Scholars of the South Tigris is set during the height of the Abbasid Caliphate, circa 830 AD. The Caliph has called upon the keenest minds to acquire scientific manuscripts from all over the known world. Players will need to increase their influence in the House of Wisdom, and hire skilled linguists to translate the foreign scrolls into Arabic. In this Golden Age of wisdom and knowledge, be mindful not to neglect one in pursuit of the other.
The aim of Scholars of the South Tigris is to be the player with the most victory points (VP) at the game’s end. Points are gained by translating scrolls, increasing knowledge in various areas of science and mathematics, influencing the 3 guilds, and by retiring translators after their years of faithful service. The game end is triggered once all 4 caliph cards have been revealed.
—description from the publisher
- A great laugh
- Playing as a state and manipulating everybody to my own end
- Got to love it
- Solid one
- Great game
- Great company
- Went into some serious political nonsense with the policy tables
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Basically, I think this is the third maybe fourth. I think it's the fourth time I've done a top 10 overrated games list, hence more. And I called it you have been warned.
- But actually, surprisingly, despite somebody sharing it on Facebook, which I was not happy about really, cuz I mean I I don't know. I I like my content being shared on Facebook and I do say do it, but that list is a dangerous one to put on Facebook because, you know, we do have this problem in the hobby of toxic positivity.
- No, shut off. It is really is not. I'm doing it because I enjoy it.
- There's certainly examples of this you see in real life and it's just gez, how closed is your bubble that you have to think that that argument still works?
- Do not be misled thinking that you look at this game and it's going to be a charming little farming game. It is everything but.
- This game isn't really a game about cultivating roses. This is a game about debt management.
- This game is multiplayer solitaire through and through.
- This is a solo puzzle.
- Hated this.
- The hobby has become very elitist and very clicky.
- Shame on you if you do it.
- If you are done with the table and you're not playing something next, then get off the freaking table and let someone else use it. Honestly, it is selfish and irresponsible.
- If you are the sort of people who leave your games on a table for hours on end just to hog the table and stop anybody else playing on it. And you essentially don't return to the table for hours on end. [...] If you're doing that to gaming tables, then shame on you.
- For a hobby that is meant to be about, oh, let's be inclusive and let's uh get new people in and stuff like that, it doesn't half do a pretty damn good job of excluding a lot and, you know, being very elitist.
- It's not a good feeling and it is something that is hurting, you know, conventions in general and I think that's the biggest reason that conventions sometimes don't work.
References (from this video)
- Acquiring scientific manuscripts and translating foreign scrolls.
- Baghdad during the time of the Caliph
Mechanics (from transcript analysis)
- Influence management — Players need to increase their influence.
- Set Collection — Players hire skilled linguists to translate foreign scrolls into Arabic.
Video topics + discussion points
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)
- Part of a trilogy with established mechanics
- Visually appealing with many colors
- Focuses on a science-themed shift within the world
- Science-themed within a familiar world
- Wayfarers
- Paladins of the West Kingdom
- North Kingdom
- West Kingdom
Mechanics (from transcript analysis)
- Closed system — It is believed to be another closed system game, similar to Paladins of the West Kingdom.
- dice worker placement — It's expected to be in the same realm as Wayfarers, featuring dice worker placement mechanics.
Video topics + discussion points
Quotes (from this video)
- we love deduction Games Social deduction not so much but deduction games yeah specifically like logic puzzles logic puzzles they are brilliant and the Search for Planet X why can't I get the title is such a clever game it is one of our favorite deduction games so when we heard that there is going to be a spin on that mechanic of deduction and trying to figure out a lost species yeah hello we need this game
- it looks gorgeous
- it's essentially a worker placement at the heart of a lot of what UE Rosenberg games look like it looks gorgeous I'm excited to play it I love always games so this is gonna be great
- the pictures of this game look absolutely poor
- I'm excited for my brain to be a little bit
- brain burner I guess when you play metallic certain games your brain goes yeah like that
- I loved my city yep that was such tremendous experience
- the tile placement was like super smooth super quick
- thundergrip does is all their games are just the quality in them is remarkable
- building your own coven yeah and there's a little bit of Witchcraft but essentially you want to be the Septima which is like the High witch
- it's a brain burn similar to like calico-esque
- I love that throw away those victory points I don't want any of those Point trackers victory points are happiness no they are switch victory points to happiness points
- the board games were moving into a golden age so Golden Age so if the Washington Post says it must be they're not Liars are they
References (from this video)
- Great dice puzzle
- Great meeple puzzle
- Many actions to choose from
- Lots of in-game multipliers
- Highly recommend
- Love it
- Requires careful puzzling of actions
- Wayfarers of the South Tigris
- Concordia
Mechanics (from transcript analysis)
- action selection — Players choose from four main action types and sub-actions.
- Dice Placement — Dice are used to activate actions, with color and pip values mattering.
- Engine Building — Unlocking translators and acquiring multipliers builds an engine.
- meeple placement — Meeples are used in conjunction with dice for actions.
- Resource Management — Requires resources for certain actions like translations.
- Track Advancement — Points are gained by moving up on six colored research tracks.
Video topics + discussion points
Quotes (from this video)
- do more of what makes you happy
- this is an economic Market type of game with a personal spatial tile puzzle
- the cost is the space that you're occupying
- the game is very clever
- light rules but it has real depth
- it's very clever game plays pretty quick as well
- simple but deep it's really good
- this is not usually Terence typical games that he likes but yet he likes it
- you're always one step behind you're like one round behind what the game is going to throw at you
- the choices you're making in the morning phase or the choices you make with like the laws that you pass
- the dusk deck Works in frostpunk is up there
- a good game is has hard choices
- thematically it's a game within a game
- it's the gambling game played by goblins when they're in prison so there's no theme at all
- this is a great dice puzzle with meeple puzzle
- there's a lot of in-game multipliers
References (from this video)
- Card play drives actions
- Great dice puzzle
- Dice modification options
- Positive player interaction through scholars
- Clever interplay between players
- Satisfying engine building
- Dice can feel uncooperative for players who roll poorly
- The dice mechanism might not appeal to everyone
- Translating scripts and contributing to scholars.
