Three Italian authors, with Barrage, Newton, and Darwin's Journey under their belts, have teamed up for the first time, and the result is a game where no one ever touches you. There are rumors of advanced civilizations colonizing the cosmos, as announced in January, but the finished rulebook tells a much smaller story.
| Signature | 9 |
| Barrage, Newton, and Darwin's Journey in the signatures; however, the development brings five other names. | |
| Originality | 8 |
| Each retrieved disc is an additional activation; the rondel remains that of Teotihuacan. | |
| Craftsmanship | 8 |
| Two hundred wooden pieces for 59.99 euros; the action tiles don't interlock and slide. | |
| Care | 8 |
| Eight player aids and the symbol index; twelve rule discussions open in one month. | |
| Autonomy | 9 |
| Zero text on cards and tiles; Focus card levels are only readable on the player aid. | |
| The Verdict | |
| Buy it if | You want an engine that grows in your hands, and you don't mind building it yourself while others build theirs. |
| Leave it if | You're looking for a game where players hinder each other. Here, no one can take anything from you, and even those who like the game agree on this. |
| Window | There's nothing to wait for. The Italian edition of Cranio Creations arrives on August 28th, and since there's no written text on the components, the localization only concerns the rulebook and player aids. |
| Interaction | Almost none. No one can take anything from you, and the only friction is the race for the same objectives. |
| Chance | Low and all at the start. Starting star and planet are drawn, then cards are revealed face up. |
| Weight | Three steps per turn to learn in five minutes, and three automatic bonuses to remember throughout the game. |
| Downtime | Low in two and three players, where turns are short. In four, it becomes the most noticeable thing. |
| Footprint | Large, and grows during the game, because each new solar system is an additional tile in front of you. |
|
Players
1 to 4. The game tightens or widens the ring by rotating action tiles depending on how many players there are.
|
Duration
90 to 150 minutes declared, which is about forty minutes per player.
|
|
Structure
Variable rounds. It ends when two out of six objectives are completed.
|
Language
No text on cards and tiles. In this edition, the rulebook and player aids are in Italian.
|
|
Box
Square, large format, and no insert inside.
|
Solo
Yes, official, with an automatic opponent and its own booklet.
|
An exam, in a room, with a simulator
Entropy, in physics, is the tendency of everything to spontaneously disorder. Heat dissipates, stars die out, and none of it ever reverses. In the game world, humanity has learned to bend it, and entropy has become a fuel—a red cube you spend to make things work. You are an apprentice scientist taking your final exam, locked in a room with a simulator.
In front of you is your player board, which the game calls the Console, and around the main board runs a ring of twelve action spaces. Each turn, you move your Scientist, your only pawn, one to three spaces clockwise. The six inner spaces repeat the three major actions in pairs, and to take one, you place a Creation disc there. Discs are not currency and are not spent, because there are four of them—one for each major action plus a wild card—and they remain where you left them until you pass over them again to retrieve them. Without the right disc in hand, that action is unavailable.
Before starting, you also take three Focus cards, one for each major action. Initially, they do nothing. They tell you which powers you can unlock, and each time you spend a turn upgrading the Console, you level one up. From then on, that action gives you something extra every time you use it.
With the major actions, you build solar systems, and each holds a star and two planets, with up to two asteroids and one biome per planet. Stars are not just decoration, because each star is a machine that transforms entropy into energy, mass, or life forms, and the most evolved ones directly transform it into points. You place life on the planets by playing cards, but only if the star, planet, and asteroids together show the icons required by the card. The player with the most points wins, and only two out of six objectives need to be completed for the countdown to begin. What is not there can be quickly stated: no one blocks a space, no one steals a card from your hand, and there is no map to explore.
|
1 · Movement — in order
Move your Scientist one to three spaces clockwise and stop on an action. Any Creation discs you pass over return to your Console, and you collect the traffic bonus, which is larger the fewer spaces you moved.
|
|
2 · Action — in order
Resolve the action of the space where you landed. If it is one of the three major actions—igniting a star, taking a planet, or playing a Life card—you must leave the corresponding Creation disc there.
|
|
3 · Mission — in order
Check if you have achieved one of your two mission cards, if you can advance on one of the three common tracks, and if you are entitled to a life token. Then, stand up any discs you retrieved.
|
|
Where points come from
From the life tokens you collect by accumulating bacteria, plants, and animals, from the three common tracks that all pay out at the end, and from the loose points the game gives you along the way.
|
How much each step costs you
The schema above describes a clean turn and hides the question the game asks you every round. The reward is greater the fewer steps you take, because with one step you get the full reward, and with three, you get nothing. However, moving quickly serves two purposes. It brings your discs back into your hand, without which the three major actions remain closed, and it lets you collect what is underneath each of them.
And this is where the game distinguishes itself from its counterparts. Each disc you retrieve allows you to ignite a star, meaning you spend some entropy to produce energy, mass, life forms, or raw points. Then, each retrieved disc counts separately, so if you retrieve two and also land on the star action, the same star can activate three times in the same turn. A short move gives you fuel; a long move burns it all at once.
