Skip to main content
The Great Zimbabwe box art

The Great Zimbabwe

Game ID: GID0333020
Game Info
Year
2012
Collection
Your Tier
Loading…
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

The Great Zimbabwe is a game about building a trade based civilization in ancient Africa. It has been inspired by the old kingdoms surrounding the Great Zimbabwe, a world heritage site in southern Africa. Far into the previous century, colonial governments denied that a civilization that produced such impressive monuments and beautiful artwork could have been African in origin. But of course, this civilization was African, and the country of Zimbabwe itself was proudly named after this impressive cultural heritage. As always in our games, we have used this history for inspiration; however, first and foremost we wanted to create a highly playable and replayable Splotter game, so in many cases we took liberties with historical names, periods and artwork.

In the game, players strive to build the most impressive monuments to one god of their choice. They can choose this god themselves-- each of the twelve gods offers a unique blessing, but each also requires a different amount of work to win the game. Building the monuments is done by developing a logistics network stretching across the region. Through this network, players produce and obtain ritual goods to raise their monuments and bring honour to the god of their choice.

Here's the flavour text from the rules:

The Mutapa king struts into the village, followed by a bunch of young warriors herding cattle. “Oondabezitha ”, he addresses the assembly of kings, “I have brought twelve heads of cattle for the ceremony tonight”. The others seem to shrink in stature as he speaks. The star of the king of Mutapa is clearly ascending. They have not brought nearly as much cattle themselves. “Soon, we will all be praying to Obatala”, murmurs one of the older Kilwa traders. “The Mutapa will be raising their godless monuments sky-high. Perhaps it is time for us to resort to some magic of our own”. Then the sky breaks into a thunder and a torrential rain pours down on the assembly. The men scramble while the plains fill with water. The ceremony will be wet tonight...

The Great Zimbabwe is a logistico-economic game in which players are tribal leaders in Africa trying to please the gods by building monuments.

Buying technology, building craftsmen, gathering resources and worshipping a god are among the many decisions necessary to win in 'The Great Zimbabwe'. But the main way of getting there is building and developing a network of monuments. The higher the monuments, the closer the players will be to victory, but players must balance many subtle aspects of the game. If they develop their economy, if they worship a powerful god or if they use a lot of technology, they will need to score more victory points.

Clever use of turn-order manipulation, economic development in an almost close environment, scarce natural resource use and logistical optimization to deliver goods from craftsmen to monuments: You only get one action per turn, so be smart! 'The Great Zimbabwe' is a race for victory, in which you decide how far you want to go and at what speed. Then other players' decisions change everything...

Description

The Great Zimbabwe is a game about building a trade based civilization in ancient Africa. It has been inspired by the old kingdoms surrounding the Great Zimbabwe, a world heritage site in southern Africa. Far into the previous century, colonial governments denied that a civilization that produced such impressive monuments and beautiful artwork could have been African in origin. But of course, this civilization was African, and the country of Zimbabwe itself was proudly named after this impressive cultural heritage. As always in our games, we have used this history for inspiration; however, first and foremost we wanted to create a highly playable and replayable Splotter game, so in many cases we took liberties with historical names, periods and artwork.

In the game, players strive to build the most impressive monuments to one god of their choice. They can choose this god themselves-- each of the twelve gods offers a unique blessing, but each also requires a different amount of work to win the game. Building the monuments is done by developing a logistics network stretching across the region. Through this network, players produce and obtain ritual goods to raise their monuments and bring honour to the god of their choice.

Here's the flavour text from the rules:

The Mutapa king struts into the village, followed by a bunch of young warriors herding cattle. “Oondabezitha ”, he addresses the assembly of kings, “I have brought twelve heads of cattle for the ceremony tonight”. The others seem to shrink in stature as he speaks. The star of the king of Mutapa is clearly ascending. They have not brought nearly as much cattle themselves. “Soon, we will all be praying to Obatala”, murmurs one of the older Kilwa traders. “The Mutapa will be raising their godless monuments sky-high. Perhaps it is time for us to resort to some magic of our own”. Then the sky breaks into a thunder and a torrential rain pours down on the assembly. The men scramble while the plains fill with water. The ceremony will be wet tonight...