- Ancient Mesopotamia (implied by 'South Tigris')
- Concordia
Mechanics (from transcript analysis)
- Card Play — Actions are determined by playing cards from hand.
- dice manipulation — White workers can change dice numbers, colored workers can change dice colors.
- Dice Rolling — Dice are rolled and used for actions.
- Engine Building — Income tracks provide dice and worker income.
- Positive Sum — Contributing scholars benefits other players, who may then benefit you or compete for similar scholars.
- Resource Management — Managing workers and dice requirements for actions.
Video topics + discussion points
Quotes (from this video)
- Goblin vaults this year is not only that game but it's all the way up in my top five
- the closest analog I haven't really seen anything exactly like it but the closest analog is Great Western Trail in terms of how the secondary scoring Market works
- for me this takes classic Great Western Trail and adds that Medium interaction I'm looking for
- I like Expeditions more than Scythe but I like Scythe
- I really like a good two-player abstract and this is a really good two-player abstract
- this has got this Euphoria bumping mechanics love it love it love it
- this really hits the mark there is a lot of medium Euro interaction in this game
- my number one game of 2023
- this is my favorite of Great Western Trail well Great Western Trail Argentina is close second but I decided okay I can't really you know I just want to put one great won Trail as one game one entry
References (from this video)
- Very interesting theme
- Appealing mechanics
- Not good at colors
- Acquiring scientific manuscripts, translating scrolls, and gaining knowledge.
- Height of the Abbasid Caliphate.
- Architect of the West Kingdom
Mechanics (from transcript analysis)
- Card Play — you play your cards out.
- color mixing — and there's red Dice and blue Dice and green dice but there's also like secondary colors.
- Dice fueling — but then you also have to kind of like fuel these cards with dice.
- Guild influence — influence ing the three guilds.
- Influence building — increase their influence in the House of Wisdom.
- Knowledge acquisition — increasing knowledge in various areas of Science and Mathematics.
- Linguist hiring — higher skilled linguists not me to translate the foreign Scrolls.
- Retiring translators — by retiring translators after their years of faithful service.
- Scroll translation — gained by translating Scrolls.
Video topics + discussion points
Quotes (from this video)
- This just jump straight to my top five games of all time.
- The sweet sweet nectar of this well design, beautifully presented, and incredibly fun game has me Hive blown away.
- Summoning evil in this family friendly game was a real treat.
- I have seen a few civilization destruction games like Empires end and many civilization building games but never both in the same game and I'm intrigued to see how this works
- This is a great card game.
- I think this game is perfect it's the best version of what it's trying to do it's fast fun laugh out loud five player Pusher look game with Space Cats of course.
- I'm so interested in this period of History it's really interesting.
- a fun game with a lot of variability but a pretty simple rule set and we had a good time hiking the trail
- void fall is amazing we can't recommend it enough
- I think side quest was just a little bit ahead of its time for it to have hit properly.
- spots is just a wonderful little pushy look game that always puts a smile on my face.
References (from this video)
- deep, involved system with elegant mechanics
- sleek and grand without feeling bloated
- very expensive and large
- translation, language barriers, guild influence
- Islamic Golden Age, 900s, scroll translation puzzle
- multilayered, translator-driven board game
Mechanics (from transcript analysis)
- Compound Scoring — players translate scrolls by hiring multilingual translators to unlock meaning and influence guilds
- Influence Points — players manage income, influence, and translation progress across tracks
- multi-layer resource/influence tracks — players manage income, influence, and translation progress across tracks
- translation-based scoring — players translate scrolls by hiring multilingual translators to unlock meaning and influence guilds
Video topics + discussion points
Quotes (from this video)
- it's so tense you're basically the big old government and then the rebellion in this futuristic dystopian world
- it's so fast just play it again switch sides cuz they're both very different
- graphic design in this game is absolutely perfect cuz it immerses you in the theme without taking away from the gam play
- this game replaces code names I know that's like really popular in our community
- it's hilarious
- embrace the chaos of this one
References (from this video)
- Gameplay using dice in an interesting way was really fun and unique.
- Getting the most play right now.
- The teach is a big understanding of how all the little systems work together.
- Translating texts into Arabic
Mechanics (from transcript analysis)
- Dice Placement — Taking actions based on dice color, with the ability to combine dice for different actions.
- Set Collection — Translating text through Hebrew to Arabic, hiring translators.
