AuZtralia - AuZtralia, SchilMil Games/Stronghold Games, 2018 — front cover (image provided by the publisher) - Credit: W Eric Martin
AuZtralia - AuZtralia, SchilMil Games/Stronghold Games, 2018 — front cover (image provided by the publisher) - Credit: W Eric Martin
AuZtralia - Play example - Credit: jlele
AuZtralia - Back of box FR - Credit: jlele
AuZtralia - Plateau joueur - Credit: jlele
AuZtralia - Cartes personnages - Credit: jlele
AuZtralia - Tuiles Découvertes - Credit: jlele
AuZtralia - Tuiles Grands Anciens - Credit: jlele
AuZtralia - Cartes Personnages - Credit: jlele
AuZtralia - Chinese Version - Credit: Auto520
AuZtralia - Components - Credit: jlele
  1. AuZtralia - AuZtralia, SchilMil Games/Stronghold Games, 2018 — front cover (image provided by the publisher) - Credit: W Eric Martin
  2. AuZtralia - AuZtralia, SchilMil Games/Stronghold Games, 2018 — front cover (image provided by the publisher) - Credit: W Eric Martin
  3. AuZtralia - Play example - Credit: jlele
  4. AuZtralia - Back of box FR - Credit: jlele
  5. AuZtralia - Plateau joueur - Credit: jlele
  6. AuZtralia - Cartes personnages - Credit: jlele
  7. AuZtralia - Tuiles Découvertes - Credit: jlele
  8. AuZtralia - Tuiles Grands Anciens - Credit: jlele
  9. AuZtralia - Cartes Personnages - Credit: jlele
  10. AuZtralia - Chinese Version - Credit: Auto520
  11. AuZtralia - Components - Credit: jlele

AuZtralia Review

Auztralia throws you into a wild Outback where you build railways, fight Cthulhu, and herd sheep. It’s clever, tense, and surprisingly funny—just beware the Elder Gods with a taste for your crops.

  • Theme & Humor
  • Gameplay & Player Interaction
  • Strategy vs Luck Balance
  • Replayability & Solo Mode
4.3/5Overall Score

Auztralia tosses Cthulhu, sheep, trains, and strategy in a wild Aussie mashup. Wild, clever, tense, and full of surprises!

Specs
  • Number of Players: 1-4 (best with 3-4)
  • Playing Time: 90-120 minutes
  • Recommended Player Age: 13 and up
  • Designer: Martin Wallace
  • Main Mechanics: Action selection, resource management, semi-coop monster phase
  • Theme: Lovecraftian horror in the Australian Outback
  • Solo Mode: Yes, with fully integrated solo rules
Pros
  • Unique Lovecraftian Aussie theme
  • Engaging strategic gameplay
  • High replay value
  • Great solo mode
Cons
  • Random monster movement
  • Can feel too punishing
  • Solo mode lacks variety
Disclaimer: Clicking our links may result in us earning enough for a new pair of dice, but not enough to quit our day jobs as amateur board game hustlers.

So, there I was, clutching a handful of sheep and a rusty train carriage, when Cthulhu himself decided to slap my face with a tentacle. Welcome to my review of the mad, dusty, monster-filled board game called Auztralia. If you’ve ever wondered what would happen if Aussie farmers had to fight Lovecraftian nightmares with a mix of coal, trains, and pure panic, well—you’re in the right place. Grab your akubra, mind the kangaroos, and let’s get this game review rolling!

How It Plays

Setting up

Lay out the map of Australia or “the Outback of unspeakable horror.” Each player picks a color and gets their own little railroad company, farms, and cubes. Shuffle the event cards. Place the Old Ones (those creepy Cthulhu types) on the map where the game tells you. Ready your hats. You’re goin’ bush!

Gameplay

Players take turns spending time to build rails, farm, gather resources, and recruit military folks. Every action eats up your time, and the farther you go, the faster the game throws monsters your way. Once the Old Ones wake up, they start stomping around, ruin your farms, and sometimes chase you over the desert like a cosmic kangaroo. You can fight back, but plan well, or you’ll end up monster chow.

Winning the game

When the dust settles, count your points for farms, defeated monsters, and resources. The Old Ones are also in the running! If they score more points than you, the Outback gets a lot more tentacly. The player with the most points (who isn’t an Old One) wins. Last time I played, I lost to a Great Old One, but at least my sheep survived.

Want to know more? Read our extensive strategy guide for AuZtralia.

The Madness of the Outback: Theme and Setting in Auztralia

Auztralia brings a wild mix of Cthulhu and kangaroos straight to your tabletop. Picture your mate Trevor with a shovel in one hand and a shotgun in the other, standing in the middle of the bush, staring down a giant tentacle thing. That’s the energy this game gives off. Martin Wallace, the designer, must’ve had a fever dream where he mixed Lovecraft’s creepy Old Ones with dusty sheep farms. And somehow, it works! The setting is 1930s Australia, but not the one from boring history books—this is a weird, alternate past where ancient horrors woke up after the war.

I once played Auztralia with my friend Lisa, who usually doesn’t give two hoots about theme. By the end, she was naming her trains after famous explorers and yelling, “Not another Shoggoth in the mines!” The map looks like real Australia but with a sprinkle of DOOM. Gold mines? Check. Farmland? Of course. Ports and sheep? You bet. And right next to them, you can have a Great Old One snoozing until it decides to crush your crops. It’s the most fun I’ve had worrying about both cows and cultists.

The way the game mixes the Outback with Lovecraftian monsters gives every action a sense of dread and dark humor. When you’re expanding your railroads, you might find yourself thinking, “Should I worry more about the zombies, or the price of wheat?” It’s not just about fighting monsters, either. You feel like a pioneer, but one who needs to keep a shotgun AND a Necronomicon handy.

