Skip to main content
Assyria box art

Assyria

Game ID: GID0031433
Game Info
Year
2009
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

In Assyria, players represent tribes living in Mesopotamia, trying to develop on the desert and a limted fertile area located between two rivers that divide the board. In their quest for power (points), players build Ziggurats (permanent outposts), wells, make sacrifices to gods and try to get along with nobles of Assur - the capital of Assyria. The game is a light-weight eurogame, built around the short-term rapid point gains vs long-term investments dilemma. General flow of play is as follows:

Phase 1: Players get resources for expansion and decide on play order

In this phase, players pick cards with resources that enable expansion on the board. In general he/she who gets most food, plays last. First player expands with least food.

Phase 2: Players expand on the board to earn points or money.

Players begin to form strings and/or clusters of huts and pay for placing them with their food cards. Depending on where huts are placed, they either score points or earn camels (money).

Phase 3: Players spend money/camels on various investments.

A player either goes for one-time bonuses from the nobles of Assur, or makes long-term investments by offerings to gods and building Ziggurats.

The game lasts for three eras, made up of 2-3 of such cycles. After each era comes the flood: the board is partially cleaned up, but players also capitalize on their investments from phase 3. Each round, players also score points for huts (those built on fertile land between the two rivers bring more points) and ziggurat tiles.

In comparison to other games from Ystari's series - Assyria is lighter than Caylus, Olympos, Ys or Sylla (in terms of complexity, available choices - represented by numerous tiles, cards, icons, cards etc. that need to be remembered and can be combined during play), but heavier than Yspahan, Mykerinos or Metropolis.

Description

In Assyria, players represent tribes living in Mesopotamia, trying to develop on the desert and a limted fertile area located between two rivers that divide the board. In their quest for power (points), players build Ziggurats (permanent outposts), wells, make sacrifices to gods and try to get along with nobles of Assur - the capital of Assyria. The game is a light-weight eurogame, built around the short-term rapid point gains vs long-term investments dilemma. General flow of play is as follows:

Phase 1: Players get resources for expansion and decide on play order

In this phase, players pick cards with resources that enable expansion on the board. In general he/she who gets most food, plays last. First player expands with least food.

Phase 2: Players expand on the board to earn points or money.

Players begin to form strings and/or clusters of huts and pay for placing them with their food cards. Depending on where huts are placed, they either score points or earn camels (money).

Phase 3: Players spend money/camels on various investments.

A player either goes for one-time bonuses from the nobles of Assur, or makes long-term investments by offerings to gods and building Ziggurats.

The game lasts for three eras, made up of 2-3 of such cycles. After each era comes the flood: the board is partially cleaned up, but players also capitalize on their investments from phase 3. Each round, players also score points for huts (those built on fertile land between the two rivers bring more points) and ziggurat tiles.

In comparison to other games from Ystari's series - Assyria is lighter than Caylus, Olympos, Ys or Sylla (in terms of complexity, available choices - represented by numerous tiles, cards, icons, cards etc. that need to be remembered and can be combined during play), but heavier than Yspahan, Mykerinos or Metropolis.

