Skip to main content
Inventors of the South Tigris box art

Inventors of the South Tigris

Game ID: GID0170631
Game Info
Year
2024
Players
1-4
Age
12+
Playtime
120 min
Collection
Your Tier
Loading…
Mechanic profile
Percentile rank vs. all games
Vibe profile
Not enough video data yet
Description

Inventors of the South Tigris is set during the height of the Abbasid Caliphate, circa 850 AD. Over the past decades, Baghdad has become home to thousands of mathematicians, astronomers, chemists, and physicians. As inspired innovators, players are eager to develop clever contraptions to impress their peers. Will your ingenious devices adorn the House of Wisdom, or are they destined for dust and decay?

The aim of Inventors of the South Tigris is to be the player with the most Victory Points (VP) at the game’s end. Points are primarily gained by Inventing, Building, Testing, and Publishing Devices. Players can also score points by training their Craftspeople, developing their Workshops, Researching, and Influencing the 3 scientific Guilds.

—description from the publisher

Description

Inventors of the South Tigris is set during the height of the Abbasid Caliphate, circa 850 AD. Over the past decades, Baghdad has become home to thousands of mathematicians, astronomers, chemists, and physicians. As inspired innovators, players are eager to develop clever contraptions to impress their peers. Will your ingenious devices adorn the House of Wisdom, or are they destined for dust and decay?

The aim of Inventors of the South Tigris is to be the player with the most Victory Points (VP) at the game’s end. Points are primarily gained by Inventing, Building, Testing, and Publishing Devices. Players can also score points by training their Craftspeople, developing their Workshops, Researching, and Influencing the 3 scientific Guilds.

—description from the publisher

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 25
This page: 25
Sentiment: pos 15 · mix 4 · neu 1 · neg 1
Mentions per page
Showing 1–25 of 25
Video Mplp7GMg8PE Watch It Played News Update at 1:40
video_pk 90082 · mention_pk 240199
Watch It Played - Inventors of the South Tigris video thumbnail
Click to watch at 1:40 · YouTube ↗
Pros
none
Cons
none
Thematic elements
  • Developing clever contraptions to impress peers.
  • Baghdad
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's very much like california today
  • it's very much like california you get it
  • you get it from what we know so far in legacy game fashion you'll be writing on the game board marking it and forever altering it with stickers even throwing parts away shaping a game over time unique to any other
  • and that's something that's very new and very intriguing
  • if it's worth the risk then heading on over to hasbropulse.com will be the first move you'll want to make
  • The dark quarter which has been announced by lucky duck and van ryder games
  • i love mothership i love the mothership rpg the sci-fi horror ah it's great
  • Mothership is just awesome it's every sci-fi horror story you could ever wish for its scope is massive from desolate planets to hostile space stations i'm a big fan of its streamlined and easy to learn system
  • Ultimate werewolf just leveled up with the announcement of ultimate werewolf extremes
  • this looks honestly really cool i'm absolutely into this version of this game
  • it would be like if squid games took place at takeshi's castle
  • i'm really excited to maybe hold off on the blood and instead take to the dungeon when it's released next year
  • it's another bold step from board games into the mainstream and that's something that gets me excited
  • and all in all i saw a list of absolutely solid games and a link to where you could actually buy them being shown to a large captive audience games that i'd be proud to show newcomers to the hobby for that i'm incredibly excited and thankful to popular mechanics
  • yellow france announced that the company has decided to rethink the distribution of its products yellow and loki in the united states and in canada
  • it's pretty great i think to see stuff like this that rewards players for playing and gives them another reason to go and support friendly local gaming stores so i'm all in for this type of initiative
  • once upon a time in the far east deep in the mountains of the mythical land there was a world renowned dim sum restaurant by the name of steam up
  • i would like some dim sum
  • Steam Up: A Feast of Dim Sum is a competitive two to five player light medium weight dim sum set collection and action management game that offers a delicious cultural experience
References (from this video)
No references stored for this video.
Video 8t09mqalJRY Getting Games Discussion at 17:24
video_pk 88973 · mention_pk 235617
Getting Games - Inventors of the South Tigris video thumbnail
Click to watch at 17:24 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
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 GgS3QYfilzI Meeple University Top 10 List at 7:12 sentiment: positive
video_pk 87834 · mention_pk 230227
Meeple University - Inventors of the South Tigris video thumbnail
Click to watch at 7:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Adds more positive player interaction than previous South Tiger entries
  • Engaging interlocking mechanisms and theming
  • Open-ended drafting/build-publish cycle with puzzle elements
Cons
  • Described as heavy with many moving parts; the heaviest among their games
  • Longer teaching time
Thematic elements
  • Dice pool management with invention publishing and testing
  • South Tiger series/Dice pool management with invention publishing
Comparison games
  • Wayfarer
  • Scholars
  • Sushi Go
  • 7 Wonders
Mechanics (from transcript analysis)
  • Interlocking roles (Inventor/Builder/Publisher) — Publishing and testing give varying point incentives for different roles.
  • Open interlocking puzzle of invention, build, publish, test — Players invent, build blueprints, publish, and optionally test; testing is optional and affects scoring.
  • Positive Player Interaction — Actions by one player can benefit another, creating cooperative-leaning positive interaction.
