In Thesauros, you run a deep sea recovery company and compete with others to bring lost shipwreck treasures back to the surface. Not the movie version with one diver and a lucky guess, but a full operation with planning, equipment, staff, funding, and missions at sea. You’re basically managing a treasure hunting business that happens to work underwater. Which already sounds like a decent job description, honestly.
Treasure hunting is only part of the work. You invest in technology, pick up specialised gear, hire and train workers, collect treasure maps, and send teams into risky waters. Recovered artifacts can end up in museum exhibitions, which helps build your reputation over time and gives your finds some public visibility.
Money management sits right at the centre. Your company runs on separate budgets for staff, research, missions, and public relations, plus a slush fund to influence authorities when timing matters. Across three in game years, you try to grow your operation and build the strongest reputation. Let’s just say your accountant would be very involved in this adventure.
👥 1-4 players, ages 14+
⌛ Playing time: 45 minutes/player
📝 Designer: Cédric Millet
🎨 Artwork: Oscar Manuel & Yann Valéani
🏢 Publisher: Super Meeple (review copy provided)



Gameplay overview
Each player runs a recovery company and tries to finish with the most reputation points. Reputation comes mainly from technologies, museum exhibitions, and advertising. Money is your main resource for actions, and how you plan your budgets matters more than you might expect at first.
The game lasts three in game years, each split into three quadrimesters, so nine rounds total. At the start of each year, players receive investor income. Year one is more generous, later years give less base money but extra income per treasure map owned.
At the start of the year you divide your money between five accounts on your player board. Each account pays for different types of actions, and that setup stays fixed for the year. You can move money later, but it costs extra, and the slush fund can only be filled during this planning step, so you do need to think ahead a bit.
Each round, players take turns placing their boss and workers into action queues on the board. When a queue is full, that option is gone for the round. Placement continues until everyone is done or decides to pass. If you want to affect next round’s turn order, you can place your envelope with the authorities before placing a worker, which will be paid from your slush fund. Yes, it’s legal here. Mostly.
Actions are then resolved in order. Most workers perform their task and return. Some stay on the board if their action sends them to a special location, most often during sea expeditions that can last several rounds. If you cannot pay for an action when it resolves, you lose one reputation point.
The boss is more efficient than regular workers and gets small bonuses. In certain zones, a worker placed with the boss can be trained into a specialist for that zone and keep that bonus for the rest of the game.
Actions cover hiring staff, developing technologies, buying equipment, acquiring maps, launching expeditions, recovering treasure, opening museum rooms, and advertising for reputation. At the end of each round you pay salaries, then reset for the next one. At the end of each year you score reputation, and after year three final scoring decides the winner.


Gameplay and flow
When you look at it closely, it’s a worker placement game where you’re constantly managing your money and resources, and where your biggest decisions happen before the round even starts. The yearly budget split is what really runs the show. You lock money into departments, and for the next rounds you live with that plan. I mean, we’ve all made a budget and regretted it later, right. Same feeling.
The action queues are where most of the competition between players actually happens. You are not only picking an action, you are picking your position in line. Early spots give you better value, later ones cost more or give less. It keeps the board competitive without constant hard blocking. So you’re not just watching your own plan, you’re also watching what the others are about to grab.
There is also the expedition side of the game, where your teams operate at sea on a separate grid. Movement, scanning, and hazards come into play there. It makes the game feel different from a typical worker placement game, and gives you something extra to think about. To be fair, it also adds extra steps and a few more rules to keep in mind. You’re running an office and a dive operation at the same time.
What really helps you over time is specialist workers, and your technology and equipment development. These don’t give instant fireworks, but they make later turns more efficient and flexible. You’ll do better with a proper plan than by trying to fix things at the last moment.