Video topics + discussion points
Quotes (from this video)
- heavy and light does not equal good and bad it's not we found that trap I found that trap the where the g games are only good if they're heavy and I've since come back to where all games are good not all games but you know all weight of games can be good based off of what their circumstances when you're playing them and who you're playing them with
- the heavier games these are the games that we're talking about today these are the games that have bigger Longer rule sets maybe a little bit harder to learn a little bit harder to teach um they have a lot more going on a little bit more involved and the or the decisions that you make during the game are a little bit more involved you have to really think about think a couple lay layers ahead you can't just think about can't react what's happening to you you have to think a plan ahead in two turns I'll have enough resources just to buy that then I'll be able to do that to be able to do that to be able to do that
- we're going to count down to our very heaviest
- all right so the number seven heaviest game on our list is agrica this is weighted at 3.64 this is kind of the great granddaddy of all besides Kus but beyond that agrica uh is would be I would call the great granddaddy of all worker placement games
- you can't score higher until you pay them a gem like look I'm doing stuff give me more money
- I know a lot of people compare this because they are very very similar um to um Fe free for Odin but what's the one before that caverna and caverna I think is is very cool but lacks the cards and the cards is what makes agria so special and so much fun but also makes your decision decision level really high
- I almost wish I had been introduced to this game now cuz when I was introduced to it I was a baby gamer and I was like no thank you no I don't you to feed your people that's a very stressful thing for a new game room yes yes like just that like you get punished you're like I want to have fun why am I being punished
- this is the first game I I want I don't there probably are other games like this it's just the first one that I've played that's like this where you take actions based on your D color but you can mix and match those to create different colors in order to do different actions on the board
- the more lucrative actions of course are going to be a mixed color and the more plain actions are going to be the primary colors but it's really interesting in the beginning of the game you don't feel like you have enough die to do anything and at the end of the game you're like I don't I can't even use all of these like I'm done with all of that
- this is kbon EV and has a weight of 4.3 this is based off of another game that came out called kbon which I really enjoyed but kbon EV is the newer updated version
- there's also just this supervisor named Sandra who's running around the board and every time she goes to a new section of the board she's basically inspected to see who's not doing their training and then she penalizes you based off of whatever the parameter is
- it's a funny little comedic element in this very involved game yeah I really really like this one it's it's a fun one
References (from this video)
- Everything connects in a way that makes sense
- Unique and interesting theme of translating text
- Involved but connected in a fun way
- Very heavy and complicated game
- Translating ancient scrolls
- Golden Age of Islam
Mechanics (from transcript analysis)
- Dice Drafting — Uses colorless dice that can be modified with additions to change colors, and dice colors can be mixed for rarer dice.
- Resource Management — Managing resources to facilitate translations.
- Set Collection — Collecting translated scrolls.
- Worker Placement — Activating guilds and abilities.
Video topics + discussion points
Quotes (from this video)
- This is such a hilarious game we've been playing this for years with our daughters and I don't think we've ever played a game where there's not laughing happening
- the mechanisms are board gamey kind of mechanisms but the atmosphere of it is very much of a party
- This is one of those games that I think I am always in the mood for
- my whole thing with games I'm just going to let let you know this in this video in case you didn't already know is I don't really care if I win and lose as long as I'm able to accomplish something
- Season 2 was really interesting cuz you um you don't realize what had happened until about Midway through the game there's big plot twist
- I don't know how you play test things like this like how do you do it to make it so where when people play this game you know they're going to do these things so these things get revealed this way it's incredible
- one of the things I really liked about this game is how seamless the turns War it turns were it just happens
- it is crazy fun and crazy stressful but like that fun stressful cuz it's all in real time
References (from this video)
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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)
- The insert works very well and stores everything neatly.
- The insert forgot to include a space that made it easy to pull dice out.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Not a lot to say in this video really because well this expansion for Inventors of the South Tigers continuing my trilogy of this well actually no quadrilogy of this series um is not exactly the biggest expansion to go for.
- Inventors was a nightmare to set up with, you know, without with baggies and everything like that.
- So, I cannot stress enough how much you should arrange to get these two inserts for this and scholars printed.
- They really are that good.
- This expansion is really solid. I mean there's not a lot to it. It's basically 12 player powers and that's it. But they are very interesting and differentiated player powers.
- Shut up and take my money.
- So, there's only one left, the Moon Saga expansion, where I've played through all the free games in the Moon Saga solo expansion rules. Is the Moon Saga worth it to play through all of the games in succession? Well, you'll have to wait for my next video to find out more.
References (from this video)
- Enjoyed the concept of text translation
- Not thinking about playing it again
- Same category as Inventors (played enough, no desire to explore more)
- Inventors of the South Tigers
Mechanics (from transcript analysis)
Video topics + discussion points
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)
- Very enjoyable.
- Expansions are exceptionally well-designed.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- So, um, you know, it it is all a fiction, but I you know, I I do I have spent time engaging with other RPGs for this you know, for this purpose and for a lot of other older things from the period.
- The front cover of the adventure book implores the the reader or the player or or or whatever you'd call it to um Hang on, I have it here. I do to figure out the truth of this queer mystery and I used the word queer, you know, in two ways, one of which is is a very strange kind of thing going on within the fiction. And the other, of course, is you know, as a queer person who grew up in the '80s and '90s and had to try to figure herself out not entirely successfully during that time.
- Because for the most part writing in board games especially is quite bad. Like the the quality of of of the flavor of the literary writing is quite abysmal almost across the board. Here's the thing. I'm good at it. I know I'm good at it. I know I'm probably a better writer than most people working in board games and I'm fine with that.
- And then on top of all that, there's all these annotations of the person who owned it. And so, you also have to piece together like parts of the life of the author of the module and the person who owned that and the way that this book then interacts with these other personal effects.
