In Kashgar: Händler der Seidenstraße, the players trade different spices that are coming over the silk road from Asia to Europe. Each player has control over three caravans. In the beginning, each caravan consists of three cards that are spread out vertically so that the top part of each card is visible; each card stands for a caravan member with different abilities.
On their turn, a player performs only one action, choosing one of the cards on top of the three families and executing one action shown on that card. Then the card is put at the back of its caravan. To use the same caravan member again, a player must first use all the other cards on top of that caravan row.
These actions can influence the player's stock of spice, gold and mules. To keep track of that stock, each player has their own board with wooden markers that are moved accordingly. Actions can also bring new members to the caravans and can enable the player to fulfill one of four delivery request cards from the middle of the table. Finally, there are actions that mix things up a bit, such as by getting rid of a caravan member or even influencing other players' caravans.
The game ends when one player has earned 25 points by collecting character cards and fulfilling delivery request cards.
The core mechanism of Kashgar could be called "open deck-building". The game plays quickly with little downtime. After having learned the different actions of the cards, players can start trying out different strategies and combinations of caravan members, caravan sizes, etc.
- tight caravan/deck interaction with satisfying pacing
- clear engine progression through cards and expeditions
- can feel light for some players who want heavier systems
- card-driven caravan construction and resource collection
- Silk Road caravans
- economic, trade-focused
Mechanics (from transcript analysis)
- deck-building with caravans — build and sequence decks to activate caravans
- resource/cash flow — translate caravans into resources and contracts for scoring
- tuck/expand mechanics — add cards behind to create longer and more powerful sequences
Video topics + discussion points
Quotes (from this video)
- this is a game that really impressed me
- the strategy in this one is a lot deeper than your standard deck building game
- this is an amazing fun game probably one of the big hits of last year for me
- you can really strategize and focus on what you want all through the use of building your different decks
- the engine building in this game is fantastic
- Concordia is one of the best games out there in my opinion
- Legends is legendary, Marvel deck-building game
References (from this video)
- Engaging engine-building core with a rotating card market
- Varied paths through resource collection and delivery
- Theme may feel flimsy relative to mechanics
- Some players may find the card cycling lengthy
- Engine-building and deck-building with caravan logistics
- Silk Road trade between Asia and Europe
- Merchant-driven economic strategy with variable cycles
Mechanics (from transcript analysis)
- caravan_and_card_cycle — Move selected cards and utilize caravan mat to trigger actions
- deck_building — Draft and manage cards to build an efficient engine
- top_card_action — On turn, players choose from one of the top cards from each family for action
Video topics + discussion points
Quotes (from this video)
- The joy of Power Grid comes from the economic planning and watching what the other players are doing.
- The better you're doing, the later in turn order you go.
- One of the key gameplay mechanisms for me is I always have to be anticipating the future actions and making my board ready to take full advantage of it.
- The game does an excellent job of blending dice drafting, tile placement, and engine building into a satisfying strategic puzzle.
- This game is a feast for Odin.
- The engine building and kind of a deck builder. The theme is pretty shaky for this one.
- What sets this game apart is the time aspect.
- The joy of this one is seeing what cards you have to work with and coming up with a long-term strategy, but being agile enough that if you get cards that may be a better engine or scoring, you can pivot midame, maybe even pivot several times during the game to figure out what's best for you.
- The dice drafting is not just about luck. It is a layer decision-making puzzle.