The Great Zimbabwe is a logistico-economic game in which players are tribal leaders in Africa trying to please the gods by building monuments.

Buying technology, building craftsmen, gathering resources and worshipping a god are among the many decisions necessary to win in 'The Great Zimbabwe'. But the main way of getting there is building and developing a network of monuments. The higher the monuments, the closer the players will be to victory, but players must balance many subtle aspects of the game. If they develop their economy, if they worship a powerful god or if they use a lot of technology, they will need to score more victory points.

Clever use of turn-order manipulation, economic development in an almost close environment, scarce natural resource use and logistical optimization to deliver goods from craftsmen to monuments: You only get one action per turn, so be smart! 'The Great Zimbabwe' is a race for victory, in which you decide how far you want to go and at what speed. Then other players' decisions change everything...

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 9
This page: 9
Sentiment: pos 6 · mix 0 · neu 1 · neg 0
Mentions per page
Showing 1–9 of 9
Video gejhiMC46IM Watch It Played Top 10 List at 7:26 sentiment: neutral
video_pk 89180 · mention_pk 236580
Watch It Played - The Great Zimbabwe video thumbnail
Click to watch at 7:26 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • trade-based civilization
  • ancient Africa
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • what an elegant game that blends mechanics and themes so well
  • I'm obsessed with Obsession now that it's on BGA I can't stop playing
  • keyflower is always a classic
  • it's one of my favorite games of all time
  • be dragons and they are adorable
  • I'm a sucker for a cute pretty game
  • this has got some hidden strategic depth to it
References (from this video)
No references stored for this video.
Video 58kBTRh_yUA UndeadVikingVideos Discussion at 17:42
video_pk 87999 · mention_pk 230818
UndeadVikingVideos - The Great Zimbabwe video thumbnail
Click to watch at 17:42 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Clash of Cultures I like I like the the new the Revis Edition or whatever I thought that was good
  • Last Light is the 4X face game that plays in an hour
  • You heard me right it plays in an hour
  • You know what band there's a band that I I love it's in my it me it maybe every once a while it would fall out of my top five bands but it's it it'll always remain like top six or seven
  • When you were that good you're just that good
  • I want to see the Chiefs win the next six Super Bowls I do
  • I don't think it's a big deal why are you googling Board Game Geek stuff when you could just go to the website
  • your guy doesn't do any attacks it's just all of his little minions do do his attacks for him
  • Bone Razer is ready five bucks
  • all the reviews Say it'll hit your dopamine pretty well
  • the AI of it starts crumbling a bit so it gets really frustrating
  • The revised edition is good
  • Rules are tightened up
  • Includes the old expansion
  • It is a huge game
  • Has a thousand things going on
  • Plays in an hour
  • Has over 2000 backers on Gamefound
  • Did better than the first time
  • One of the worst Productions I've seen the cards fall apart
  • It's pretty good
  • It's a Monty Python game
  • The python game doesn't look good I just ped it because it's python
  • Very much your standard Vampire Survivors
  • Five bucks
  • Definitely get five bucks with the fun
  • Keeps unlocking new characters
  • Has a lot of gameplay
  • Hits dopamine well
  • Leveling is really good
  • Massive hit
  • Early access
  • AI of the game starts crumbling when automated elements are introduced.
  • Gets really frustrating.
  • Still has bugs.
  • Feels like it has stolen Pokemon IP without actually stealing it.
  • It was fine
  • Puzzly
  • Really simple
References (from this video)
No references stored for this video.
Video sEYmPq45JM0 Getting Games Other at 29:51 sentiment: positive
video_pk 86519 · mention_pk 224049
Getting Games - The Great Zimbabwe video thumbnail
Click to watch at 29:51 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • shared incentives / communal board — tokens placed on a large grid with shared scoring incentives
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the best time to do it was January 1st 2025 it seemed like a good breakoff point