- And so, each of those things led into another thing. And while I was doing that video, um, and a big part of that story involves his time at Parker Brothers uh during a time when Parker Brothers was expanding to also do video games and children's books and records. And and then they ended up, you know, destroying their company doing that and that's how they were sold to Hasbro eventually.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
Mechanics (from transcript analysis)
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References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
- the game plays one to four players with mechanics such as deck building dice rolling and track advancement
- body of books is the first expansion of Scholars of the South
- these doctors with their prescriptions are a game changer
- solo players are left behind there are also new rules to allow body of books to be played solo
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- artwork is awesome
- this game is so good
- there's four major actions
- this is a dice puzzle
- the game is immersive
References (from this video)
- artwork is awesome
- immersion and depth with closely interlocking actions
- multiple interesting paths; not just a single linear strategy
- strong thematic flavor around translation and knowledge gathering
- high complexity can be brain-burning and takes multiple plays to master
- long playtime for a two-player session
- potentially overwhelming with many options and dependencies
- translation, knowledge gathering, scrolls, translators
- South Tigiris / caliphate translation context
- abstract strategic theme around language translation and knowledge accumulation
- Catan
- Wayfarers
- Architects of the West Kingdom
Mechanics (from transcript analysis)
- action_slotting — on your turn you play one card into an action slot; the slot determines the action you take
- auto_retire_translator — certain caliph-related effects allow automatic retirement of translators for scoring or engine benefits
- Bag Building — dice are drawn from a bag and managed to support future actions
- bag_building — dice are drawn from a bag and managed to support future actions
- color_wheel_and_influence — colorized dye and a color wheel affect upgrading and influence on tracks and cards
- dice_puzzle — actions require spending dice and aligning color/number pips to match action requirements
- income_and_track_progression — income actions advance colored tracks which grant bonuses and influence scoring
- scrolls_and_endgame_scoring — a deck of Scrolls provides research steps and endgame scoring objectives; caliph cards add scoring opportunities
- Track Advancement — income actions advance colored tracks which grant bonuses and influence scoring
- translators_and_language_relay — translators can translate scrolls across multiple languages; hiring costs involve gold and silver; retiring translators provides engine bonuses
Video topics + discussion points
Quotes (from this video)
- artwork is awesome
- this game is so good
- there's four major actions
- this is a dice puzzle
- the game is immersive
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- oh my God look at the swell
- this looks amazing
- it's not the exact color that I want but I think it's close enough
- the yellow is a little bit darker than
- the blue is probably a little bit darker
- little more green next to it but still
- so that is it that's the start
- it's not the exact color that I want but
References (from this video)
- translation and research as core activity
- world-spanning scholarly competition involving translating scrolls and researching to gain points, with House of Wisdom locations
Mechanics (from transcript analysis)
- Calif cards and endgame trigger — CFF/Cal cards yield endgame triggers and scoring opportunities; drawing them drives endgame scoring.
- Calif/guild control scoring — California cards enable scoring and program points, including guild control mechanics.
- dice bag and manipulation — Roll dice from a bag, adjust their pips and colors with workers, and cycle dice back on rest.
- dispatch/employ translators — Dispatch gives a benefit and moves the translator to the bottom; employing places it in a room for its benefit and potential VP.
- End Game Bonuses — CFF/Cal cards yield endgame triggers and scoring opportunities; drawing them drives endgame scoring.
- Endgame and Scoring — End triggers after all Calif cards are resolved; scoring includes multiple categories like scrolls, translators, and tracks.
- House of Wisdom and scroll deck management — Manage the scroll deck and House of Wisdom spaces; Calif cards influence score and endgame triggers.
- Income — Rest phase yields income, returns dice and cards to hand, and refreshes resources.
- income and rest cycle — Rest phase yields income, returns dice and cards to hand, and refreshes resources.
- Pick-Up and Deliver — Move your marker around the map to gain bonuses by landing on spaces and delivering scrolls.
- Reclaim as Action — On your turn you either work (play an action card to perform a major action) or rest (gain income and refresh resources).
- recruit translators — Top translator is recruited; can dispatch for benefits or employ to gain effects and influence.
- research tracks — Spend gold to move up on colored research tracks, unlocking incomes and other benefits.
- retired translators and slots — Translators can retire to gain VP and bonuses; slots determine action availability and costs.
- Track Advancement — Spend gold to move up on colored research tracks, unlocking incomes and other benefits.
- translate scrolls — Select a scroll, choose translators to translate through languages, paying gold/silver, then gain scroll rewards.
- travel around the map — Move your marker around the map to gain bonuses by landing on spaces and delivering scrolls.
- work/rest turns — On your turn you either work (play an action card to perform a major action) or rest (gain income and refresh resources).
Video topics + discussion points
Quotes (from this video)
- Scholars of the South Tigers plays in turns starting from the first player and going clockwise around the table.
- On your turn you will either work or rest.
- This layered pile is your main scroll draw deck.
- There are only four in the game recruiting a translator.
- The end of the game is triggered once all four cff cards have been resolved.
References (from this video)
- Very crunchy/dense puzzle flavor
- Solo mode with multiple difficulties and AI opponent board
- Theme of translation and scrolls provides an interesting setting
- Dice color/pip mechanics add depth
- High complexity may be intimidating for some players
- Prototype components shown; final quality not confirmed
- Rules may be complex due to translation across languages
- scholarly translation and manuscript study central to progress and scoring
- House of Wisdom; a world where translators search for manuscripts across the globe
- puzzle-driven scholarly quest centered on translating scrolls
- Paladins of the West Kingdom
- Wayfarers
Mechanics (from transcript analysis)
- action placement and execution — you place one to four actions, assign one to two dice, optionally assign workers, then execute actions
- color/pip management — increase dice pips by matching colors or combining dice to create new colors
- dice pool building — on your turn you have dice you previously rolled in hand and may modify pips by color interactions
- Hand Management — you manage dice in your hand and select actions to place on your board
- recruit translators — recruit translators to gain bonuses and place them under their own deck
- research tracks — advance on six different research tracks; pips and color influence advancement
- rest and retire — rest to maintain income; retire translators for extra actions and points
- Track Advancement — move along a journey track to gain bonuses or acquire a scroll card
- translate scrolls — translate scrolls (with potentially long rules) to gain bonuses and progress
- Travel — move along a journey track to gain bonuses or acquire a scroll card
Video topics + discussion points
Quotes (from this video)
- this is probably one of the crunchiest Garfield games I've ever played maybe even more than paladins of the West Kingdom I think
- it's so tempting to keep going to all actions fill the card slots but at some points you do need the rest and income action
- solo Gamers get some love with solo mode different difficulty levels with solo opponent board that the AI controls
- the components featured in this video are prototype so router Network are not final
- Scholars of the South Tigris project page
References (from this video)
- Engaging solo mode with an AI using a scheme deck
- Dice-based action selection provides meaningful choices
- The language/translation theme and translator mechanics are novel and flavorful
- Clear setup and early game flow in the described playthrough
- Some rules and iconography are a bit confusing and require rulebook cross-checks
- Certain rule interactions are not immediately intuitive during the session
- Array
- Ancient Near East
Mechanics (from transcript analysis)
- Card Management / Action Cards — Use a hand of action cards; rest to refresh and execute actions; hire translators via cards.