  • Worker Placement — Multiple spaces are often snatched early; devices are shared and provide benefits to different players (Inventor/Builder).
  • Worker placement spaces with shared devices — Multiple spaces are often snatched early; devices are shared and provide benefits to different players (Inventor/Builder).
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a very gallerist feeling Euro game
  • the theme is so fun it's a cruise
  • it's the longest to teach out of all of the games
  • open drafting and it's a snake draft
  • you can save the game
References (from this video)
No references stored for this video.
Video xCE-ForhXH4 slickerdrips Top List at 6:42 sentiment: positive
video_pk 86609 · mention_pk 224645
slickerdrips - Inventors of the South Tigris video thumbnail
Click to watch at 6:42 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Continuing the South Tigris trilogy with a new take on dice placement
  • Prototyping and releasing inventions is interactive
  • Inventions provide points and endgame scoring conditions
  • Dice placement spots can be upgraded for greater rewards
  • Dice level up over time
  • Fantastic solo mode
Cons
  • Potentially the heaviest/most complex of the trilogy
Thematic elements
  • Prototyping and releasing inventions
Comparison games
  • Scholars of the South Tigris
  • Farfinders
Mechanics (from transcript analysis)
  • Dice Placement — Placing dice on a board to activate spots.
  • Engine Building — Upgrading dice placement spots and dice themselves to improve actions.
  • Set Collection — Inventions determine points players qualify for.
  • Variable player powers — Players can play different roles.
  • Worker Placement — Players take on different roles in bringing inventions to life.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it is my favorite game of the year and probably of many years
  • just for bringing slay the Spire kind of accurately like adapting it so well to the tabletop I would be so so impressed just with that
  • the fact that we can also play it cooperatively and that like ra can join me on these runs just makes it Excel just makes it sing
  • I can't fault it in any way whatsoever
  • there's so many good things it's really hard to cut it down
  • we're starting out with number 10 but I'm going to say the numbers wrong in a minute because I'm reading off a spreadsheet and I've done row numbers wrong
  • I mainly play solo or two players uh and a lot of the two players is not exclusively but a lot of it is cooperative games
  • if they are competitive then there is little to zero like negative interaction between the players no Fighting No Stealing anything like that have zero interest in doing that against another player
References (from this video)
No references stored for this video.
Video YiMKu-IFHx0 Meeple University Top 10 List at 26:24 sentiment: positive
video_pk 86512 · mention_pk 223983
Meeple University - Inventors of the South Tigris video thumbnail
Click to watch at 26:24 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Complex and interactive with varied objective paths
  • Thematic and inventive mechanics integration
Cons
none
Thematic elements
  • dice manipulation and activation around invention cycles (invention -> build -> test -> publish)
  • inventions and scientific progress themed
Comparison games
none
Mechanics (from transcript analysis)
  • dice_manipulation_and_activation — Dice can be strengthened or altered for different paths; tokens move up a tower to increase costs and points.
  • worker_placement_and_resources — Workers placed; resources and actions built around invention stages.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's so hard I mean look at us like complaining about this you know this thing that shouldn't be complaining about anyways
  • starting with number 20 on my top games of 2024 is flat iron
  • Captain Obvious ... bulletproof sentence that features the word
References (from this video)
No references stored for this video.
Video sDOB7XkZw-w Board Gaming Ramblings Other at 10:20 sentiment: positive
video_pk 86292 · mention_pk 222829
Board Gaming Ramblings - Inventors of the South Tigris video thumbnail
Click to watch at 10:20 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Liked it.
  • Was a lot of fun with three players.
  • Enjoyed it so much with three players.
  • Same as you basically (referring to enjoying it with two players as well).
Cons
  • Didn't reach the top of the crop initially when played with two players.
Thematic elements
  • Tigress
Comparison games
none
Mechanics (from transcript analysis)
  • Worker Placement — Implied by the Euro game description and comparison to other Euro games.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • time is weird
  • we played a lot of shelf of Shame games or games we haven't played before
  • my most fun experience this month uh has to be playing Clank Legacy 2 dos with our friends
  • it's not my favorite game of all time but I am enjoying it
  • I really want to play more
  • it's a great Euro game because we don't care about theme
  • this is really good and it's also a origan word for weird M which is weird that but it's great
  • it was horrible I don't know what to say it was horrible
  • it's Randomness the game like I would rather play YSI because that has more strategy than this game
  • if we say it like silly and stuff but it helps us with the algorithm
  • it's not because it is the best game ever and it's not even maybe because it's the best campaign game ever but it's just coing I'm just a sucker for these kind of games
  • it's basically Pokemon but just not
  • we love these Campaign games I think like the main reason is because it's like a different thing from all the Euro games we play
References (from this video)
No references stored for this video.
Video sSCadodHv1Y The Broken Meeple Top List at 12:57 sentiment: positive
video_pk 85700 · mention_pk 220224
The Broken Meeple - Inventors of the South Tigris video thumbnail
Click to watch at 12:57 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Pretty solid solo mode.
  • Good AI opponent.
  • Satisfying puzzle-solving nature.
  • Game doesn't take forever with the AI.
Cons
  • Takes a little bit to set up.
  • Solo mode requires a little bit of extra rules to learn.