  • the second best time to do something is maybe yesterday the second best time to do something is now
  • I’m hoping to do more live stuff ... connecting with people
  • I am hoping to do more live I I want to do even just a little bit more live stuff to connect with people
References (from this video)
No references stored for this video.
Video dKeuwmBJ8nU Heavy Cardboard Discussion at 355:29:20
video_pk 86012 · mention_pk 221739
Heavy Cardboard - The Great Zimbabwe video thumbnail
Click to watch at 355:29:20 · YouTube ↗
Pros
none
Cons
none
Thematic elements
  • economic
Comparison games
  • 1830
  • Bonanza
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love half the that game I think half that game is as good as anything in the hobby period and the merger mechanism I actually had this conversation with Yun back at uh the Gathering of friends I think it was last year and I was like how has nobody taken that merger mechanism in Indonesia and then used it in their game he goes it surprises me and yours all the time that nobody has blows me away no idea
  • Bonanza is my number 10 game of all time
  • The juice the juice wasn't worth the squeeze
  • F James you know he's not getting it he's not doing anything to the point where it was just I was like why don't you just bring your your hat
  • I think the game the manual even says like don't go too close to each other on setup and we were all just like oh that looks like a really good spot it's like yeah that does look like a really good spot I'm going there too
References (from this video)
No references stored for this video.
Video 4fUskrJWUkc Heavy Cardboard Top List at 1:15:13 sentiment: positive
video_pk 85982 · mention_pk 221578
Heavy Cardboard - The Great Zimbabwe video thumbnail
Click to watch at 1:15:13 · YouTube ↗
Overall sentiment (raw)
Highly Positive
Pros
  • Plays well at 'up and down the player counts really well', surprisingly good at two players.
  • A 'design marvel' with unique mechanics.
  • The bidding system is 'super clever' and changes incentives.
  • God powers are described as 'totally broken' and 'genius'.
  • The mechanism for victory requirements based on God choice is 'genius'.
Cons
  • The game is 'harsh' and 'mean'.
  • The artwork is described as 'ugly' by one commenter.
  • It's not considered Splotter's 'best one' by one speaker.
Thematic elements
  • Economic development and trade
  • Ancient Zimbabwe
Comparison games
none
Mechanics (from transcript analysis)
  • bidding — Features a 'cattle bidding mechanic' and an auction system for turn order where players 'give more and more of your stuff away to your neighbors'.
  • End-game trigger variation — Choosing a God dictates the 'Victory requirement or a goal', influencing how many points are needed to trigger the end of the game.
  • Resource Management — Involves 'resource sharing' and 'resource distribution' where competing for turn order impacts what players give away.
  • Set Collection — The 'system of you know sort of building your trades is really clever and unlike anything else I've ever seen', suggesting a set collection aspect for trades.
  • Variable player powers — The 'centerpiece here are the god powers and the way that you how no game has taken this and done this...you're taking it upon yourself to score more points depending on which God you pick but you're also getting a totally broken power'.
  • Worker Placement — Players place workers to gain benefits and advance strategies.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Dez & Seagull is an intriguing concept. It's a deck building game, it's an area control game.
  • The Expanse is a deck building game, it's an area control game. It's a very cinematic experience. It's a challenging game.
  • Dice Throne is exciting. It plays quickly. It's satisfying.
  • Spirit Island is a challenging game. It's very thematic. It has a lot of complexity. It's cooperative. It has deck building and area control.
  • Root is a strategic game. It's asymmetrical. It has area control and variable player powers. It's got a charming theme.
  • Terraforming Mars is an engine-building game. It's strategic. It's a long game. It has tile placement.
  • Gloomhaven is an epic game. It's a campaign game. It's challenging. It's a dungeon crawl. It has card drafting.
  • Twilight Imperium is an epic game. It's a very long game. It's a grand strategy game. It has area control, negotiation, and is a 4X game.
  • Scythe is beautiful. It's strategic. It's an engine-building game with area control. It has a unique theme.