- Dice Rolling — Dice are drawn from a bag and rolled to determine resources and outcomes for actions.
- Language Translation / Translation Circuit — Translators and languages drive the end-game objective; translations produce 'languages' to complete scrolls.
- Resource Management — Players collect and manage multiple resource types (gold, silver, dyes, workers) to fuel actions.
- Track Advancement — Advancing on various tracks (research, blue track) to unlock bonuses and points.
- Track/Rule-based Progression — Advancing on various tracks (research, blue track) to unlock bonuses and points.
- Worker Placement — Players place markers/influence on spaces to perform actions and gain resources.
Video topics + discussion points
Quotes (from this video)
- Scholars of the South Tigress this is quite a spraing game on the table
- it's not one of the hardest games I've ever learned
- it's pretty neat so far
- I think it's manageable
- I look forward to doing more videos on this game
References (from this video)
- Rich component quality and art
- Iconography on cards with minimal text
- Large horizontal board supports spatial planning
- Thoughtful packaging and organization (bags, punch-out boards)
- heftier setup and component count may be a factor
- solo play rules appear extensive and require reading ahead
- Not explicitly discussed in transcript
- Not explicitly discussed in transcript
- Iconography-forward aesthetics with literary/artistic presentation
Mechanics (from transcript analysis)
- card-driven actions with iconography — cards rely on iconography over words to indicate actions
- Dice-based resource management — colored dice serve as resources and are integrated into the action economy
- large horizontal board layout — board orientation favors horizontal layout for play area and planning
- Resource Management — tokens and coins (including gold bars) represent in-game resources
- resource tokens and coins — tokens and coins (including gold bars) represent in-game resources
- workers — workers in player colors are used to perform actions and manage resources
Video topics + discussion points
Quotes (from this video)
- this is a game for 1 to four players ages 13 and up takes about 60 to 90 minutes to play
- I can't wait to organize
- iconography there's not many words on the cards which I like
- very large board but I'm glad it does go more on the horizontal than vertical
- I plan on doing a playthrough of this
References (from this video)
- Highly thematic integration of translation and knowledge work
- Innovative color wheel plus dice interaction creating layered color outcomes
- Cohesive engine that blends multiple mechanics without feeling chaotic
- Smooth turn flow with supportive mechanics to help remember steps
- Very heavy and complex; steeper learning curve
- Potential for players to forget steps or spend long teaching sessions
- Limited direct player interaction during turns (more engine/strategy focus)
- Knowledge pursuit through translation, guild influence, and translator retirement as a scoring mechanism.
- The House of Wisdom and translation corridors in a historically-inspired Middle Eastern setting focused on scrolls and knowledge translation.
- Historically themed, translation-driven engine with a scholarly backdrop.
- Paladins of the West Kingdom
- Wayfarers
- Architects of the West Kingdom
- West Kingdom Trilogy
Mechanics (from transcript analysis)
- Bag Building — Dice are stored in a bag and drawn to determine available actions.
- bag-building — Dice are stored in a bag and drawn to determine available actions.
- Dice Placement — Players place dice and workers to take actions; color and value determine effects and potential secondary colors.
- Dice placement with color/value matching — Players place dice and workers to take actions; color and value determine effects and potential secondary colors.
- K-LOVE cards — Epic/casual variants and leading award cards that influence end-game scoring and strategy.
- research tracks — Advance on multiple research tracks to gain benefits and victory points.
- Track Advancement — Advance on multiple research tracks to gain benefits and victory points.
- Translation/Arabic scroll mechanic — Translate Scrolls through language tiers to Arabic, paying translators and gold to gain points.
- Worker Placement — Distribute translators and dice onto board spaces to activate actions.
Video topics + discussion points
Quotes (from this video)
- this is the most thematic Garfield game that I have played
- it's a heavy game to play, it's got some meat to it but the theme itself fits and helps the game run smoothly
- the flow of your turn makes sense
- I think this is my favorite Garfield game now
- dice manipulation and color wheel is really cool
References (from this video)
- engaging translation mechanic that fosters interaction
- expansion elevates the game with better pathways and more depth
- highly thematic and replayable with scroll variations
- complex to teach and learn; heavy for newcomers
- requires multiple plays to master optimally
- translation, translation economy, scroll-based scoring
- Translating scrolls in a historically-inspired setting
- interactive with other players; translator economy on the bottom of the board
- Tigris and Euphrates
- South Tigris (Scholars line)
Mechanics (from transcript analysis)
- Contest sequencing and cooperation/competition — players cooperate and compete through shared translation actions
- Cooperative Game — players cooperate and compete through shared translation actions
- Resource Management — acquire scrolls, translate, and fulfill on-board requirements
- Resource/scroll management — acquire scrolls, translate, and fulfill on-board requirements
- Translation economy — use translators to access bonuses and upgrade abilities
Video topics + discussion points
Quotes (from this video)
- it's just so buttery smooth.
- easy rules, smooth mechanics, and a good price point.
- the flame track is the one weakness of the game
- Here's a very easy house rule for it. If you're at the top of the flame track... discard a grunt token.
- It looks absolutely beautiful on the table.
- Life with the Amazonia is basically advanced Cascadia.
- The Gallerist is the smoothest Lassers in existence.