Thematic elements
  • Invention and publishing
Comparison games
  • Architects
  • Paladins of the West Kingdom
  • Fields of Arle
  • Fief: France 1500
  • Wayfarer
  • Scholars of the South Tigris
Mechanics (from transcript analysis)
  • Card drafting (AI driven) — The operation of what it does with the deck of cards that you flip over is relatively relatively straightforward compared to other heavy euros.
  • Engine Building — How do I build up my workshop?
  • Set Collection — Who, you know, invents the item, who publishes it, who builds it, that kind of thing.
  • Worker Placement — Do I use the meeples here?
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I can chop and change between which ones I like and don't like at any particular time. and it just felt better to just go and carpet bomb about 25 solo games that I do really enjoy.
  • It's got a cool little dice system, but it's the it's the fact that the game feels like it's evolving as you play each one
  • But if you want just a nice light storybook game that you can pull out every now and again that feels a little bit different each time you play it, then Lands of Gowzer is a solid one.
  • But I think in terms of gameplay and challenge and theme, the solo mode for comban EV is, I think, the best of the Lord ones.
  • Basically, I just assume that all the like, you know, ranking stuff at the end of every Lord solo is blank, doesn't exist, and I just play the game, have fun, try a new strategy.
  • And honestly, if you can get it, it's definitely worth it because I would rather play this solo than four or five player any day.
  • It's like, oh, for crying out loud, I like solo modes and games, but not every single game needs one, people.
  • regardless of whether you prefer to play by yourself or play with other people, it's still only a game.
References (from this video)
No references stored for this video.
Video BeuWzgvhP_0 Rahdo Runs Through Top List at 32:07 sentiment: mixed
video_pk 85635 · mention_pk 219958
Rahdo Runs Through - Inventors of the South Tigris video thumbnail
Click to watch at 32:07 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Brilliant design
  • Heaviest, most complex collaboration by the designers to date
  • Gameplay itself is brilliant
  • Still rates very high
Cons
  • Throws theme out the window
  • Too many rules, especially for some players
  • Rules are largely abstract
  • Not their best game despite complexity
Thematic elements
  • Inventors coming up with, building, testing, and publishing inventions.
  • Golden age of Baghdad
Comparison games
  • Shipwrights of the North Sea
  • North Sea trilogy games
  • Westkiner trilogy games
  • South Tigris trilogy games
Mechanics (from transcript analysis)
  • Dice as workers — Dice represent knowledge and are placed on a player's board to activate workshops and perform core actions.
  • economic engine building — Players manage money tightly and build up their capacity to hire artisans.
  • Set Collection — Players gain access to special in-game objectives by building or publishing items.
  • Worker Placement — Players use dice as workers on their own board to perform actions like build, test, invent, and publish.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's going to be from my least favorite to my most favorite.
  • I hated so much. It filled me with so much raw anger that I rant about it in the gen jog, but I'm not going to talk about it in public cuz I like my channel to largely be a positive, uplifting source of board game news.
  • Circle the Wagons, Lone Cowboy. Circle of Wagons um is already a game that was in my top 10 forever games.
  • It's a brilliant solo game and that's really no surprise.
  • It's the greatest co-op deck builder ever and I'm just continue to be amazed at how the designers keep coming up with new content.
  • Everything about it is awesome. Aon's End always continues to be awesome.
  • Earth is in my top 10 games of all time.
  • Earth is one of the best games of all time, and this just makes it even better without slowing the game down at all, which is uh sometime, you know, and that's one of Earth's great strengths.
  • my number one game of the month, the excellent Earth Animal Kingdom.
  • I don't have time to film all this stuff myself anymore, folks. There's too many other things going on like stuff that might be going on in this very space soon.
References (from this video)
No references stored for this video.
Video hQQvCjoBD5A Ryan and Bethany Board Game Reviews Top List at 11:02 sentiment: positive
video_pk 85420 · mention_pk 218833
Ryan and Bethany Board Game Reviews - Inventors of the South Tigris video thumbnail
Click to watch at 11:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Very fun despite its complexity
  • Rewarding once the rules and strategy are grasped
  • Uses some familiar iconography, but also introduces new elements
Cons
  • Extremely heavy weight (4.39) makes it difficult to learn cold
  • Requires significant strategic understanding
Thematic elements
Comparison games
  • Scholars of the South Tigris
Mechanics (from transcript analysis)
  • action selection — Features iconography, some of which was new to the reviewer.
  • Resource Management — Implied through complex games of this nature.
  • Worker Placement — Implied through complex games of this nature.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We are doing a top 10 games we've played in May.
  • It's probably my number one favorite trick chicken game.
  • Imperial Assault is basically a app-driven dungeon crawl in a Star Wars world.
  • As some of you know, I am kind of on this solo journey.
  • It was just really clever game that involved this kind of this tetrisy gravity thing.
  • I just really like having a game that I can play in 15 minutes in my bag at all times, and this is the one.
  • But to me, in me, in my opinion, uh this is like the penultimate version or the ultimate version of that system.
  • She dominated. She she beat me and the other two guys as well.
  • It was not mine. It was like the heaviest game in the universe. It's rated at 4.39 weight.
  • Yes, it is this big, heavy, complex game, but once you start doing it, it's it's not anymore.
