Tekhenu: Obelisk of the Sun – Board Game Review

by | May 17, 2025 | Board Game Reviews, Reviews

I have a bit of a history with designer Daniele Tascini. I bounced off Teotihuacan years ago (although can’t quite remember why), and while I initially disliked Tzolk’in: The Mayan Calendar, I have to admit that it has grown on me more each time I’m coerced into playing it. Tascini’s games tend to feel like intense cerebral puzzles. Dense and demanding, but rewarding to those willing to put the work in to gain some mastery. So when I sat down to play Tekhenu: Obelisk of the Sun, I braced myself. Would it push me away again, or pull me in?

Tekhenu game board with a brown obelisk on a brown board with white, yellow, brown, and black dice surrounding it.

Let’s start with the obvious: Tekhenu: Obelisk of the Sun is a looker. A towering plastic obelisk dominates the board, casting a literal shadow across the action spaces, and in doing so, dictates which dice are pure, tainted, or outright forbidden. It’s an immediate table presence, big and weird in the best way. It kind of serves a gameplay purpose, but it kind of feels like it just exists to create that table presence. As the sun shifts (the obelisk rotates every two turns), so too does your ability to draft dice. This mechanic is actually a decent metaphor for the game as a whole, what’s good now won’t be good later. you’ll need to adapt, or be left behind.

The core loop of Tekhenu is a six-action dice drafting puzzle. Each turn, you take a die from around the spire, and either generate resources or activate the associated action space. The value of the die affects how many resources you gain or the potency of the action you’ll take. Adding to that, each die also has moral weight, giving your soul points toward the pure or tainted side, and must be placed on your karmic scales before the end of the round. Lean too far toward imbalance, and the game will punish you. Strive for harmony, and you’re rewarded with points. It’s a clever twist that keeps you constantly recalibrating all of your decisions.

And you’ll need to be constantly adapting. Tekhenu is a game about forward planning in a system that refuses to cooperate. That perfect plan you spent 10 minutes building? Gone, because the die you desperately needed turned forbidden, or someone else snatched it first. Tekhenu demands backup plans, backup backup plans, and when all else fails, throwing caution to the wind and just taking the action that you gut says ‘feels best’. It’s a brain-burning experience that constantly asks you to throw your plans out and pivot.

Tekhenu game with purple and blue pillars

The actions will have you building statues for passive bonuses, erecting pillars in a shared temple grid, expanding your city with buildings that boost your income and end-game scoring, and throwing lavish festivals to increase the happiness of your population. There’s a card market featuring cards that give you either end-game scoring benefits, or ongoing gameplay effects, and your ability to access those cards is tied directly to how happy your people are. The interconnectivity of the actions here is impressive, like a gear from Tzolk’in, everything touches everything else. Make one good decision, and it pays dividends. Make a bad one, and the whole thing wobbles like a Jenga tower.

I don’t think there’s that much theme to the actions here, but I don’t really mind. It’s Ancient Egypt in aesthetics only, lots of sandy browns and beiges on the board, but that boring-ness is offset by bright player pieces in purple, pink, orange, and blue. The dice are chunky and satisfying, and the graphic design of the board helps players compartmentalize the actions very well. Tekhenu has a rhythm, every four turns, there’s a karmic Maat phase. After two Maat phases, a scoring round. Then repeat, and the game is over. This cadence, once learned, feels smooth and intuitive.

Tekhenu game board with dice and lots of player pieces around it

By the end of each game, I was exhausted, and impressed. Tekhenu is one of those games that doesn’t show you its brilliance upfront. You need to unearth it’s brilliance. At first, it feels like a mashup of mechanics you’ve seen before. But over time you start to feel the harmony. If you like games where you’re constantly wrestling with your own plans, desperately trying to keep Plan A alive while Plan B, C, and D scramble into action, Tekhenu is for you. It’s crunchy. It’s tough. And it’s immensely satisfying. It’s my favourite game from the T-series, but I’m alone in that opinion. Everyone who’s played this with me prefers Teotihuacan or Tzolk’in, but that’s okay. They’re all great games in their own right, and I’m just happy that I found one that really sings to me!

0 Comments

Submit a Comment

Your email address will not be published. Required fields are marked *

Recent Posts

Perch – Board Game Review

Perch – Board Game Review

Perch is an area control game for 2 to 5 players, designed by Douglas Hettrick, with art by Ari Oliver, and published by Inside Up games in 2025. Perch casts players as a colour of bird and tasks them with earning the most points possible over 5 rounds. Each round players will take two birds of their colour, and pull two more birds out from a bag as their options for the round. Then, turn by turn, players will place one of the birds they control onto the various tiles on the table. Once everyone is done placing their birds, each tile is evaluated for majority. Whoever has the most birds on a tile will earn the top billing of points, but there’s a small catch. Players who have tied amounts of birds will cancel each other out, denying each other from scoring any points at all.

Tearable Quest – Board Game Review

Tearable Quest – Board Game Review

Once upon a time, I was learning about the difference between lived experiences and observed experiences. The teacher split the class in half. One group sat back and recorded what they saw, while the other group had to run up a staircase breathing only through a straw. Then the class switched roles.

Unsurprisingly, the observers didn’t quite grasp how difficult the task really was until they experienced it themselves. And that lesson came back to me when I sat down to play Tearable Quest, designed by Shintaro Ono, with art by Sai Beppu, and published by Allplay in 2025.

3 Witches – Board Game Review

3 Witches – Board Game Review

One of the things I love about trick-taking games is how effortlessly they get to the table. You generally get a deck of cards and deal most if not all the cards out. The teach is usually something along the lines of “It’s a trick-taking game, but here’s the twist…” and you’re off. The bones of trick-taking games are familiar: follow suit, win tricks, claim victory. Sure, each game brings its own little wrinkles that make each one unique and interesting, but the foundations of the games are usually comforting and intuitive.