If the theme gets you grinning like a dingo with a bone, just wait till you see how the gameplay mechanics and player interaction take things up a notch—get your cork hats ready!

AuZtralia - AuZtralia, SchilMil Games/Stronghold Games, 2018 — front cover (image provided by the publisher) - Credit: W Eric Martin

Gameplay Mechanics and Player Interaction in Auztralia

Let me tell you, Auztralia’s gameplay is as wild as a kangaroo on an espresso high. This game throws you and your mates into a post-apocalyptic Outback, where you build railways, harvest resources, and fend off Cthulhu’s freaky cousins. It all happens on a hex-filled map that makes my table look like a steampunk spider web. Every choice feels like a gamble. Should I expand my sheep empire, or should I be heroic and clobber a Shoggoth? (Spoiler: I always choose sheep… until the Ancient Ones start munching on them.)

The action selection is tight. Every thing you do—building, fighting, farming—costs precious time, and in Auztralia, time is not on your side. After a few rounds, the Old Ones start waking up. That’s when the game flips. Suddenly, you’re not just playing against other players, you’re all fighting the board. My friend Dave tried to ignore the monsters and focus on coal mining once. His reward? Watching the undead eat his hard-earned rails. Dave still brings it up months later.

Player interaction is sneaky. You don’t fight each other directly, but there’s lots of racing for good spots and resources. Plus, every time you lure a monster away or leave a big one for someone else, it gets spicy. I once tricked my mate Sarah into thinking a spot was safe. Next turn, a Star Vampire chomped her sheep farm. We laughed, but she’s never trusted me since.

All this makes Auztralia a clever crossroad between cooperation and screwing each other over. Just wait until you see how the game balances brains and dumb luck. Spoiler alert: it’s not all sunshine and boomerangs!

AuZtralia - Play example - Credit: jlele

How Much Luck Lurks in Auztralia’s Outback?

I’ve played Auztralia so many times now, I sometimes hear Cthulhu whispering strategies in my sleep. When people ask me, “Jamie, is Auztralia all skill, or does the game just hate me for no reason?” I say: Well, mate, it’s both.

Let me break it down. Auztralia makes you plan like a genius. You have to decide how to spend your precious actions, what to build, and where to risk sticking your nose (and army) on the map. Every action counts, and you can’t just wing it. If you ignore the space squid’s whereabouts, you’ll end up toast. Makes sense, right?

BUT—the game throws in a wild side. There’s a decent chunk of luck. Enemy locations, what nasties pop out, and the exact results in combat all have a random factor. The card draws can shake up your plans, for better or worse. I once watched my mate Steve yell, “Not again!” as he lost his third farm to a wombat-shaped shoggoth, thanks to a string of unlucky event cards.

Still, Auztralia does reward clever thinking. You can control your destiny better than in many games with dice. It’s not as ridiculous as rolling snakes eyes and losing your whole team—there’s depth and ways to plan around the chaos. For me, the balance is okay. I wish there was just a pinch less luck, but it never feels unfair, just spicy.

So, if you like combos of strategy, randomness, and screaming at cardboard, Auztralia nails it. Next up: can you play this thing over and over, and is the solo mode worth ditching your friends for a night? Stick around for my honest take!

AuZtralia - Back of box FR - Credit: jlele

Replayability and Solo Shenanigans in Auztralia

If you’re like me and can’t always round up your mates for game night (lookin’ at you, Steve, who always “forgets” it’s board game night), then let me tell you: Auztralia is a pleasant surprise all on its own. The solo mode in this game isn’t just an afterthought. It’s a whole experience, and it actually gives my brain a workout. I spent one lonely Thursday evening facing down Cthulhu and his angry mob of monsters, and I genuinely enjoyed it!

Now on the topic of replayability, Auztralia delivers more than a dodgy outback pub. Setup changes every game thanks to random map layouts, different available resources, and the ever-terrifying unpredictable Elder Gods. You can pick different strategies—maybe buddy up with Pete to build rails, or just hoard sheep and hope the monsters get bored? Oh, and did I mention you can try out different roles and play with event cards to keep things fresh? My group still hasn’t agreed who the true sheep king is. Drama, every time!

Plus, the game scales surprisingly well. Two players? Still tense. Four? Absolute chaos, but in a good way! The monsters are not just window dressing either—they actually threaten to mess up your plans, which means every session tells a new story.

Would I recommend Auztralia for solo gamers or groups that tire quickly? Absolutely. With all the options and weird ways the game unfolds, you’re not running out of stories any time soon. Bring on the sheep apocalypse!

AuZtralia - Plateau joueur - Credit: jlele

Conclusion

So there you have it, mates: Auztralia throws you into an Outback full of coal, chaos, and squishy tentacles. It nails the weird vibe and keeps everyone busy without letting luck ruin your plans. There’s lots of replay value whether you play solo, with friends, or with that uncle who always forgets the rules. Sure, a stray zombie kangaroo might ruin your farm, but that’s the thrill. If you like a clever game with a pinch of madness, Auztralia is worth a spot on your shelf. That wraps up my review—now if you’ll excuse me, I have to rescue my sheep… again.

4.3/5Overall Score
Jamie in his proper element: With all of his board games
Jamie Hopkins

With years of dice-rolling, card-flipping, and strategic planning under my belt, I've transformed my passion into expertise. I thrive on dissecting the mechanics and social dynamics of board games, sharing insights from countless game nights with friends. I dive deep into gameplay mechanics, while emphasizing the social joys of gaming. While I appreciate themes and visuals, it's the strategy and camaraderie that truly capture my heart.