  • Endeavor Deep Sea, which is a whole new thing using some similarities from the original Endeavor system.
  • It was incredibly thematic which was more than I can say for the original Endeavor.
  • Every single action was fun.
References (from this video)
No references stored for this video.
Video cXfwLRQqw7k The Broken Meeple Analysis at 7:42
video_pk 84885 · mention_pk 216544
The Broken Meeple - Inventors of the South Tigris video thumbnail
Click to watch at 7:42 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Devir Games really need to make less games in less games in a year because then they might actually put out some belters rather than just a bunch of meh games.
  • It's using the conveyor belt mechanism that I adore from uh art from AR Nova and Civilization: The New Dawn, but there's only four slots.
  • All right, so this is giving me a very um pursuit to happiness vibe here, but with a slightly different take on it.
  • It's a very dry mechanical game.
  • This artwork looks nice. Oh, wow. Oh god. Yeah, that is pretty.
  • I like Underwater Cities. It's on my shelf. Um I like this game a lot.
  • Cascadia, which is already probably one of the best gateway games in existence.
  • So you've got new artwork, new graphic design, updated mechanics, wooden meeples, uh same quick play time that gives a 4x feel in under 90 minutes.
  • This is an expansion that's not going to really add that much to the game?
  • It's basically the snorefest of themes, but this is a new version of it.
References (from this video)
No references stored for this video.
Video HksAmB_LMgI Board Gaming Ramblings Discussion at 6:31 sentiment: mixed
video_pk 82019 · mention_pk 205672
Board Gaming Ramblings - Inventors of the South Tigris video thumbnail
Click to watch at 6:31 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Really liked the game
  • South Tigris series games were good
Cons
  • Not looking at the shelf and feeling a desire to play again
  • Played enough, no desire to explore more
Thematic elements
Comparison games
  • Scholars of the South Tigris
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Girl I never got around to play. When I tried to getting into solo, I don't remember when it was like a couple years ago. I try thinking I'm gonna make a solo series because that's going to be a good idea and I didn't enjoy myself too much because it felt like work.
  • It's one of those where it's a very clever game. It's very good. It's just a little bit dry and a little bit long for what it was.
  • I feel like I played it enough because we got to play this a couple of times, a few times uh when we got it.
  • Legacies was for me too much work for the fun I had. It is a little convoluted. It's it's a it's a cool game, but it's not my kind of game.
  • In a crowded market of so many tile drafting, tile placement games, we have like we have harmonies, we have spectacular, what else do we have? Cascadia, we have still have Baron Park, we have King Domino, like we have ASU, we have so many games in this category.
  • But I think I would have chosen to play for example Spectacular over it.
References (from this video)
No references stored for this video.
Video CNl2wKKbDWE BoardGameCo Analysis at 108:42:40 sentiment: negative
video_pk 80733 · mention_pk 197634
BoardGameCo - Inventors of the South Tigris video thumbnail
Click to watch at 108:42:40 · YouTube ↗
Overall sentiment (raw)
negative
Pros
none
Cons
  • Did not get played yet
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I made three videos earlier this year. Three videos where I cover the different games I want to play, some games, some expansions, some games in 2024, all the various categories.
  • Now, I've shown off some of the things they have in the past. I have this kind of messily over here right now. Just the various uh bits and bobs of various ways you can track 10 by 10 lists or you know uh the 5x5 lists or any different kind of challenges using fun little uh blanks that go in here and then you use little meeples to track the various uh scores you the various games you've played in order to see how well you're doing on your personal challenges.
  • Um, I mean, I've played a bunch of games and I have various games I will want to play, but stick around to the end of this video and you'll see me uh put together on the fly with subject to change a challenge board for me to go through separate from my uh current challenge.
  • Speaking of my current challenge, I have a package from him that just showed up over here.
  • As much as Vegas Geek 3D does fun little magnetic boards, if you want a fun place to put your fun little magnetic board, check out these shelves behind me from Allplay, the table from AllPlay.
  • Long story short, uh he saw that I have this challenge for myself of games I want to play. And so he said, "Hey, what if I think a challenge board for you?" And I was like, "That would be awesome."
  • Do I actually have 35? 1 2 3 4 5 6 7 8 9 10. No, this is a 50 challenge board. Oh no, I need to add 50 games to the mix.
  • I'm going to go ahead and open up the tokens and simply see how well we've been doing.
  • Middle Ages is one of the games that I wanted to play and I have played Middle Ages.
References (from this video)
No references stored for this video.
Video 2QjccVeulPI Meeple University Discussion
video_pk 69877 · mention_pk 166766
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The game is of heavy complexity.
  • Era of Experts expansion is the first expansion of Inventors of the South Tigers.
  • Components featured in this video are prototype so rules and artwork are not final.
References (from this video)
No references stored for this video.
Video 9I-JDTxoYg0 Analysis at 19:39 sentiment: positive
video_pk 69169 · mention_pk 165536
Inventors of the South Tigris video thumbnail
Click to watch at 19:39 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Complex and engaging.
  • Highly interactive.
  • Brilliant mechanic for inventing items.
  • Creates interactive gameplay.
  • Communal set of boards.
  • Fluid and flexible game.
  • Player adaptation is key.
  • Scoring cards are paramount.
  • Great synergies can be built.