What complicates matters is who is around you, because landing where another Scientist already is counts as an extra step and eats into your reward. How often this happens depends on the setup, with a detail that is barely noticeable.
|
In 2
All six tiles have the triangle. The ring effectively has six stops, and you constantly bump into each other.
|
In 3
Three out of six tiles have the triangle. Half the ring is narrow and half is wide, and it changes with each game.
|
In 4
No tiles have the triangle. Twelve distinct stops, more choice per player, and longer games.
|
At the table, you immediately recognize it because players of Entropy count their steps aloud and look where they left their discs. They make the same face every turn, given that collecting now means running out of tools, and going back to retrieve them means leaving the reward to others. It’s a small choice that ultimately separates those who built three solar systems from those who built one. Everything else is a consequence.
|
The doubt
Many games have a growing engine, and that's not the problem. Mid-game, you have biomes that activate when you land on certain actions, Focus cards that activate when you use a certain disc, and planets that reactivate when you place an asteroid on them. The risk comes from there, because these are three different implants that trigger at three different moments in the same turn, and no component reminds you of them at the exact moment they are needed. The biome is on a planet far from the ring, the Focus card is on the Console, and the planet's effect starts within another action. Three different groups have publicly recounted the same scenario: realizing at the end of a turn that they missed a bonus. This isn't a printing error; it's a design choice that shifts the burden of remembering onto you. |
|
You've read the uncomfortable part too. If it clicks for you, the Italian edition is here.
Entropy · €59.99
|
Three signatures, and five names below
Tommaso Battista is from Rome, an architecture graduate, and spent years in the construction sector. That's where Barrage arose from the tender processes he observed firsthand. Nestore Mangone has his own gameography, having co-written Shackleton Base with Fabio Lopiano. Simone Luciani signed Tzolk'in, Marco Polo, Lorenzo il Magnifico, and Barrage.
Beneath the three big names, however, the credits list five others for development, which is why the Signature doesn't go higher. The illustrations are by three people, Piotr Orleański, Sławomir Rybka, and Mikołaj Lasota, and the graphic design is by Zbigniew Umgelter. The BGG page lists two.
|
What it resembles
In Teotihuacan, from the same publisher, you move a worker one to three spaces clockwise on a ring of actions, and you pay more if you land where others already are. Those who have played it recognize the movement on the first turn.
|
Where it differs
There, the long path is just a penalty. Here, the discs remain on the board, and passing over them again pays you, so neither direction is a punishment: one fills your hands, the other empties them all at once.
|
|
200
wooden pieces, including life forms and resources
|
12
action spaces, with external ones shuffled each game
|
2
closed objectives out of six, and the game ends
|
What's inside for sixty euros
Two hundred wooden pieces for 59.99 euros is a lot, and in the same price range, you can find boxes with much less inside. There are one hundred and forty shaped life forms including bacteria, plants, and animals, plus sixty resources, and on top of that, fifty-five star tiles, forty-four planets, forty asteroids, and thirty-six biomes.
The savings are noticeable elsewhere. The six external action tiles rest on the board without interlocking, so they slide around while you play, and the biome tiles are twice as large as they need to be because almost their entire surface is artwork. There's no insert, and the bags inside aren't enough to separate everything, so much so that those who already own the box say that setup and put-away is the worst part of the evening.
If the box is heavy, who do you play against alone?
That same box contains a second booklet, signed by Kacper Frydrykiewicz with Dávid Turczi, and it pits you against an automatic opponent that builds nothing. It's called Ghost, it's a pawn of a color no one uses, and its distance is the opposite of yours. If you move one step, it moves three; if you move three, it moves one. Every time it passes the Progress deck, you draw a card, which makes it advance on objectives and removes something from the market.
To win, you must score more points than it, but first, you must complete at least two of the three Challenges, otherwise the game is lost by default. The difficulty is adjusted by changing the value of its final objectives, from three to five times. What the Ghost doesn't do is build, as it has no planets, no stars, and doesn't play cards, so it remains more of a stopwatch you're racing against than an opponent that responds to you.
|
I
You advance when you bring a star to the third or fourth level. At the end, it pays for the planets of the same type that you have.
|
II
You advance when you place the first asteroid in a system. At the end, it pays for planets that have a biome and at least one Life card.
|
III
You advance when you complete a biome. At the end, it pays for how many different stars you have in front of you.
|
|
There is
Rulebook and player aid in Italian
An official solo mode, with booklet and automatic opponent An index of all symbols on the last page Three alternative objectives, for those who have played a few games |
There is not
An insert to keep components organized
A page of tips for the first game The three campaign promos, including satellites An errata from the publisher, which has not yet been released |
There's only your table, with the stars you've lit and the planets you've filled.
And the question of whether it was enough.
Entropy · Tommaso Battista · Simone Luciani · Nestore Mangone · Piotr Orleański · Zbigniew Umgelter · Board&Dice · Cranio Creations · rondel · euro · Calibro · 2026 · Frogames



https://frogames.business
Share:
Night at the Zoo: six animals, six ways of walking
Luxembourg Doesn't Exist — the story of Abroad: A Travelogue