  • Brass: Birmingham is an economic game. It's strategic and deep. It has network building and resource management.
  • Ark Nova is a complex game. It's strategic and engaging. It has action selection and set collection.
References (from this video)
No references stored for this video.
Video I74K9QFv5-s Heavy Cardboard Analysis at 52:23 sentiment: positive
video_pk 85914 · mention_pk 221085
Heavy Cardboard - The Great Zimbabwe video thumbnail
Click to watch at 52:23 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
  • Fastest playing of the Splatter games
  • Highest ranked Splatter game on the list
Cons
  • Surprising that it wasn't higher on the list
Thematic elements
  • Building and trade in ancient Africa
  • Ancient Zimbabwe
Comparison games
  • Indonesia
  • Food Chain Magnate
  • Antiquity
  • Roads and Boats
  • Horseless Carriage
Mechanics (from transcript analysis)
  • Area Control — Implied by the context of Splatter games.
  • economic — Implied by the theme of building and trade.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's Dominoes Ah
  • based on reviewing the Wikipedia for dominoes um that doesn't that seem that year seems wrong. That seems way late.
  • but anything that is like a Domino's game we would recognize doesn't occur until the very end of the 18th or beginning of the 19th century.
  • and tomorrow night at 7:00 p.m., we're finishing up with Antiquity, which is pictured behind Ken's head over there.
  • Of our 402 games, only 13 are published before 1990.
  • So you got Spirit Island, you got Lizboa, you got Quest for Elorado, and 22 other games that are on one person's list.
  • 2019, PAX Premiere, Crystal Palace, and 24 other games.
  • 2015, Gallerist, Trickarion, Food Chain Magnate, 16 other games.
  • Brass, Birmingham, Obsession, Root.
  • John Company, sure. Weather Machine, Carnegi, 19 other games from 2022.
  • Age of steam. Age of steam, right? Yeah. Yeah. Obviously, right. Yeah.
  • Like trying to narrow it down is a hard thing when you when you have maybe the newer you are, the less hard that is.
  • there's going to be another one tomorrow where we go through tutorial number four of Atlantic Chase.
  • I might have a latest greatest version of Crossrox. I'm so excited about this game after hearing you guys talk about it.
  • Every game that you guys play, you're playing. It's oath.
References (from this video)
No references stored for this video.
Video 440HTGYDSo0 All You Can Board Discussion at 14:51 sentiment: positive
video_pk 62457 · mention_pk 154993
All You Can Board - The Great Zimbabwe video thumbnail
Click to watch at 14:51 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Interesting route-building twist
  • Engaging logistics and power-up options
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Network/Route Building — Route-building with route claims and logistic optimization on a map.
  • Route building and logistics — Route-building with route claims and logistic optimization on a map.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • two players, not enough time
  • steal someone's donkey
  • bang for your buck
  • eight maps in the base box
  • you can draw from the deck. Each card has its own way of like yes, you can use it as an item, but it's also one of the endgame conditions
References (from this video)
No references stored for this video.
Video aDhSkqZGOpQ Quackalope Discussion at 17:34 sentiment: positive
video_pk 35328 · mention_pk 208449
Quackalope - The Great Zimbabwe video thumbnail
Click to watch at 17:34 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Classic euro with solid economic engine
Cons
  • Not much detail provided in transcript
Thematic elements
  • resource management and trade dominance
  • bustling market/economic simulation on the loam of Africa
Comparison games
  • Ark Nova
  • Resurgence
Mechanics (from transcript analysis)
  • Tile Placement — Resource gathering and market-driven decisions shape player economy.
  • tile placement / set collection — Resource gathering and market-driven decisions shape player economy.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I could send him resurgence.
  • Resurgence is a lovely bag building Euro game.
  • Cosmic Frog could really fit on his shelf.
  • I would be sad to see it go.
  • If there's enough interest, if there's like half a dozen people out there that are like, I'd join a book club.