  • Surprised the reviewer with its quality.
  • Feels interactive with other players.
  • Tigris trilogy has done a better job with interaction.
  • Expansion with player powers could be essential.
Cons
  • Most complex game by far.
  • Long setup.
  • Bit of a teach.
  • Not for new players to the publisher's lineup.
  • Four rounds can take too long with four players.
  • Solo mode AI is cheaty.
Thematic elements
  • South Tigris
Comparison games
  • Raiders of the North Sea
  • Scholars of the South Tigris
  • Wayfarers of the South Tigris
Mechanics (from transcript analysis)
  • Dice Placement — Dice are used in relation to invention and research.
  • Engine Building — Players build engines through leveling craft people, research tiles, and workshop tiles.
  • Set Collection — Collecting dice and cards for various purposes.
  • Worker Placement — Placing workers on shared boards to invent, build, test, and publish items.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Paladins of the West Kingdom just does not do it for me.
  • I just found this too convoluted, not interesting.
  • Explorers of the North Sea, I think it's their weakest title I've played.
  • V Counts of the West Kingdom to be my third favorite that they've ever done.
  • Inventors of South Tigris, I really enjoy this one.
  • Wayfarers. And I know some people don't like Wayfares, and I can see why. I can see why.
  • It's definitely my favorite.
References (from this video)
No references stored for this video.
Video COp9UvJSN7s Rules Teach at 0:04 sentiment: mixed
video_pk 69128 · mention_pk 165485
Inventors of the South Tigris video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Appreciates the theme of humanity working together towards common goals.
  • Enjoys the 'clockwork precision' and 'narrow margins' of the gameplay.
  • Likes the core mechanisms and how they interact, especially the four-stage process of invention, building, testing, and publishing.
  • Finds satisfaction in mastering a complex and challenging game.
  • Praises the inclusion of an accelerated game variant in the base box, similar to Terraforming Mars' Prelude.
Cons
  • Too many complex rules and exceptions that are hard to remember and often lack thematic justification.
  • Dice luck heavily favors high rolls; low rolls are often less useful and don't have sufficient mitigation.
  • Lack of thematic integration makes the rulebook difficult to digest and understand.
  • The game is considered very heavy and complex, potentially too much for some players.
  • The dice system doesn't make low-value dice equally useful, leading to a 'rich get richer' scenario.
Thematic elements
  • Inventing all kinds of stuff.
  • Baghdad, the year is 850, a center for enlightenment, knowledge, study, and invention.
Comparison games
  • Inventions from Vita Larda
  • The West Kingdom games
  • The North Sea games
  • Raiders of the North Sea
  • Terraforming Mars
  • Castles of Burgundy
Mechanics (from transcript analysis)
  • action selection — Players choose actions from available worker placement spots, workshop actions, or camel actions.
  • Area Majority — Influence with guilds is tracked, and having the most influence scores points at the end of the game.
  • Card Drafting — Players hold cards that can be used as the basis for inventions or discarded for other benefits.
  • Dice as workers — Dice represent personal knowledge and are used as workers to activate actions on the player board or 'camel actions'.
  • Engine Building — Players upgrade artisans, workshops, and gain abilities that improve their actions over time.
  • Press Your Luck — The game involves some element of risk with dice rolls, particularly for testing actions.
  • Set Collection — Collecting specific sets of dice or influence in guilds is important for scoring and enabling actions.
  • Worker Placement — The game is described as a worker placement game with traditional spots and alternative uses for dice as workers.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Why is this rule in the game? you yourself know how hard it is to remember in a game where you've already so overloaded it with so many little rules that don't need to be there.
  • Human beings I I already talked a lot about one thing about humanity and our nature and our better our better selves and all that. Another thing really important about human beings that got us where we are predilction towards stories. Tell me a story if you want me to learn something.
  • This game actively obuscates and hides the story that's there.
  • No use for lowv value dice.
  • I want to say, 'Yeah, what am I gonna do with these dice?' No matter what I roll, as opposed to, 'Oh, what am I going to do with these dice?' Whereas my teammate or my opponent says, 'Yes, what am I going to do with these dice?' That's never cool.
References (from this video)
No references stored for this video.
Video VxZmduDncn4 Meeple University Rules Teach at 0:05 sentiment: positive
video_pk 64299 · mention_pk 157756
Meeple University - Inventors of the South Tigris video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Multiple ways to score
  • Deep resource management with dice pools
  • Solo mode variant mentioned
  • Clear iconography for readability
Cons
  • High complexity may limit accessibility
Thematic elements
  • Invention, publishing, and workshop management with area control and royalties.
  • Competitive invention workshop where players invent, build, test, and publish inventions.
  • Procedural, instructional explanation of how to play and score.
Comparison games
none
Mechanics (from transcript analysis)
  • Area Majority — Players place tents and influence spaces to win area control.
  • dice-to-board actions mapping — Dice pips determine the actions on boards; colors of dice unlock bonuses and upgrades.
  • Hand Management — Players hold and use cards to develop inventions and trigger effects.
  • multi-round scoring — The game plays over four rounds (three for a shorter game) with scoring from multiple sources.
  • pool building — Players manage dice pools to fuel actions, upgrade areas, and move through the board.
