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
- 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)
- High complexity and a long upfront rule-learning curve
- Potential for analysis-paralysis during livestreams and in early plays
- invention, guilds, trade, and river travel
- Baghdad-inspired setting with guilds and workshops
- device boards, workshop progression, and publishing economy
- 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
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)
- 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
- 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
- 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.
- 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
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)
- Huge decision space with many interlocking systems
- Interactivity where each invention can be affected by all players
- Deep, heavy Euro appeal for dedicated players
- Not immediately intuitive
- Barrage of symbols and fiddly setup
- 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
- 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
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)
- Meaty gameplay
- Good artwork
- Rewarding for experienced players
- Multiple layers of strategy
- Combo building with workshops
- Very complicated iconography
- Steep learning curve
- Poor intuitiveness
- Too many interlinking mechanics
- Resource management extremely tight
- May be inaccessible to casual players
- Dry theme
- Ancient Mesopotamia
- Inventions
- Way Farers
- Scholars
- Hadrian's Wall
- Inventions by Vital Lacerda
Mechanics (from transcript analysis)
Video topics + discussion points
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