Altay: Dawn of Civilization - A Fragile Balance Between Tradition and Modernity
- Renaud Fleusus

- Sep 12
- 5 min read
I discovered Altay during a particularly lively game night at a friend's house. Paolo Mori was on the program—you know, the creator of Ethnos and Libertalia, those gems that are always hanging around our game libraries. When my friend Nicolas brought out this box with captivating illustrations by Pauliina Hannuniemi, I admit I was curious but also slightly wary. Yet another civilization game that promised the earth in 60 minutes? I'd already dabbled in the genre, often only to end up disappointed by unfulfilled promises.

Duration: 45-90 minutes (more like 60 in reality)
Age: 12 years and older
Players: 2-4 players (optimal at 4)
Publisher: Ares Games / Gigamic
Authors: Paolo Mori & Ole Steiness
Illustrator: Pauliina Hannuniemi
First Contact: When Appearances Are Only Half Deceiving
From the moment I opened the box, I was captivated by the production quality. These small 3D buildings, these large-format cards with mystical visuals, this board without demarcation lines that exudes authenticity... Altay is undeniably pleasing to the eye. The tribes - Elves, Tellurians, Fire Peoples and Small Peoples - each have their own strong visual identity, even if I quickly discovered that this differentiation unfortunately remained rather superficial.
The premise immediately appealed to me: combining deck-building and territorial control in a digestible format. Each player starts with a deck of 10 cards representing their tribe, then must explore, conquer, and expand their small empire on a board divided into four distinct regions. On paper, it seemed like a good fit.
The gaming experience: between familiarity and frustration
My first turn immediately reminded me of my games of Dominion or Lost Ruins of Arnak. Five cards in hand, resources to produce, a market to explore... The mechanics are perfectly honed and accessible. What I liked was this feeling of immediate progression: my basic fighters can double their production if they are placed on the right terrain, my warriors allow you to overcome obstacles on the board.
The market offers 11 different cards, always the same, available in multiple copies. This stability is both a strength and a weakness. On the one hand, it allows you to develop a coherent strategy from the start of the game. On the other, it severely limits replayability. After a few games, I felt like I was making the same purchases in the same order.

Technologies: the real heart of the game
This is where Altay comes back into its own! The three-tiered technology system brings the asymmetry that factions can't seem to create. Being able to discard a card to draw another, stockpiling resources, getting end-game bonuses... These developments finally give my strategy a personal direction.
I particularly enjoyed this race for level 3 technologies, those hidden "wonders" that can completely change the game at the end of the game. That's Paolo Mori in his own words: simple on the surface, but with those little details that make all the difference.
Altay aims to be a "peaceful" civilization game, and this is reflected in its combat system. Comparing swords and shields is a no-brainer. The problem is that this simplicity sometimes makes the battles repetitive and predictable. In my last four-player game, Nicolas and I found ourselves stuck in a "I build, you destroy" cycle that dragged out the game unpleasantly.
Paradoxically, the "surrender" mechanism is rather well thought out: losing voluntarily allows you to renew your hand, which avoids completely blocked situations.
Configuration and number of players: the complex equation
Two: problematic isolation
I played Altay one-on-one with my partner, and it was our least convincing game. The board seems too big, the interactions too rare. We can literally play in our own corners, barely crossing paths. Fortunately, the Seafarers expansion (included in the French version) opens up the possibilities with its navigable islands, but it's still disappointing.
Three: the geographical imbalance
The three-player setup suffers from a geographical problem. A region of the board remains unused, creating situations where one player can find themselves isolated while the other two battle it out. I experienced this during my second playthrough, and it was frankly frustrating.
Four: the optimal experience
I had the most fun with four players. The board is alive, the tensions are palpable, and the choices are difficult. Each region is occupied, borders are touching, and suddenly every decision matters. The Seafarers expansion then takes on its full meaning, offering alternative paths when the lands become too contested.

The forces that seduce
An exemplary production
It's hard not to fall under the spell of this material. Pauliina Hannuniemi's illustrations create a perfect mystical atmosphere, somewhere between prehistory and fantasy. These small 3D buildings bring a very satisfying physical presence to the set. Even the storage is well thought out!
Accessibility assumed
Altay succeeds in its gambit: offering the "civilization" experience without the usual complexity of the genre. In 60 minutes flat, I explored, conquered, developed, and scored points. For experienced players who want expert gameplay without the hassle, it's perfect.
Competitive balance
All my games were decided within a few points. The different paths to victory (territorial expansion, technological development, military domination) seem well calibrated. I saw the player who built the most, the one who optimized their technologies, and the one who played interaction win.
Weaknesses that disappoint
Asymmetry in trompe-l'oeil
My main disappointment concerns the factions. Of the 10 starting cards, 8 are identical between all the tribes! The differences boil down to an extra hunter here, a less warrior there. It's anecdotal, and it's not enough to create a real game identity. I was hoping to find the marked asymmetry of an Ethnos, but no.
The static market
Seeing the same 11 cards available all the time quickly gets boring. After three games, I felt like I knew the optimal order of acquisition by heart. Where are the special cards, the game-changing effects, the unexpected combinations that make deckbuilding so exciting?
The impossible purge
One detail that annoys me: it's impossible to get rid of rotten starting cards! Only one technology allows you to "trash" cards, and even then... As a result, my end-game deck remains polluted by these 1-food hunters who are no longer useful. Frustrating for a fan of the genre.
The Reverse Learning Curve
Paradoxically, the more I play Altay, the less I enjoy it. The first discovery is magical, the second part confirms the good impressions, but from the third, the limits appear. The game quickly shows its tricks, and the feeling of "standing still" sets in.

The verdict: a successful but limited transition game
Altay leaves me with mixed feelings. It's undeniably a beautiful game, well-produced, accessible, and balanced. It's even an excellent entry point for discovering deck-building mechanics or getting started with civilization games. Paolo Mori and Ole Steiness have created something coherent and functional.
But here's the thing: when you're already familiar with the genre, Altay struggles to convince over time. It lacks that little spark, that originality that makes you want to come back. It's a "good student" without being a "brilliant student," to use a school metaphor.
I'd happily recommend it to mixed groups, with players of varying experience, for a relaxed evening. But if you're looking for the new deck-builder that will revolutionize your evenings, move on. Altay is a pleasant transition, not a destination.
My rating: 6.5/10
A decent and well-finished game, perfect for discovering or introducing new players, but lacking the personality to make a lasting impression. A must-try with four players using the expansion in the box, but not for two.




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