  • publishing / testing / upgrading — Players publish inventions to gain points, with optional testing to gain more benefits and upgrade tokens.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the game is of heavy complexity
  • four basic ways to do your turn
  • there is a solo mode for solo game
References (from this video)
No references stored for this video.
Video AoyhZVEUR0Q Meeple University Rules Teach at 0:14 sentiment: neutral
video_pk 63973 · mention_pk 157488
Meeple University - Inventors of the South Tigris video thumbnail
Click to watch at 0:14 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • invention and entrepreneurship in a caliphate
  • Baghdad, Abbasid Caliphate, around 850 AD
  • expository/tutorial
Comparison games
none
Mechanics (from transcript analysis)
  • Action cycle (Invent, Build, Publish, Test) — The four camel actions interact with devices: invent, build, publish, and test; each action has its own requirements and rewards.
  • Cube Tower — Crafts People tokens within a Tower are spent, activated, reactivated, and advanced; their costs and end-game points affect scoring.
  • Device invention and boards — Device tiles placed into device boards and advanced from left to right as devices are invented, built, tested, and published.
  • Dice management and placement — Place dice on camel spaces, workshops, or tents to take actions; dice can be brightened and moved across zones.
  • Dice Placement — Place dice on camel spaces, workshops, or tents to take actions; dice can be brightened and moved across zones.
  • Research and technologies — Research tiles placed on river spaces give ongoing or immediate bonuses and affect future actions.
  • Resource Management — Manage silver, device cards, influence, and crafts people to pay costs and gain benefits.
  • River/ship movement — Moving the ship along the river track to gain bonuses and trigger effects from landing on spaces with workshops or draw decks.
  • Tenting and rounds structure — Tenting actions are taken, rounds proceed through start-of-round, player turns, and end-of-round; tent placement affects first player and end-game bonuses.
  • Tower and crafts people — Crafts People tokens within a Tower are spent, activated, reactivated, and advanced; their costs and end-game points affect scoring.
  • Variable Set-Up: Board — Device tiles placed into device boards and advanced from left to right as devices are invented, built, tested, and published.
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 qB_B3ntfwy8 The Board Game Garden Playthrough at 0:00 sentiment: positive
video_pk 41593 · mention_pk 126106
The Board Game Garden - Inventors of the South Tigris video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Well-defined solo AI with a clear decision flow via cards and a focus chart
  • Deep strategic space with multi-use cards and cascading rewards
  • Rich endgame scoring with multiple tracks (inventions, publications, royalties, tents)
Cons
  • High complexity and a long upfront rule-learning curve
  • Potential for analysis-paralysis during livestreams and in early plays
Thematic elements
  • invention, guilds, trade, and river travel
  • Baghdad-inspired setting with guilds and workshops
  • device boards, workshop progression, and publishing economy
Comparison games
  • Wayfarers of the South Tigress
  • Scholars of the South Tigress
  • Raiders of the North Sea
Mechanics (from transcript analysis)
  • Dice Placement — Dice are used to take actions in workshops and camel tracks; colors map to actions.
  • dice-based worker/dice placement — Dice are used to take actions in workshops and camel tracks; colors map to actions.
  • dummy AI opponent — A solo AI uses cards to simulate competition and influence the guilds and tracks.
  • guild influence and dummy interaction — Dummy adds influence, blocks spaces, and interacts with the AI and player strategies.
  • invention/publication endgame scoring — Inventions can be published or built; endgame scoring is based on publication, building, and board control.
  • royalties/income tracks — Royalties track provides income and affects end-round scoring and resource gain.
  • tent mechanic — Tent placements at round ends provide scoring and initiative in the next round.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is the heaviest of the self tiger series
  • YOLO a moderator is never late nor is he ready
  • we love the chaos we love it
  • I am very excited for the solo AI playthrough
References (from this video)
No references stored for this video.
Video KUfHsDUC7N4 Board Gaming Ramblings Review at 0:08 sentiment: positive
video_pk 39909 · mention_pk 222462
Board Gaming Ramblings - Inventors of the South Tigris video thumbnail
Click to watch at 0:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Heavy euro with tight, meaningful economic decisions
  • Rich interaction at 3 players and above
  • Flexible design with multiple viable scoring paths
  • Rulebook provides clear explanations for components and tiles
  • Pacing allows for deep planning and strategic tension
Cons
  • Long playtime, especially at 3 players (roughly 3 hours)
  • 2-player variant reduces interaction and feels slower
  • Rulebook font and design still have subjective readability concerns
  • Can require a learning curve to manage the economy and upgrade paths
Thematic elements
  • invention, innovation, competition, and reputation-building
  • Industrial-era city of inventors with workshops and a river connecting to trade routes as players advance their crews
  • abstract puzzle with employee progression and technology development
Comparison games
  • Inventions by Vitala
  • Architects of the West Kingdom
  • Scholars (South Tigres variant)
Mechanics (from transcript analysis)
  • color management and bonuses — Choose colors of dice to activate specific bonuses and unlock workshops.
  • dice-drafting and action selection — Use color-coded dice to activate actions; dice can be upgraded and influence outcomes.
  • dual action economy (dice vs. workers) — Decide each turn whether to use dice or workers to perform tasks.
  • dummy/2-player variant blocking spaces — 2-player variant uses a dummy to block spaces, affecting strategy.