References (from this video)
- one of the weekend's favorites
- very engaging with Garel game design
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we are calling it boaton
- I am so so excited
- this weekend we did end up putting together our little paper here of just all of the games that we played
- Scholars of the South Tigress was so good
- it's chaotic fun
- you are somebody's reason to smile
- Viking Seesaw was the best boat game of boaton
References (from this video)
- consistently strong pick for the group
- highly recommended by the speaker
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we are calling it boaton
- I am so so excited
- this weekend we did end up putting together our little paper here of just all of the games that we played
- Scholars of the South Tigress was so good
- it's chaotic fun
- you are somebody's reason to smile
- Viking Seesaw was the best boat game of boaton
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Cooperative campaign-based fantasy RPG board game
- I'm excited to see if he can capture maybe a little bit of that pandemic Magic
- this appears to be an engine building game
- oh the art the art in this looks incredible
- I'm a huge fan of sleeping gods and so a standalone sequel set in the same world
References (from this video)
- innovative color theory and dice manipulation
- strong thematic coherence withSouth Tigress arc
- varied routes to scoring
- solo play requires practice
- could be mechanically dense for new players
- dice-driven arc of translation and scholarly work
- cultural/research/global translation of scrolls
- procedural with color/dice theory and translation mechanics
- Wayfarers of the South Tigress
Mechanics (from transcript analysis)
- dice_worker_placement_and_color_theory — dice of different colors imply actions; players manipulate color combinations to determine actions
- path_dependency_and_endgame_scoring — specific sequences unlock endgame scoring and translate scrolls
- scroll_translation_and_translation_research — translate scrolls via translators to unlock end-game scoring
Video topics + discussion points
Quotes (from this video)
- Darwin's Journey is my number one game of 2023
- Raising Robots is wonderful
- this is such a good game
- Barcelona is absolutely stunning and the chaining is satisfying
- Expeditions is not like Scythe
- the art project is absolutely fantastic
References (from this video)
- evokes excitement and anticipation
- humorous framing fits casual discussion
- lacks concrete details or mechanics
- Academic pursuit with humorous framing
- N/A
- conversational
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Scholars of the South Tigris here I come
- Kickstarter man don't mock me Harold we all know there's a Kickstarter man and he fulfills our wishes
- did you hear about the latest game in Garfield's uh history series
- everything is same day shipping nowadays
- the kickstarter man right there the kickstarter man
References (from this video)
- creativity around color theory and translation mechanics
- highly flavorful and replayable series entry
- complex to grasp at first play
- dice-based color theory and translation tasks
- South Tigress series, colorful, script translation theme
- color theory-driven with modular asymmetry
Mechanics (from transcript analysis)
- color theory / resource management — blend colors and workers to fulfill end-game requirements
- Dice Drafting — roll/draft dice into colored workers to perform actions
- dice drafting onto a tableau — roll/draft dice into colored workers to perform actions
- Resource Management — blend colors and workers to fulfill end-game requirements
- translation scripting — collect scripts and translate to languages to unlock objectives
Video topics + discussion points
Quotes (from this video)
- "I really enjoyed it and it really truly does prove that I need to not judge games by their cover"
- "I really need to not judge games by their cover"
- "oh my goodness such a fantastic game"
- "you are somebody's reason to smile"
References (from this video)
- Ridiculously charming
- Accessible to a wide audience
- Strong production quality
- Rules feel minimal or lightweight for some players
- Garfield-themed, with Vincent Detroit's artwork
Mechanics (from transcript analysis)
- Memory — Memory-based play with a light set of rules.
- Set Collection — Players collect and compare sets with a simple framework.
- set_collection — Players collect and compare sets with a simple framework.
Video topics + discussion points
Quotes (from this video)
- we ended up taking my top 10 of the year my wife Kelly's top 10 and feedback from our game group mixing them all together to make our most comprehensive list
- Earth is our favorite game of 2023 but easily has skyrocketed into one of our favorite games of all time
- no easy task to rank is honestly the top five alone we all gave strong 10s to many of these
References (from this video)
- Weighty, substantial gameplay
- Noted for unique mechanics within the SJ McDonald / Shem Phillips design space
- Strong praise in the community
- Heavier and possibly less accessible to casual players
- dice-rolling with area majority and deck/pool building
- Ancient Mesopotamia, scholarly governance themes
- weighty, mechanics-forward
- Ways & Means
- Wayfarers
Mechanics (from transcript analysis)
- Area Majority — Player influence and control across multiple scoring domains.
- area_majority — Player influence and control across multiple scoring domains.
- Deck Building — Deck-building or pool-building mechanics influenced by dice outcomes.
- deck_building_or_pool_building — Deck-building or pool-building mechanics influenced by dice outcomes.
- Dice Rolling — Rolling dice to generate resources and actions with area/control implications.
- dice_rolling — Rolling dice to generate resources and actions with area/control implications.
Video topics + discussion points
Quotes (from this video)
- I love the input from the community and I want to expand that input to the YouTube world as well
- five games that in this upcoming month of June most likely near near the end of June
- the first one is Altiplano
- I'll include the link or the poll… down in the description below for you to participate
References (from this video)
- cool color-mixing mechanic
- dice-driven engine with depth and theme
- steep learning curve and setup
- seems best with experienced players
- translation and language deciphering
- Asia-inspired / ancient manuscript theme
- dice manipulation and color theory heavy
Mechanics (from transcript analysis)
- Bag Building — assemble a bag of dice to draw from for actions
- dice bag building — assemble a bag of dice to draw from for actions
- dice manipulation — color-based dice drafting and color-mixing to generate actions
- translating scripts — acquire scripts and translate them for end-game scoring
Video topics + discussion points
Quotes (from this video)
- "Miabi is one of my favorite polyomino games it is number 70 here on the list"
- "Seas of strife is absolutely fantastic it is such a fun game"
- "Merchants Cove I do think that if I played this one more it actually can play solo as well"
- "The Search for Planet X is my number 65"
- "Parks is my number 62"
- "Boku is my number 61"
References (from this video)
- Garfield Games has a track record with solid titles
- artwork and production look appealing
- implementation of colorblind-friendly choices shows inclusivity
- dice-heavy design may be fiddly for some players
- potentially high complexity for the weight with colorblind considerations
- dice-driven, hand-management/area interaction with color considerations
- Ancient Mesopotamian-flavored world
- historical-imaginative strategy
- Wayfarers
- Paladins
- Rattus
Mechanics (from transcript analysis)
- Dice management — Multiple dice with color/icon considerations drive actions and outcomes.
