Alright, buckle up, folks. When my crew showed up at my house with snacks, coffee, and a copy of Auztralia, I figured we were in for another gentle evening of trading sheep, arguing over rules, and someone inevitably flipping the table. But this game threw Cthulhu into the Outback, and suddenly, we were sweating over coal, scheming alliances, and yelling about elder gods popping up in the sheep paddock. Welcome to my review of a board game that made me love, curse, and laugh all in the same night.
How It Plays
Setting up
First, slap that map of Australia (with a Z, cause Cthulhu) on the table. Everyone grabs their own cute little port board, matching cubes, and a random personality card. Throw random tokens on the map for resources and shuffle those nasty Old Ones into their hiding spots. Stack your railways, get your meeples ready, and argue over who gets to play yellow.
Gameplay
This game’s all about time! You spend time to build rails, farm sheep, and hire military dudes. Actions cost time and whoever’s furthest back on the track gets the next turn. After a while, Old Ones wake up and make a mess of everything. Players can help or betray each other to stop monsters from trashing ports—but sometimes, you just want to watch chaos. There’s strategy, big decisions, and the sweet taste of revenge when someone else’s port gets roasted by a Shoggoth.
Winning the game
After all the Old Ones either stomp you or go down swinging, tally up your points. You earn points for resources, farms you protect, Old Ones you defeat, and your cool personality objectives. Lose points if monsters munch your stuff. The player with the most points wins and gets to say they (kinda) saved Australia. Or at least didn’t end up as dinner.
Want to know more? Read our extensive strategy guide for AuZtralia.
Does Auztralia Nail its Theme and Story?
I’m going to say this right off the bat – Auztralia wins the weirdest theme award in my group. If you’ve ever wanted to build railroads in a Lovecraftian post-apocalypse, boy, have you found your game. The setting is bonkers: the Old Ones (yes, those spooky cosmic nasties) have taken over Australia. Now YOU, a plucky explorer, have five good ideas, a band of loyal followers, and one questionable hat, and you’ve decided that the only logical response is to lay down rail, farm sheep, and shoot Cthulhu with antique rifles. I might have worn a cowboy hat the first time we played, just to help with the immersion. It didn’t help me win, but I think it improved my sheep-wrangling.
The story integration is actually top notch for a Euro-style game. I expected pure math and dry cubes, but Auztralia ties everything to the story. When you use resources to build a port, it feels like you’re braving the wild. When the Old Ones wake up and start stomping around, it’s a proper horror movie moment – but with more train tracks and less screaming. Even the time mechanism acts like a ticking clock in a disaster film. My friends and I cheered when we took down a Shoggoth with a well-timed train-and-cannon combo, and groaned when the Old Ones swamped my perfectly balanced sheep farm. Sorry, sheep.
What really sticks with me is that the theme isn’t just slapped on. The mechanics actually match the wild narrative. The player vs. board thing – I mean, the board literally fights back. That’s rare! So, if you want a Euro where you actually feel something beyond ‘I got more points than Steve,’ Auztralia’s setting seriously delivers.
Next up, get ready for the ultimate showdown: does Auztralia balance brains and dice, or will Old Man Luck punch your careful plans in the nose? You’ll want to stick around for this one.

How Balanced is Strategy vs. Luck in Auztralia?
I’ve played enough board games to know when the dice gods have cursed me, but Auztralia doesn’t just rely on luck—you’ve got to actually plan things out or Cthulhu’s mates will eat your sheep and sanity. The game mixes Euro-style resource management with wild events, so you can’t just wing it and hope to win. Trust me, I tried, and my railways ended up leading straight to cosmic disaster.
At its core, Auztralia is about timing and efficiency. You choose actions on your turn, spending time (a very limited currency) instead of action points. That means you need to think two, three, or even four moves ahead. Should you farm now, or lay rails closer to those tasty minerals? Every decision feels important. But then there’s the luck—drawing event cards and flipping face-down Old One tiles. Sometimes Lady Luck smiles, and sometimes she throws a Deep One party in your backyard.
Is that a bad thing? Not really! The lucky elements in Auztralia make each match unpredictable. My friend Dan once built an army to take on Cthulhu himself, only to discover a pair of puny Cultists instead. Meanwhile, I stumbled into a Shoggoth with my one poor cow. The random draws keep you sweating, but you still feel rewarded for making clever moves. No one has ever flipped a tile and said, “Well, I guess all my decisions mean nothing now.” Your choices matter, even when the stars are right… or very, very wrong.
So, while luck exists, Auztralia leans more on strategy than sabotage-by-chance. Next up, I’ll tell you how this game turns friends into frenemies faster than you can say ‘tentacle trouble!’

