Disclosure: Meeple Mountain received a free copy of this product in exchange for an honest, unbiased review. This review is not intended to be an endorsement.
A Grand Expedition
In a year that’s felt rather light on major Euro releases in the U.S., with publishers seemingly pivoting toward small-box card games, it hasn’t been a great year for fans of “beige” games. Fortunately, there’s still a trickle of titles making their way stateside, especially with Essen Spiel right around the corner.
As I get older, my tastes have shifted from grinding through three-to-four-hour heavyweight monsters (like Lacerda’s Speakeasy, On Mars, or Kanban EV) toward mid-weight Euros I can finish in under two hours. My brain still appreciates a good workout, just preferably without committing my entire afternoon to it.
Capstone Games has a solid track record when it comes to localizing European titles, and The Royal Society of Archeology, originally published by HUCH!, seems to fit that sweet spot nicely.
Surprisingly thematic for a Euro, players lead teams of explorers on expeditions around the world in search of scientific and cultural wonders, hoping to impress the Royal Society of Archeology at the dawn of the 20th century. Discovered relics are put on display in prestigious museums, all while balancing the high costs of exploration. After all, digging up ancient treasures doesn’t come cheap!

A Little Knowledge Goes a Long Way
Using worker placement, players send their three explorers to various locations around London to study at the university, secure funding from patrons, display relics at the museum, or embark on expeditions around the world.
Expeditions require money, scientific knowledge, and experienced explorers; they also reward players with relics, Prestige, and opportunities to improve their explorers’ abilities.
The game’s unique twist comes from its worker-placement system, where placing a less experienced explorer at a location occupied by a more experienced one can trigger bonuses for both players. It’s a welcome change from the usual blocking and competition for action spaces.

Throughout the game, players juggle resources, collect relics, complete objectives, and satisfy royal requirements while increasing their Prestige and Science.
After four or five rounds (representing years), players compare their two scoring tracks, with their final score determined by whichever is lower. This means balancing scientific discoveries with public recognition is essential to victory.
Digging for Details
I mentioned earlier that the game is surprisingly thematic, particularly in how the actions flow together. With only three explorers at your disposal each round, every placement matters. Visiting the university might feel like a wasted action when you’d rather be digging up ancient treasures, but increasing your knowledge is necessary to meet the requirements for more ambitious expeditions. The same goes for soliciting patrons to fund your next adventure.
Even the distribution of relics differs between regions, with certain types of discoveries more common in specific parts of the world. It’s a small touch, but one I appreciated.
Mechanically, The Royal Society of Archeology doesn’t introduce anything particularly groundbreaking. In fact, throughout our plays, several players pointed out similarities to other Euros they’ve enjoyed. But that’s okay. There’s something comforting about a familiar collection of mechanisms working exceptionally well together, and I found the gameplay loop satisfying.

There’s a natural progression to your actions that makes every turn feel productive. You’ll spend time gathering resources and increasing your explorers’ expertise before finally sending them off on a lucrative expedition. That expedition might provide the relics needed to complete an objective, which in turn opens up another opportunity.
I particularly enjoyed the starting Society cards, which provide an ongoing ability and different starting resources. They help steer your strategy from the beginning, giving players a little asymmetry. Combined with the different objectives, there’s some room to experiment with different approaches.
Another highlight is the balancing act between Prestige and Science. Since your final score is determined by the lower of the two tracks, you can’t simply go all-in on expeditions and ignore your scientific achievements. Both tracks require different investment to find that equilibrium.

One aspect that surprised me was how forgiving the game could be. Reputation, which can be spent to temporarily boost explorers or help meet expedition requirements, was surprisingly plentiful. In both of our games, players frequently found themselves maxed out on the track, making it relatively easy to compensate for whatever they were missing.
Initially, I wished the resource economy were a little tighter, but I also came to appreciate the flexibility. The generous Reputation system keeps things moving and gives players more opportunities to execute their strategies rather than constantly falling short.
Similarly, there isn’t much tension surrounding worker placement. Action spaces are wide open, and players can be rewarded for visiting occupied locations. While fans of cutthroat worker-placement games might miss the competition for limited spaces, I found the positive player interaction refreshing. Rather than groaning when another player takes the action you wanted, you’re occasionally hoping they’ll join you.
That’s not to say the game is without its frustrations.
My biggest issue came from the relic bags, which introduce an element of luck that can occasionally disrupt your plans. Relics are drawn from bags corresponding to different regions, and discarded tiles don’t return until their respective bags are completely empty. This means certain relic types can become increasingly difficult to acquire, especially when players are holding onto discoveries rather than returning them to circulation.
During our games, this occasionally brought the relic economy to a crawl. While I appreciate some randomness when you’re literally digging for ancient artifacts, it can be frustrating when your carefully planned objectives depend on finding a specific relic. It’s easily the most restrictive system in an otherwise flexible game, though it also encourages players to adapt their strategies rather than becoming fixated on a single objective.

Another minor concern came from the third public objective, which awards a whopping 20 Prestige to the first player who completes it. In two of my games, the player who claimed that reward went on to win, indicating that it may be too much.
Production-wise, I enjoyed the colorful artwork and period-appropriate illustrations, which help sell the historical theme. The board itself, however, feels comically oversized for what amounts to a handful of worker-placement locations and scoring tracks. I genuinely think it could have been half the size without sacrificing functionality. Table space is precious real estate, people!

My only other concern is longevity. While the variable starting abilities and objectives provide some replayability, the fundamental gameplay loop doesn’t change substantially between sessions. You’ll still be visiting the university, collecting money, embarking on expeditions, and displaying relics in roughly the same rhythm.
Then again, there’s something to be said for a game that doesn’t need a dozen different modules or asymmetric factions to remain enjoyable. The core puzzle is satisfying enough that I wouldn’t mind revisiting it, even if I don’t expect every play to feel dramatically different.
A Comfortable Discovery
The Royal Society of Archeology reminds me of a good comfort-food meal. It satisfies in all the right ways, leaves you feeling pleasantly full, and delivers exactly what you ordered. It might not be the most adventurous thing on the menu, but sometimes that’s precisely what you’re craving.
There’s a lot to appreciate here. The thematic action sequencing feels natural, the dual scoring tracks provide an enjoyable balancing act, and the positive worker-placement interactions are a refreshing departure from the usual cutthroat competition. Most importantly, the game manages to deliver that satisfying Euro experience without overstaying its welcome.
Sure, I would’ve appreciated a tighter resource economy and a little more control over the relic bags, but those frustrations rarely overshadowed the enjoyment I was having. Even when I wasn’t pulling off some grand strategic masterpiece, I still felt productive and engaged throughout my turns.

As someone who increasingly values games that respect my time, The Royal Society of Archeology hits a particularly appealing sweet spot. There’s enough strategy to keep experienced players interested, but the rules and mechanisms remain approachable enough that you’re not spending half the evening deciphering an iconography glossary.
Not every Euro needs to revolutionize the genre or leave you staring at the ceiling after a particularly brutal decision. Sometimes I just want to sit down, push some wooden pieces around, build an efficient little engine, and feel like I’ve accomplished something.
The Royal Society of Archeology delivers that experience wonderfully. It may not uncover any groundbreaking treasures in the genre, but it’s a polished, satisfying expedition that I’d happily embark on again.