  • What do you think I should send? I'm not going to make a final decision, and I might not even choose what I hear the most of down in the comments, but I do want your advice.
References (from this video)
No references stored for this video.
Video OXxGoukYlFU Peaky Boardgamer Review at 0:24 sentiment: positive
video_pk 9566 · mention_pk 28313
Peaky Boardgamer - The Great Zimbabwe video thumbnail
Click to watch at 0:24 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Innovative mancala-style bidding that adds tension to turn order choice
  • Deep theming with gods, specialists, and ritual goods that influence strategy
  • Rich interaction via hubs, resource networks, and monument racing
Cons
  • High rule complexity and a long learning curve for new players
  • Large setup and component count, requiring detailed organization
  • Potentially long playtime, especially at higher player counts
Thematic elements
  • Cultural dominance, empire-building through monumental architecture, ritual economy, and temple/craftsman networks; integration of religious and technological advancement into political strategy.
  • An imagined historical African quadrilateral of power centered around the Great Zimbabwe civilization; players act as competing early African kingdoms aiming to build cultural dominance through monuments, crafts, and religious-political influence.
  • historical-epic with mythic godly powers and ritual economies shaping player narratives
Comparison games
none
Mechanics (from transcript analysis)
  • bidding — Mancala-style bidding where players bid money (cattle) to determine turn order for the round; money bid can be partially retained or returned depending on the exact bidding progression, creating a tactical push-pull about early vs late turns.
  • craftsman placement — Craftsman tiles must be placed within range of resources, requiring planning of resource networks and hub interactions across the board; both primary and secondary craftsmen have placement rules that interact with specific resources.
  • god and specialist cards — A deck of god cards provides permanent effects; players may worship one god for the round and total game, with restrictions and VR impacts when acquiring cards. Specialist cards grant temporary or situational abilities and must be activated in the same turn they are acquired, with activation costs.
  • monument construction and progression — Monuments progress by contributing ritual goods; advancing a monument’s level yields victory points and increases the player’s dominance on the map, with higher levels requiring more ritual goods and strategic planning of resources and hubs.
  • race monuments action — Raising monuments is a key source of victory points and involves transporting ritual goods to monuments; up to one level per monument per action, with escalating point payouts and the need to manage hubs and costs.
  • resource and currency management — Cattle are the primary currency, with silver/cattle and gold as higher-value tokens. Water tiles introduce water areas that expand reach and connectivity; resource tiles and their management drive placement and expansion decisions.
  • tech and ritual economy — Technology and ritual goods tie into craftsman placement and monument racing; ritual goods produced by craftsmen can be spent (and priced by players) to raise monument levels, with mechanic notes about pricing and market dynamics.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's the great zimbabwe
  • a couple of them first of all there is a bidding mechanism so different than the usual it uses the mancala mechanism you bid money but you take some of the money you bid back
  • there are also 12 different gods you start the game with no god but during the game you can choose one of them and they all have so strong powers
  • the game is for 2 to 5 players plays in about 3 hours
  • let us now see each one of the four faces in greater detail starting with a bidding phase
  • bidding starts with the owner of the first plaque which in our case is the red player
  • the player order has been determined and we move to the second phase
  • the second phase all players activate once using the player turn order determined by the previous phase
  • the third phase is a quick income phase
  • in the fourth phase players check if any player has won the game or they continue with the next round
References (from this video)
No references stored for this video.
Transcript Navigation
Top
Showing 1–9 of 9
View on BoardGameGeek