  • end-game scoring cards and self-generated scoring — Points come from inventor cards and self-set scoring through invention cards.
  • invention lifecycle (invent, build, test, publish) — Cycle inventions with scoring from building/publishing and testing.
  • tower/leveling mechanism — Upgrade workers’ skills on a knowledge tower to unlock better actions or bonuses.
  • Worker Placement — Alternatively place workers on spaces to perform actions with influence cost.
  • worker placement as an optional action — Alternatively place workers on spaces to perform actions with influence cost.
  • workshop tiles and permanent abilities — Acquire tiles that grant ongoing bonuses and abilities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a surprisingly heavy game
  • I really like the puzzle of trying to as I said the one you use go back here trying to not to use too many dice because is it worth using them but then I get some upgrades and all that
  • especially in the three player game it's really good
  • this is not a short one this is not like Architects of the West Kingdom you can play 50 minutes with five people this is a long crunchy game
  • I'm going to give it a 7.5
  • I'm going to give it an eight
References (from this video)
No references stored for this video.
Video poXy-Y6upIQ The Board Game Garden Discussion at 18:37 sentiment: positive
video_pk 37119 · mention_pk 111466
The Board Game Garden - Inventors of the South Tigris video thumbnail
Click to watch at 18:37 · YouTube ↗
Overall sentiment (raw)
highly positive
Pros
  • strong core cycle of invention/build/publish
  • engaging solo and multiplayer potentials
  • great weight of decision space without being overly complex
Cons
  • octane of heavy games may be intimidating for some
  • solo rules may differ from multiplayer flavor
Thematic elements
  • invention, collaboration, and publication of devices
  • A multi-role invention studio in a tiger-themed universe
  • solo mode mirrors a three-player dynamic with AI/dummy players
Comparison games
  • Wayfarers of the South Tigress
  • Scholars of the South Tigress
Mechanics (from transcript analysis)
  • Engine Building — players can invent, build, and publish devices with contributions from multiple players
  • multi-role engine-building — players can invent, build, and publish devices with contributions from multiple players
  • solo adaptation & AI — solo mode simulates a three-player game with an AI counterpart and a dummy player
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • remember you are somebody's reason to smile
  • it's storming outside and there's possibly going to be thunder
  • a cozy game for one or more mins in need of a soothing rest
  • I absolutely loved this game
  • Gear Works is absolutely fantastic and I'm really happy that I tried it
References (from this video)
No references stored for this video.
Video DpbrKAINDfo The Board Game Garden Discussion at 0:00 sentiment: positive
video_pk 35403 · mention_pk 105677
The Board Game Garden - Inventors of the South Tigris video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Solid solo mode implementation and a clear path for solo play
  • Engaging engine-building with multiple interacting systems (dice, workshop, tower, and research)
  • Good scalability across 1-4 players and an option for a shorter 3-round game
  • Interesting endgame scoring with multiple avenues for points
Cons
  • Rich rule set and multiple interacting mechanisms can be intimidating to teach
  • Longer playtime, especially in four-player games, may challenge casual groups
  • Complexity of managing color dice and study/brightening interactions requires careful tracking
Thematic elements
  • Invention culture, publishing, and guild-based competition with a family of related titles in the South Tigress saga.
  • A riverine, merchant-and-inventor world centered on the South Tigress region; players compete to design, build, test, and publish inventions within a guild-driven economy.
  • Engine-building with shared invention boards; collaborative invention activity with competitive scoring through multiple overlapping tracks.
Comparison games
  • Scholars of the South Tigress
Mechanics (from transcript analysis)
  • Cube Tower — A tower of craftspeople levels up over time, becoming more expensive to hire but providing better rewards and income as you progress.
  • Dice Placement — On a camel action, players assign dice to invent, build, test, or publish, each driving different pathways on the device and invention boards.
  • Dice work allocation and brightening — Dice are brightened through study or other actions, increasing their pip value and unlocking higher-difficulty actions.
  • Endgame scoring via multiple tracks — Endgame points come from guild majorities, royalties, research tiles, crafts, workshop tiles, and device card interactions.
  • Invention devices and device cards — Players manage device cards and invention tiles; inventing moves devices onto the board, which later move into build/publish phases.
  • Study and color dice management — Colored dice can be gained via guilds and replace white dice; colors affect which bonuses you can trigger on various actions.
  • Tent track and round structure — Rounds are the backbone of flow; tents and pass orders determine early round bonuses and end-of-round triggers.
  • Tower and craftspeople — A tower of craftspeople levels up over time, becoming more expensive to hire but providing better rewards and income as you progress.
  • Worker/dice placement on camel actions — On a camel action, players assign dice to invent, build, test, or publish, each driving different pathways on the device and invention boards.
  • Workshop tiles and rows — Workshop tiles integrated into three rows; placing dice in a row activates multiple workshop rewards and chain effects.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I am a huge fan of wayf fars of the sou Tigers it was actually my number one game of 2022
  • there is a solo mode which is awesome
  • I am very happy to be covering it on the channel today
References (from this video)
No references stored for this video.