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 9
This page: 9
Sentiment: pos 8 · mix 0 · neu 1 · neg 0
Mentions per page
Showing 1–9 of 9
Video zm_0BYwYLSo Discussion at 6:31 sentiment: positive
video_pk 69397 · mention_pk 165882
Assyria video thumbnail
Click to watch at 6:31 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Pretty streamlined Euro
  • Criminally underrated and overlooked
  • Diverse zigarat strategy can score huge multipliers
Cons
  • Well driven strategy didn't work out
  • Opponent's zigarat strategy was too powerful
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — As you're trying to build presence on this map.
  • engine building — Tried to start with a well driven strategy by scoring some points early that didn't quite work out I also tried to make sure I had a a good steady income of cards so that I had flexibility to do what I wanted.
  • set collection — Score point based on building different zigar rots as well as stacking the zigot up and placing your um kind of pieces in different areas building these little Wells onto the board.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Rise is a fantastic Euro um that all about climbing tracks and it really does have this kind of roll and right feel um as when you move up some tracks it'll push you up other tracks which will give you other bonuses it really does have that kind of combo domino effect scoring um all well that's what this game is all about really and I don't think any other game does it better than rise does.
  • This is such a cool game that I must admit I do need to be in the right mood to play because it is quite cerebral it's a bit of a game of attrition where you need to be patient and know when to strike and know when to sit back.
  • What a wonderful game it's so smooth and so streamlined but still offers so many options and it's exactly what I want for a game in my collection.
  • This is probably the most competitive game of bble that I've had um very cut Thro as we were tearing each other's temples down switching temples off to the other side.
  • Really cool Euro again criminally underrated and overlooked um but maybe the new addition will get this one back into the spotlight so that is ayia.
  • I actually prefer this game to Splendor because um it's it's just a bit more bit more interesting in my opinion.
  • Kind of really does walk that tight rip of being a Euro but also an abstract strategy game.
References (from this video)
No references stored for this video.
Video hegzggy9bqM Review at 0:29 sentiment: positive
video_pk 68993 · mention_pk 165291
Assyria video thumbnail
Click to watch at 0:29 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Interesting bidding mechanism
  • Strategic expansion and resource management
  • Satisfying ziggurat construction
  • Meaningful flood events
  • Good replayability with variable civs and cards
Cons
  • Can be punishing if food is not managed well
  • River spaces are lost during floods
Thematic elements
  • Ancient Mesopotamian civilization building
  • Along the Tigris-Euphrates rivers
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Players choose from a variety of actions using camels during the action phase.
  • Area Control — Players place huts on a map to expand their territory and score points.
  • bidding — Players bid for turn order and resources using leaders on a track with different costs and benefits.
  • Resource management — Players must manage food to feed their huts and other resources like camels and gold.
  • set collection — Collecting specific food types or completing ziggurats contributes to scoring.
  • tile placement — Placing huts, wells, and ziggurat pieces on the map.
  • Track advancement — Moving up influence and offering tracks provides bonuses and scoring opportunities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Big rizz energy from that.
  • Uh and this dude is like, 'Hey little mama, let me whisper in your ear.'
  • Remember that whisper song with the Ying Yang twins?
  • This is not not good.
  • The rise and fall of civilizations, always changing.
  • It was very close.
  • A comeback victory, just like the Pacers did.
References (from this video)
No references stored for this video.
Video BLr3Q7yfgyM Review at 0:18 sentiment: positive
video_pk 68940 · mention_pk 165243
Assyria video thumbnail
Click to watch at 0:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Modernized for current gamers
  • Fits well within Garfield Games' ancient anthologies series
  • Interactive bidding mechanic
  • Strategic depth in balancing expansion and resource management
  • Unique flood mechanic that impacts progress
Cons
  • Can lose significant progress due to floods
  • Tight food requirements can lead to losing huts
  • Resource cards can be wasted if not fully utilized
Thematic elements
  • Tribes in ancient Mesopotamia preparing for floods, building settlements, and expanding their influence.
  • The area of the Tigris and Euphrates rivers, where the Assyrian Empire began.
Comparison games
  • Hrien's Wall
Mechanics (from transcript analysis)
  • Action Point Allowance System — Players spend camels (action points) to perform various actions during the action phase.
  • Area Control — Players place huts on the board to gain points, generate resources like camels, and build ziggurats, competing for valuable locations.
  • Bidding/Drafting — Players bid for turn order and cards using a unique mechanic involving placing markers on different bid levels for card rows.
  • Event deck — Flood events occur periodically, wiping out progress on the rivers and resetting certain game elements.
  • Resource management — Managing food cards and other resources is crucial for supporting placed huts and avoiding losses.
  • set collection — Collecting specific combinations of food resources on cards is important for feeding huts and building structures.
  • Track advancement — Players advance on influence and offering tracks, which provide points and unlock benefits.
  • Variable Phase Order — The game is structured into rounds with distinct phases including expansion, action, and cleanup, punctuated by flood events.
