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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
Rating
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

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 9
This page: 9
Sentiment: pos 6 · mix 2 · neu 1 · neg 0
Mentions per page
Showing 1–9 of 9
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 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 38yBKmaiD4s 3 Minute Board Games Analysis at 0:12 sentiment: positive
video_pk 12219 · mention_pk 101622
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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
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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.
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