement dots and bonus icons at various spots on the movement paths. When you move, you must move clockwise a number of spaces equal to the sum of your dice, but you often have freedom to weave from one path to another. Here are the icons you might encounter: Fish: Collect one fish. You can have up to three fish on hand, and you can spend a fish to re-roll your navigation die or second movement die. You might also need fish to navigate whirlpools. Favor of the Gods: Draw a favor card, and place it face down before you. At the end of your turn, reveal the card and use it immediately, save it for later, or give it away, depending on what card it is. Track wedges: Collect one wedge and place it face up before you. At the start of your next turn, after determining your total movement, place the wedge on the game board (but not on the starting tile or a player's ship). Use these to make your path easier or to place a hydra directly in your opponents' way. Whirlpool: When you land on a whirlpool, you often have multiple exit paths from it — but you might need to pay fish or have a die with a certain number in order to take a particular path. Hydra: Spend a fish when you land on a hydra space or else your movement will vanish for the rest of the turn as you must fight it off. When you land on or cross the starting line, thereby finishing one lap, you receive a fish, a wedge, and a Favor of the Gods card. When someone has completed their second lap, you finish the round to ensure everyone has the same number of turns, then whoever has gone the farthest wins.

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Editions

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Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2–4
Best with
2
Play time
45–60 min
Age
12+
Complexity
1.0/5
Credits and catalog connections

Credits

Designers

2
Kathleen Mercury Mark Sellmeyer

Artists

1
Anthony Cournoyer

Publishers

1
WizKids (I)

Linked items

No published linked games yet.