  • worker placement — Huts function as workers that need to be fed and can be used to build structures or generate actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • If you're looking for a euro where you're going to be building huts, you're going to be building zigurats, you're going to be paying tribute to other civilizations, all while preparing for floods that are going to come through and wipe out more than just some of that, but also some of the progress that you're making, then Assyria might be the game.
  • He said this is not a reprint of that old game Assyria. They said kind of think of this as Syria 2. Uh because what they did they did two things with this version of the game. For one they kind of modernized it.
  • You're going to lose everything on the rivers during those floods.
  • This is a game of of pushing back the the attrition because yeah, the food is tight in this game. I mean, this everything you're kind of doing is to try to maintain your civilization and not lose everything.
  • Assyria was probably a classic ahead of its time when it was originally released. It probably didn't get the attention that it deserves.
  • This definitely feels like it fits right within their line and also just fits within sort of Garfield's line of games in general.
References (from this video)
No references stored for this video.
Video 7NmD5JDKqR0 Review at 0:14 sentiment: positive
video_pk 67353 · mention_pk 163437
Assyria video thumbnail
Click to watch at 0:14 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • flow of the game and the graphic design clear progression and guidance
  • intuitive costs on the player board and phase flow
  • open information giving strategic depth without excessive hidden information
  • high replayability due to varying civilizations, cards, and tile layouts
Cons
  • limited player interaction after bidding can reduce tension between players
  • floods can punish rapid expansion and drastically alter strategies
  • rounds can be punishing with hut destruction if poorly fed or positioned
Thematic elements
  • building huts and ziggurats, feeding your people, and gaining influence with neighboring civilizations
  • along the Tigers and Euphrates rivers
  • procedural, round-based management with floods
Comparison games
  • Assyria First Edition
Mechanics (from transcript analysis)
  • bidding for cards and turn order — Players bid for food and favor cards; outbidding another forces them to re-bid, creating chain bumps and affecting both card quality and who acts first.
  • camels as currency — Camels are earned via huts on rivers and spent to take actions; they serve as the primary resource for performing actions later in the round.
  • expansion and adjacency — Players build huts, connect networks with ships and rivers, and must place huts in legal spaces, influencing future scoring and expansion options.
  • feeding and destruction — Huts must be fed with the correct food types or they are destroyed; farming and food cards affect feeding options and scoring.
  • flood phase — Two floods occur in rounds 3 and 6, wiping huts, farmers, and ships on rivers and triggering major scoring events.
  • offering and influence scoring — Offering cards and influence track interplay with scoring during floods, increasing strategic focus on offerings and civilizational influence.
  • phase track and actions — Rounds progress through Growth, Bidding, Expansion, Actions, and Cleanup; building ziggurats lowers action costs over time.
  • well digging — If a well site is surrounded by three huts, a well is dug and provides immediate camel rewards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Garfield Games does incredibly well, is just the flow of the game and the graphic design and how you proceed forward.
  • the flow of the game and the graphic design and how you proceed forward.
  • the food cards and that turn order really shakes things up.
  • open information type of game.
  • it's like this give and take of like if you do actually want to go first, you have to prioritize the bidding of like the first place thing, but it means you get worse cards.
  • I think that if you like a medium to heavier weight game, this is falls probably on the medium weight side.
  • There's not like a whole bunch of player interaction that ends up going on after the bidding though.
References (from this video)
No references stored for this video.
Video EITBhwLPY_8 Maple University Rules Teach at 0:10 sentiment: neutral
video_pk 67345 · mention_pk 163427
Maple University - Assyria video thumbnail
Click to watch at 0:10 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • Civilization-building through resource management and strategic placement
  • Nomadic tribes around the Tigris and Euphrates rivers in ancient Assyria
  • Educational tutorial explaining mechanics
Comparison games
none
Mechanics (from transcript analysis)
  • Action points — Camels represent action points used to perform actions; track into rounds.
  • Action points (camels) — Camels represent action points used to perform actions; track into rounds.
  • Bidding on food/favor/turn order — Players bid to secure rows of deck cards, paying victory points to bid.
  • Card decks: food and favor — Decks provide resources and bonuses; top deck interactions and visibility concepts.
  • deck manipulation — Decks provide resources and bonuses; top deck interactions and visibility concepts.
  • Feeding huts — Feed huts using food, plows, or wild tokens; huts die if not fed.
  • Floods — Two floods per game destroy buildings on the river, causing a partial reset.
  • Gaining resources and wealth: huts, ships, farmers, gold — Actions allow acquiring huts, ships, farmers, gold; shipping affects adjacency and blockades.
  • Huts, wells, and ziggurats — Players build huts on hexes near ziggurats; wells provide capacity; ziggurats provide long-term influence.
  • Six rounds with expansion tokens — Game progresses through six rounds tracked by expansion tokens; each round has five steps: Growth, Bid, Expansion, Actions, Reset.
  • Tribute and influence tracks — Spend camels to place gold or ships on influence spaces; track progression influences scoring.
  • Ziggurat building and roof market — Build ziggurats in layers; roofs are built from common market spaces and grant immediate rewards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video yKGk_JkUGVg Meeple University Rules Teach at 1:00 sentiment: positive
video_pk 63819 · mention_pk 157330
Meeple University - Assyria video thumbnail
