Each player attempts to score the most points by snaking caravan routes through the desert, trying to reach oases and blocking off sections of the desert. Many people feel that it is reminiscent of Go.
Publisher's Description
From the award-winning game designer Reiner Knizia comes a game of strategy, patience, and cool plastic camels! The desert is still treacherous, mysterious, and without mercy. But for those willing to risk the dangers of the shifting, sun-baked sands, the desert holds riches beyond compare.
In Through the Desert, two to five players each control a tribe of nomads vying for control of the desert. By establishing caravans and taking over oases, the players gain points as their tribes increase in power.
Strategy is essential in deciding how and where to build your tribe's caravans. There are multiple ways to gain points and several ways to win. Should you try to build the longest caravan? Or should you dominate the desert's oases? Don't forget to keep an eye on your opponents' caravans, or you may find your own tribe cut off from valuable water holes.
Through the Desert is part of the so called Knizia tile-laying trilogy.
- Works well at two players and above
- Solid, elegant feel for a Knizia design
- Prefer higher player counts for fuller experience
- caravan expansion along routes for points
- Desert caravan routes and oases
- classic abstract/route-building
Mechanics (from transcript analysis)
- area denial / positioning — place caravans to segment and block paths for others
- Route Building — connect caravans to oases to gain points
Video topics + discussion points
Quotes (from this video)
- this one is a lovely game by Stephan Dora, a great design in his own right.
- you are trying to collect exactly three of these animal tokens of each type to get the maximum amount of points
- a real brain burner but so simple and elegant to play as well
- Lost Cities a joy to get that one back to the table
- it's far too long I think it took us nearly two hours to play this which is obscene for the weight of the game
- Katarena one of the best abstract strategy games out there
- this is a bit of a whitewash of a game
References (from this video)
- Elegant, accessible path-building core
- Interactive and tight pacing
- Clear decision space with meaningful consequences
- A bit abstract for players seeking heavy thematic immersion
- Trade and caravan routing in arid environments
- Desert caravan routes and oases
- Abstract strategic with light thematic framing
- Blue Lagoon
Mechanics (from transcript analysis)
- Path building / network formation — Place camels to connect routes between oases; score via watering holes and longest caravan.
- set collection / area interaction — Players influence shared board by placing pieces to shape future connectivity and scoring opportunities.
Video topics + discussion points
Quotes (from this video)
- it's a wonderful game
- it's so simple in terms of the turn that you take you just place two camels
- there's a fair amount of blocking in the game
- the puzzles in this game are great
- the story didn't massively work for me
References (from this video)
- Tight, strategic routes with meaningful decisions
- Accessible to players familiar with euro design
- Some players might prefer more direct confrontation
- Requires forward-planning to maximize route value
- Caravan network/area influence
- Desert caravans and trade routes
- Tactical route-building with a modular scoring feel
- Babylonia
Mechanics (from transcript analysis)
- Route-building / area control — Players construct caravan routes to claim scoring opportunities across the desert.
- Set-collection / area timing — Placement decisions influence which routes score and when.
Video topics + discussion points
Quotes (from this video)
- I generally don't like table hog games; I prefer it to be a bit more concise and reigned in.
- I do enjoy teaching games and I feel a much more comfortable teaching games than learning games from other people.
- Luck vs Randomness—Luck is about controlling decisions; Randomness is when you have no control over what happens.
- Publishers underestimate negative reviews; sometimes a negative review can be positive for a publisher because it shows a different demographic that would enjoy the game.
- Babylonia is one of my highest rated games.
- Through the Desert is different enough from Babylonia; Babylonia allows you to place tokens anywhere, Through the Desert has a different scoring mechanism.
References (from this video)
- minimalist purist design
- clear, elegant trade-offs and timing
- the board can look open at first, which may mislead new players
- opportunity cost; area influence
- camel caravans crossing a desert map
- minimalist, elegance in simplicity
- Torres
- Medina
Mechanics (from transcript analysis)
- edge control / blocking — Closing off areas and linking tokens yields end-game scoring.
- resource/point token management — Extending caravans to reach oases and placing camel caravans on a hex grid to score tokens.
Video topics + discussion points
Quotes (from this video)
- my top 10 board games that are pure and trendproof
- these games have a timeless quality to them where it almost feels like they could have been played 100 years ago as well as still be played like 100 years in the future
- these games are not necessarily in order of what is more timeless and what isn't because I obviously feel like they either fit that category or they don't
- they all fit that category of feeling trendproof
- these are evergreen games that will weather the storm and stand the test of time
- Push your luck games have a timeless feel to them because… staying in one more round or dropping out and keeping what you've got is kind of a real visceral emotion
References (from this video)
- sharp, mean, satisfying
- simple core system with deep decisions
- works well at multiple player counts
- older components/art may feel dated
- rules may require careful teaching
- competition for routes and oases
- caravans across a desert
- abstract/strategic
- Ticket to Ride
- Go
Mechanics (from transcript analysis)
- area scoring — scores depend on route completion and oasis control
- blocking and push-out — pushing opponents' cubes yields advantage
- multi-use actions — managing five caravan leaders across five colors
- placement — place camels to extend routes and block opponents
Video topics + discussion points
Quotes (from this video)
- What a good game.
- Through the Desert is one of his best.
- Real board games are the enemies we made along the way.
References (from this video)
- Classic Knizia design, widely recognized in hobby
- Fits All Play's approachable strategy niche
- Older design may have a steeper learning curve for new players
- trade and route-building with color-based mechanics
- Desert caravan routes and oases
- classic abstract theme with accessible presentation
Mechanics (from transcript analysis)
- area influence and scoring — score based on connections and color distribution
- set collection and route-building — players collect colors and build routes connecting oases
Video topics + discussion points
Quotes (from this video)
- we are a company that believes in game night
- Kickstarter is the platform there is no pledge management service tied to it
- all play is just going to be a better fit for the company
- we are a small company
- River Valley Glassworks... this is going to be a big product Focus
References (from this video)
- tight play with clear opportunity costs
- multiple viable scoring paths adds depth
- some players may find it niche or heavy on analysis
- caravan trade and desert exploration
- desert caravan routes, oases, caravans expanding across arid terrain
- abstracted route-building with thematic flavor
- Cascadia
- Calico
Mechanics (from transcript analysis)
- area_control — players compete to extend caravans and secure sections of the board for endgame scoring
- set_collection/route-building — score via caravans connecting oases and tiles; multiple scoring pathways exist
Video topics + discussion points
Quotes (from this video)
- it's really tight this Bard is and the opportunity cost of doing one thing
- there are so many different ways you can score in this game
- it's punchy
- the game end really does rush up on you
- polished, refined, gorgeous to look at
- you can just take the pieces off the board and go again
References (from this video)
- beautiful packaging and simple rules
- quick play with strategic depth
- not overly thematic for some players
- interface simplicity may underwhelm heavier gamers
- desert traversal and resource planning
- arid desert caravan routes and oases
- elective routes and scoring through route completion
- Through the Ages
- Puerto Rico
Mechanics (from transcript analysis)
- placement of camels — players place camels to extend routes and score points
- set collection and area control-lite — control of desert areas to optimize scoring opportunities
Video topics + discussion points
Quotes (from this video)
- it's my turn. The thing is that it is also one of the worst things about this game cuz sometimes you'll be waiting forever to take your turn.
- I really love this set because I love Teenage Mutant Ninja Turtles.
- This stands out because it's a very tough cooperative board game with tons of choices and you most likely will lose a few times before figuring it out.
- This game is freaking fantastic.