- dice-drafting and resource allocation — Dice results feed into resource generation and scoring choices.
- team/solo play considerations — Components and rules oriented toward varied player counts with inclusivity notes for colorblind players.
Video topics + discussion points
Quotes (from this video)
- this month has been a pretty lame month for Kickstarter
- they do a reliable Kickstarter and they deliver quite quick
- it's only a game so spend wisely and hear my warnings
- I would certainly try a Cooperative trick taker frankly because fox in the forest duet did it well
- what's it giving you then… collectors edition components
- the main thing is… is that Garfield games do reliable kickstarters
References (from this video)
- Complex dice manipulation
- Interesting translation mechanism
- Multiple strategic paths
- Complex rule set
- Difficult to generate consistent strategy
- Academic scholarship and language translation
- Historical manuscript translation
- Competitive knowledge acquisition
- Wayfarers in South Tigris
Mechanics (from transcript analysis)
- action selection — Players choose actions on their player board
- dice manipulation — Players can change dice colors and values using workers
- Scroll translation — Players chain translators to convert scrolls between languages
Video topics + discussion points
Quotes (from this video)
- Things have changed, man. There's no more hunks of gold anywhere.
- It's fundamentally misunderstood the value of gold.
- We're getting crushed here!
References (from this video)
- master class in interconnecting systems
- few actions but many decisions
- real brain burner
- heavier game with strong thematic hooks
- best game from publisher recently
- scholarly research
- ancient persia
- strategic_heavy
Mechanics (from transcript analysis)
- chain mechanics — each action chains off everything else
- interconnected systems — master class in interconnecting systems
Video topics + discussion points
Quotes (from this video)
- this is my list the video says the top 100 board games of all time but it really is just my top 100 board games of all time
- three minute board games is an independent channel we dont take money from publishers and we do not do any form of paid content
- Mosaic has the ambitious goal of being a civilization game that can be played in two to three hours and it very much succeeds at this goal
- a game that does not need to be played with a traitor because the inherent selfish goals in this game created enough internal conflict
- I love space racing games and space corp is the game that is most racy as far as space racers go
- the term I use instead of gateway game is foundation game
- Sentinels could easily be a forever game the kind of game you just play over and over and over and over again endlessly
- Modern Art is a simple and brilliant and beautiful game and easily the best pure auction game Ive ever played
- Black Orchestra models some very clever things about how conspiracy is run
- when I asked the question hey what game should I play with my non-gamer friend who's interested in gaming but hasn't done much gaming I almost always answer Sentient Golem Edition
- Arkham Horror is the game that really made board gaming my number one hobby
- there are a few things more fun and rewarding in board gaming than organizing a fight in the arena
- Twilight Struggle is one of the best head-to-head games out there
- Santorini is the definition of an elegant design
- Arkham Horror the card game absolutely should be for you it's a hundred percent for me and it is my number one game of 2023
References (from this video)
- The game uses a strong thematic hook—the House of Wisdom—and anchors it to tangible mechanics like translators, scrolls, and maps, creating a cohesive experience that rewards planning and timing.
- Dice manipulation and color decisions introduce tactile feedback and player agency, making each turn feel meaningful as you optimize your engine.
- End-game timing is clear yet challenging, with the fourth calipat card as the trigger, encouraging players to pace their scoring and endgame readiness.
- There are multiple pathways to victory through translating scrolls, advancing research, and leveraging market bonuses, which supports varied strategies across play sessions.
- The thematic integration is dense enough to be rewarding for players who enjoy historical flavor with strategic depth.
- The rule set can be dense for newcomers, and the interaction between dice, translators, and market actions may require careful study and reference during the first few plays.
- Scaling across player counts may vary, with potential downtime or congestion on shared resources and markets depending on the number of players.
- Some players may find the color-dice mechanic fiddly or visually busy, which could affect accessibility for color-blind players or those who prefer simpler components.
- The game’s pacing can be sensitive to chair order and decision fatigue in longer sessions, making it less approachable for casual players.
- scholarly competition, translation as engine of progress, imperial knowledge networks
- During the Islamic Golden Age, within the House of Wisdom, where scholars translate scrolls into Arabic, shaping knowledge and power
- educational, explanatory, with a focus on strategic resource management and translation-driven scoring
Mechanics (from transcript analysis)
- area traversal / map interaction — Travel around a map-like layout to reach different markets and bonuses, enabling strategic choice about which translations to pursue and which cards to pass.
- Dice Drafting — Dice are drawn from a personal bag and colored to reflect choice. The value of these dice affects action efficiency, with higher values enabling stronger actions but requiring careful timing and resource management.
- dice drafting / dice manipulation — Dice are drawn from a personal bag and colored to reflect choice. The value of these dice affects action efficiency, with higher values enabling stronger actions but requiring careful timing and resource management.
- Engine Building — Collect scroll cards and progress on six research tracks to unlock points and bonuses, building a personal engine that scales with board state.
- Resource Management — Careful management of translators, market bonuses, and scroll cards, balancing short-term actions with long-term scoring potential.
- Set collection / engine building — Collect scroll cards and progress on six research tracks to unlock points and bonuses, building a personal engine that scales with board state.
- Worker Placement — Players deploy workers to sites such as translator markets, scroll card slots, and track spaces to perform actions that advance their engine and scoring opportunities.