Strategy and luck
Strategy here is mostly long term focused. Because your yearly budgets are locked, early choices echo forward. You can’t easily change course halfway through the year if you funded the wrong things. Planning matters more than reacting on the spot.
There are several ways to score, but they connect. Technologies help efficiency, exhibitions convert finds into reputation, advertising turns money into points, and expeditions supply discoveries. The best results usually come from linking these systems instead of pushing only one track. For us, spreading effort across a few areas worked more reliably than going all in on a single path.
Luck is present, mainly through tile draws, map availability, and sea hazards. Honestly, it never felt wild, but it’s there. Preparation reduces risk, but doesn’t remove it. If you dislike randomness in your euros at all, you’ll notice it.


Player interaction
There’s interaction all the time, but it’s mostly indirect. You’re not tearing down each other’s engines, but you are getting in each other’s way. Action queues with limited spots create steady pressure. Someone getting there first can make your turn more expensive or less effective.
Shared markets add more friction. Technologies, maps, equipment, and exhibition rooms are limited. Taking one changes what’s left. Sometimes you pick for yourself, sometimes you pick because leaving it there would help the next player too much. I guess that counts as polite aggression.
Once expeditions are underway, they are mostly personal operations, so the competition happens before launch, not during the mission itself.


Theme and atmosphere
The recovery company theme is tightly connected to the systems. You really do feel like you’re running an organisation, not just collecting points. Departments, research, permits, and public visibility all show up in the mechanics.
Separate accounts feel like real divisions. Patents and equipment feel like practical upgrades for your company. Museum exhibitions and advertising show different ways success becomes reputation.
Still, let’s be honest, the feeling at the table is more operational than adventurous. It feels more like managing projects and logistics than starring in a dive thriller. If someone expects cinematic tension, they may find it more about planning sheets than spotlight.


Components and art
The game looks like a modern euro that chose clarity over decoration. It’s busy, but organised. Most visual choices support usability first. The sea board is what your eyes go to first, with clear paths and zones. Player boards are dense but structured around the different accounts. First look can feel like reading a dashboard, then it settles in.
Wooden pieces are simple and readable. Cards and tiles focus on icons and information instead of big art moments. The insert is practical and helps with sorting. You’ll want a decent sized table though, it takes up more space than you might expect once it’s on the table.

Pacing and replayability
The pacing repeats the same pattern each year. After one play, everyone knows what comes next. It’s not quick, but it’s also not confusing.
First plays take longer while players learn how strict planning needs to be. Later plays move more smoothly because decisions become clearer. Downtime depends on how much your group likes to calculate. Some turns are quick, some are thinking caps on.
Replayability mostly comes from how each setup is a bit different. Technology sets, equipment, and maps change priorities between games. Player behaviour changes the feel too. Heavy competition in certain areas reshapes how the game plays out.
What doesn’t change is the basic structure of the game. If you want scenario twists and surprises, they’re not here. If you like getting better at the same system over time, there’s plenty to work with.


Accessibility and complexity
This is for players with some euro experience. The 14 plus rating feels fair. Not because the rules are confusing, but because several systems connect at once. Game length is closer to a full evening game than a quick play, especially with a full table and a teach.
The rulebook is very solid. Clear order, good diagrams, and lots of examples. We rarely had rule debates because most situations are explained properly. There’s also a real index at the back, which helps a lot when someone asks “where was that rule again”.


Final thoughts
For us, Thesauros feels like a planning and execution game where commitment matters more than last minute tricks. The yearly budget decision is the heart of it. Everything else checks whether your plan actually holds up.
The expedition system makes it feel distinct when it’s on the table, even if it adds extra handling and some unpredictability. Some groups will love that layer. Others will feel it slows things down a bit. Both reactions make sense.
It’s structured, demanding, and very deliberate. Not every group will click with it, and that’s fine. But if you enjoy euros where planning ahead is part of the fun, there’s a lot here to dive in. Yes, that pun was fully intentional. I’m not even sorry.
📝 We received a review copy from Super Meeple.