Click to watch at 1:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strategically rich with each decision affecting your next move greatly.
  • Engaging from start to finish due to dynamic expansion and tactical feeding mechanics.
Cons
none
Thematic elements
  • Civilization building and resource management
  • Ancient Assyria
  • engine-building with resource management and area expansion
Comparison games
none
Mechanics (from transcript analysis)
  • action allowance — Players have a set number of actions per turn to perform various activities.
  • area/settlement expansion — Place huts on land or river spaces to expand influence and gain camels.
  • bidding and leader cards — Bid with leaders to gain food resources and favor cards; higher bids advance positions.
  • card upgrading/actions — Spending camels to upgrade actions and perform more powerful actions.
  • engine building — Upgrade actions via initiating resources (e.g., 'cigarettes') to make actions more powerful.
  • flood mechanic — End-of-round floods remove river-based components, affecting strategies.
  • offerings and tributes — Spend camels, gold or ships to perform offerings for points.
  • Resource management — Manage food, camels, and other resources to feed huts and activate actions.
  • Scoring tracks — Score via offering track and influence track, determining end-game points.
  • well/river bonuses — Building wells and placing huts on rivers to gain bonuses such as camels.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Assyria is strategically rich with each decision affecting your next move greatly.
  • With dynamic beading, thoughtful expansion, and tactical feeding mechanics, Assyria keeps you engaged from start to finish.
  • The floods at balanced intention, reminding us all why ancient civilization didn't invest heavily in Riverside condos.
  • Too rich for my blood. You win this run, snuggle boy.
References (from this video)
No references stored for this video.
Video FrC4-ewdN_g Chairman of the Board Top List at 10:36 sentiment: positive
video_pk 6563 · mention_pk 19454
Chairman of the Board - Assyria video thumbnail
Click to watch at 10:36 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • highly variable with different characters
  • multi-use cards offer strategic trade-offs
Cons
  • complex with lots of options; potential for analysis paralysis
Thematic elements
  • Temple-building, river-based resource economy
  • Ancient Mesopotamia with temples and deities
  • Strategic and multi-path to victory
Comparison games
  • Gardens of Babylon
Mechanics (from transcript analysis)
  • deity/donor mechanics — donate to deities for unique benefits
  • drafting / set collection — draft fantasy-themed characters for resources and actions
  • multilayer currency / temple building — build temples to unlock multipliers and points
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the coolest thing about this game was that sometimes when you choose a card the cards that you didn't select would end up impacting damage on your ship which would end up costing you negative points
  • grossly underrated I can't even believe this game isn't talked about is so well put together
  • Woodcraft is my favorite game of the month
References (from this video)
No references stored for this video.
Video 4YHdlv_XJ2o Chairman of the Board Discussion at 13:39 sentiment: positive
video_pk 3726 · mention_pk 10984
Chairman of the Board - Assyria video thumbnail
Click to watch at 13:39 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong thematic flavor for an abstract game
  • interesting decision space
Cons
  • not widely known; limited print runs
Thematic elements
  • ziggurat-like development and card placement
  • ancient Mesopotamian themes
  • abstract strategic
Comparison games
none
Mechanics (from transcript analysis)
  • Resource management — manage pace to balance opportunities and penalties
  • resource management and pacing — manage pace to balance opportunities and penalties
  • tile/board development with varied costs — build and score via diverse paths and purchases
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I absolutely adore this one
  • I think it is an absolute blast
  • this game is fantastic
  • an evergreen to me
  • it's stripped back and still a blast
References (from this video)
No references stored for this video.
Video KQGTf8dWxdo Chairman of the Board Top List at 10:00 sentiment: positive
video_pk 3005 · mention_pk 8764
Chairman of the Board - Assyria video thumbnail
Click to watch at 10:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • mechanically solid and elegant drafting system
  • strong player interaction through competition for resources
Cons
  • could feel mechanical or procedural to some players
Thematic elements
  • temples, resources, tracks, and influence
  • Ancient Mesopotamian empire-building
  • thematic yet abstracted euro
Comparison games
  • Assyria
Mechanics (from transcript analysis)
  • Resource management — Gather resources to populate the board and build influence.
  • temple-building — Construct temples to generate victory points and power.
  • Track advancement — Climb influence tracks to unlock scoring and capabilities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this has been a real steady Eddie on my top 100 list for many many years now one of Kia's most iconic kind of bidding games
  • I love the way that you can manipulate the market here as you and your neighboring opponents can draft cards from the same racks of cards in order to manipulate that stock price
  • this game is so good and after playing so many games I think maybe this one got lost in the shuffle at the time but now I've given it the time of day it is just an excellent engine builder
  • super fun dice rolling game as you're trying to roll a huge cluster of Dice and select one of those pit values
  • one tile system ... really dynamic and interactively restrictive in a good way
  • there are so many ways you can approach this game by spreading yourself thin and being good at everything or just being really good at one thing
  • the nagging tension of these rats coming to plague you
  • a wonderful evergreen for me
References (from this video)
No references stored for this video.
Transcript Navigation
Top
Showing 1–9 of 9
Game Deep Dive
View on BoardGameGeek