Video topics + discussion points
Quotes (from this video)
- in the game players are trying to increase their influence in the House of Wisdom
- hiring skilled linguists to translate foreign Scrolls into Arabic
- using one of their action cards on their personal display
- after the fourth calipat card is revealed the game's end is triggered
- the most points from translating scroll cards from the house of wisdoms
- gaining various bonuses and passing scroll cards to the House of Wisdom
References (from this video)
- intricate design with wide open decisions
- unique translator system with distinct translators
- skill ceiling high and strong optimization drive
- thematic cohesion and beautiful board aesthetics
- high complexity and learning curve
- scarcity of resources can cause frustration and catch-up difficulty
- icon dense game may be overwhelming for newcomers
- knowledge collection, translation, empire building through scholarly pursuit
- Baghdad, House of Wisdom era, ancient Mesopotamia
- strategic, optimization driven with a language translation thread
- Gaia Project
- Paladins of the West Kingdom
Mechanics (from transcript analysis)
- action selection via cards dice and workers — on a turn you use one card with dice and workers to perform the shown action; color and value conditions apply
- dice and color interaction — dice of different colors and workers alter dice values and allow color changes to unlock actions
- influence and rewards track — claims rewards by tracking influence in regions and through translator achieved actions
- Influence Points — claims rewards by tracking influence in regions and through translator achieved actions
- research tracks and tech trees — advance on research tracks to gain coins and benefits; interaction with research symbols
- rest and income generation — end of round rest phase allows collecting income from card positions and re-rolling dice
- Set Collection — points come from collecting scroll cards and building sets
- Tech Trees — advance on research tracks to gain coins and benefits; interaction with research symbols
- translation chain and language rules — translate through multiple languages using a chain of translators; costs gold
- translator system — hire translators with dice; each translator is unique and can be retired; unlocks translation paths
Video topics + discussion points
Quotes (from this video)
- Scholars of the South Tigris is one of the most intricate games I have played
- the game is essentially picking one of four actions each round
- it's an optimizers dream game
- everything is scarce and decisions around what tech tracks to advance and when to rest and claim resources are huge
References (from this video)
- Part of Garfield Games' characteristic puzzle-rich design language
- Strong thematic consistency with the South Tigris trilogy
- Expected to be dense and heavy; not for casual play
- May require extensive teaching and player commitment
- puzzle-driven, heavy euro with memorabilia of ancient scriptures
- South Tigris region, garlanded manuscripts and translation
- puzzle-centric with mythic / archival themes
- Wayfarers
- Terramystica / Gaia Project family
Mechanics (from transcript analysis)
- asymmetric setup (for some titles) — different starting conditions across players
- puzzle / mechanism solving — heavy puzzle mechanics with manuscript translation and iconography
Video topics + discussion points
Quotes (from this video)
- this is a flip and write game
- open world style flip and write
- I'm very intrigued by the fact that it's designed by Stephen Aramini
- standalone sequel to My City
- two-player only fully Cooperative game
- pure deduction
- it's the next in the South Tigris series
- draft your actions at the very beginning of the game
- asymmetric compared to everybody else
References (from this video)
- deep, multi-layered action system with color/die mechanics
- strong thematic coherence around translation and scholarly work
- varied paths to scoring via translators, scrolls, and tracks
- clear, structured setup and teaching flow in the video
- high complexity and learning curve
- lengthy setup and number of components may be daunting
- dice and color-mixing rules can be intricate for new players
- translation, linguistics, and scholarly competition across scrolls
- The House of Wisdom in the Abbasid Caliphate, Baghdad
- historical-themed strategy with language and translation mechanics
Mechanics (from transcript analysis)
- action programming with cards — Players place and resolve action cards on their personal displays to perform actions; actions and bonuses resolve in a defined sequence.
- dice drafting and color mixing — Dice of multiple colors come from a personal bag; color and value interactions affect how actions are executed and enhanced.
- end-game trigger and scoring — The end is triggered by Calif card revelation; scoring aggregates points from tracks, translated cards, translators, and guild control.
- set collection and scroll card drafting — Scroll cards are drafted into stacks and resolved via Calif cards, driving end-game triggers and scoring opportunities.
- translation and translator network — Translators speak different languages; translating scroll cards involves paying costs and retiring translators to gain ongoing benefits.
- worker placement on skill tracks — Workers are used to boost actions and advance research tracks, influencing future options and scoring potential.
Video topics + discussion points
Quotes (from this video)
- this is the second game of the South Tigris trilogy
- the game uses uncolored white dice then you have dice of the three primary colors blue red and yellow
- the most important action is to translate a scroll card in the house of wisdom from its original language into Arabic
- if you end your movement on a white ring space you simply perform and gain all the depicted bonuses
- the end is triggered after the fourth Calif card is revealed and resolved
References (from this video)
- Part of beloved series
- All games in series are excellent
- Next iteration in successful franchise
- scholars, learning
- historical
- Paladins of the West Kingdom
- Wayfarers of the North Sea
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it was one of the coolest experiences I had at Pax
- anything that involves tile placement I am here for
- it is just a freaking blast
- the mechanics are just so good that none of the other stuff really kind of like matters to me
- I've fallen so much in love with undaunted
- if you put a cute cover on a game I will buy it I will play it and there's a very good chance that I will love it
- it looks incredible
- final girl is definitely one of my favorite games of all time
- the cover art drew me in it reminded me of like old war propaganda posters
- if anyone out there wild has red red ball or seen the red wall artwork this game is that
References (from this video)
- One of the speaker's favorite Euro sensations
- Rich iconography and depth
- Heavy price of entry in terms of rules and setup
- Maybe not for casual players
- Scholarship and empire-building
- Ancient Mesopotamian trade and scholarship
- Heavier Euro with strong engine-building
Mechanics (from transcript analysis)
- engine-building — Players optimize actions to maximize long-term growth.
- multi-resource management — Balancing different resources for scoring and control.
Video topics + discussion points
Quotes (from this video)
- That's my number 10.
- It's just a game that hits the table at our house.
- The Crew will always be in my repertoire of games to play.
- Vincent Dutrait's artwork on the table is a real draw.
- "It's a great two-player game and it's one that we can pull out and play and enjoy."
- "This might be my favorite Euro game. Not No, there's a couple others in there."