Electric Sheep and Tentacles: Player Interaction & Tension in Auztralia
Let me tell you, Auztralia is not the type of game where everyone just sits in their own little farming corner, blissfully ignoring one another. The designers must have had a fondness for friendly sabotage—or just chaos—because player interaction is at the heart of this wild ride. Whether you’re racing your fellow farmers to snatch up coal and iron or nervously eyeing their armies as they inch too close to your sheep, you spend most of the game bargaining, plotting, and sometimes just flat-out begging for mercy. I once watched my friend Lisa, fierce and cunning, sabotage another player’s railway plan out of pure mischief. It was beautiful. (Unless you were the victim.)
The tension in Auztralia, though, isn’t just human drama. The Cthulhu monsters ((sometimes called “Old Ones” by cooler people)) march toward civilization at a pace that borders on rude. The real panic starts when you realize the Old Ones don’t care who you are or how nice your hat looks—everyone is fair game. The timer pushes you to act quickly, but every decision feels like juggling chickens: will you expand your farm, defend your port, or just bribe Lisa not to unleash Shub-Niggurath on your cabbage patch?
This all creates a special brand of tension where deals are brokered, alliances are temporary, and everyone lives in fear of the next betrayal or monster ambush. Trust me, it keeps things spicy. Next up: does Auztralia stay fresh, or wear thin after a few games? Grab a snack, we’re exploring replayability and variety!

Is Auztralia worth playing more than once? (Spoiler: Yes, unless you hate fun)
One of the things that makes Auztralia a real shelf-hugger in my house is just how much the game changes every time. I’ve played it with many groups – friends who want to crush the Cthulhu menace, and others who just want to see my railroads eaten by monsters (thanks a lot, Brian). The map alone gives you fresh nightmares each time. There’s the random set-up with crazy locations for resources and Old Ones, and they are never where you want them, trust me.
The personalities you can hire also mix things up. Every game I think I know who to trust, and then someone hires the double-crossing priest and messes up my best laid plans. The events deck throws in surprises, making each session feel like you’re exploring a new doomed continent. And because the Old Ones are controlled by the game itself, you never know if Cthulhu will nap quietly, or pop up like a bad penny right next to your coal mine and ruin your week.
The variety goes up even more if you switch up player counts. The game works fine at every official count, but gets especially wild with four players, since alliances and betrayals come out in full force. Oh, and there are expansions if you’re the type who thinks regular terror needs more variety.
So, do I recommend Auztralia? Heck yes! As long as you love chaos, strategy, and the occasional giant squid, this game belongs on your table.

Conclusion
So, that’s my wild ride with Auztralia. Is it a masterpiece? Well, if you like clever strategy mixed with a big dash of chaos and tentacles, this game is up there! The theme is nuts in the best way, and I love how every play turns into a mad scramble when the Old Ones wake up. Yes, luck peeks in (sometimes it sucker-punches you), but the game never feels rigged. My group enjoyed the clever mix of planning, sabotage, and saving each other’s skins. If you only want zero-luck Eurogames, this isn’t it. But if you want a game that brings laughs, tension, and big stories to the table, Auztralia delivers the goods. As long as you don’t mind getting slightly eaten by Cthulhu on occasion. Review over – I’m off to build more railroads and maybe survive next time!