Video E9291YDrVWA Board Game Garden Top 100 List at 18:29 sentiment: positive
video_pk 28268 · mention_pk 82872
Board Game Garden - Inventors of the South Tigris video thumbnail
Click to watch at 18:29 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • diverse paths and less procedural than Scholars
  • engaging dice manipulation and tower mechanics
Cons
  • still in limited release / not fully fulfilled yet
  • potential availability concerns
Thematic elements
  • invention & publishing in a resource and dice manipulation framework
  • Part of a trilogy (South Tigress) focused on invention and enterprise
  • semi-cooperative with competing paths
Comparison games
  • Scholars of the South Tigress
Mechanics (from transcript analysis)
  • dice brightening / color-based actions — Brighten dice to higher pips and use color associations for actions.
  • semi-cooperative invention drafting — All players contribute to inventions and publish them for VP while competing for points.
  • tower of Crafts People — Advance craftspeople up the tower to unlock stronger actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's been a long time since I've played this one but it is one that I like continuously think about
  • Nana is the Japanese version
  • this is a wonderful card game that is so much fun
  • I really enjoy the art and the world Ryan Lockett has created
  • Above and Below has a special place in my heart
References (from this video)
No references stored for this video.
Video qbuHaYk7Q-w The Broken Meeple Top 50 List at 12:37 sentiment: positive
video_pk 27797 · mention_pk 81170
The Broken Meeple - Inventors of the South Tigris video thumbnail
Click to watch at 12:37 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • deep interlocking systems with many paths
  • inventor/patent mechanics create interesting decisions
  • expansion powers help new players
Cons
  • quite complex; front-loaded teach
  • heavy setup without inserts can be cumbersome
Thematic elements
  • invention, trade, workforce management
  • Industrial era, trade and invention in the South Tigris region
  • apparent deep tactical depth with multiple win conditions
Comparison games
none
Mechanics (from transcript analysis)
  • invention/patent system — Invent, publish, and test inventions with various scoring conditions
  • trade/market mechanics — Trading resources with a market-like mechanism
  • Trading — Trading resources with a market-like mechanism
  • Worker Placement — Place workers to activate workshops and ships
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is the third of five videos we have got dedicated to this top 50 of updated 2026.
  • Galactic Cruise is still a really good, fun, heavy Euro.
  • Underwater Cities is the best Vladimir Suhi design that we have. Hands down.
  • The rules are dead simple. The app helps you with a lot of the rules.
References (from this video)
No references stored for this video.
Video 38yBKmaiD4s 3 Minute Board Games Analysis at 0:12 sentiment: positive
video_pk 12219 · mention_pk 101622
3 Minute Board Games - Inventors of the South Tigris video thumbnail
Click to watch at 0:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Huge decision space with many interlocking systems
  • Interactivity where each invention can be affected by all players
  • Deep, heavy Euro appeal for dedicated players
Cons
  • Not immediately intuitive
  • Barrage of symbols and fiddly setup
Thematic elements
  • invention, testing, and publication as a competitive craft
  • Baghdad during a period of invention and competition
  • engine-building with interlocking actions and scoring through publication
Comparison games
  • On Mars
Mechanics (from transcript analysis)
  • dice-based actions — Dice values determine actions; color bands provide bonuses as they rise
  • Engine Building — Create powerful chains of effects across the board and inventions
  • Publishing/tile scoring — Publish inventions to score points; end-game scoring includes builder/publisher roles
  • Resource Management — Maintain Crafter tiles, pay silver, flip and upgrade crafters
  • Resource management and crafting — Maintain Crafter tiles, pay silver, flip and upgrade crafters
  • Worker Placement — Place one or two workers on camel spaces to take actions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • hands down the chunkiest, weightiest and possibly deepest game Garphill has ever put out, it's an absolute Beast
  • I especially like how each invention can be interacted with by every player in some way during its lifespan, you'll need great awareness to take advantage of that
  • the best thing about this game is when it clicks and you start seeing just how it all works together
  • however, there is a lot here that isn't initially intuitive and a barrage of symbols to get used to and the setup is very fiddly as well
  • God you're right I'm going to build that smelloscope
References (from this video)
No references stored for this video.
Video HkK1sbaUv54 The Broken Meeple Review at 19:02 sentiment: mixed
video_pk 1145 · mention_pk 3299
The Broken Meeple - Inventors of the South Tigris video thumbnail
Click to watch at 19:02 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Meaty gameplay
  • Good artwork
  • Rewarding for experienced players
  • Multiple layers of strategy
  • Combo building with workshops
Cons
  • Very complicated iconography
  • Steep learning curve
  • Poor intuitiveness
  • Too many interlinking mechanics
  • Resource management extremely tight
  • May be inaccessible to casual players
  • Dry theme
Thematic elements
  • Ancient Mesopotamia
  • Inventions
Comparison games
  • Way Farers
  • Scholars
  • Hadrian's Wall
  • Inventions by Vital Lacerda
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • you're listening to the broken meeple show a podcast that speaks passionately about board games
  • it's only a game
  • I hate pretentiousness in games
  • we got to be able to dislike some things you know I'm all about balance you can love something but you got to hate something as well
  • I'm worried that they've gone too far
  • definitely I think the most complicated game that they have put out ever I'm not joking
References (from this video)
No references stored for this video.
Transcript Navigation
Top
Showing 1–25 of 25
Game Deep Dive
View on BoardGameGeek