Regarded by many as Reiner Knizia's masterpiece, Tigris & Euphrates is set in the ancient fertile crescent with players building civilizations through tile placement. Players are given four different leaders: farming, trading, religion, and government. The leaders are used to collect victory points in these same categories. However, your score at the end of the game is the number of points in your weakest category, which encourages players not to get overly specialized. Conflict arises when civilizations connect on the board, i.e., external conflicts, with only one leader of each type surviving such a conflict. Leaders can also be replaced within a civilization through internal conflicts.
Starting in the Mayfair edition from 2008, Tigris & Euphrates included a double-sided game board and extra components for playing an advanced version of the game. This "ziggurat expansion", initially released as a separate item in Germany for those who already owned the base game, is a special monument that extends across five spaces of the board. The monument can be built if a player has a cross of five civilization tokens of the same color by discarding those five tokens and replacing them with the ziggurat markers, placing a ziggurat tower upon the middle tile. The five ziggurat markers cannot be destroyed. All rules regarding monuments apply to the ziggurat monument as well. If your king is inside the kingdom of the ziggurat, you will get one victory point in a color of your choice at the end of your turn.
Some versions of Tigris & Euphrates are listed as being for 2-4 players, while others incorrectly state that they're for 3-4 players. Tigris & Euphrates is part of what is sometimes called Reiner Knizia's tile-laying trilogy.
- Considered a masterpiece by many.
- Mechanically fairly simple with a lot of strategy.
- Has enduring appeal with multiple editions and upcoming versions.
- Shameful that it hasn't been played yet.
- Civilization building, conflict
- Ancient Mesopotamia (Egypt mentioned, but likely refers to historical context of the region)
- Yellow & Yangtze
- Games by Reiner Knizia
Mechanics (from transcript analysis)
- Area Control — Players place leaders and create groups of tiles to generate points, and can engage in conflicts to take over areas.
- score minimization — The final score is determined by the lowest point total across four different scoring categories.
- tile laying — Players place four different colored tiles onto a shared board.
- Worker Placement — Players place leaders onto the board.
Video topics + discussion points
Quotes (from this video)
- We are ashamed of a few that we haven't played.
- It's dead simple. It's super quick. People love for sale. And I've never played it.
- Truly shameful that we haven't played it [Tigris and Euphrates].
- Weird that we've never played considering how many other kind of related games around this that I really, really love. And this is going to be Agricola.
- From what we hear from many, many, many people is this is like the ultimate solo game. For so many folks, this is their favorite game to play solo. [Mage Knight]
- It's weird that we have it. We love these games. We literally have it. We got to get Terramisk to the table.
- Again, it's easy to get caught up in the new hotness, but those classics are classic for a reason, right?
References (from this video)
- Building a balanced civilization is important.
- Monuments are strong long-term scoring opportunities.
- Treasures are worth one wild victory point.
- building thriving kingdoms
- Mesopotamia
Mechanics (from transcript analysis)
- Area Control — Kingdoms are defined by connected tiles containing at least one leader. Leaders determine who receives points when civilization tiles are placed in their kingdom.
- Conflict resolution — Resolving revolts (leader placed into a kingdom with same colored leader) and wars (tile connects two kingdoms with same colored leaders) based on adjacent temples or supporting tiles.
- Hand Management — Replacing any number of civilization tiles from hand and drawing new ones from the bag.
- Leader Placement — Placing four types of leaders (king, priest, farmer, trader) onto empty land spaces adjacent to a temple. Leaders can also be moved.
- Monument building — Replacing a 2x2 square of four matching civilization tiles with a monument, which stays on the board and can provide ongoing points.
- Set Collection — Collecting different types of victory points (red for temples, blue for farms, green for markets, black for settlements).
- Set collection (scoring) — Final scoring compares the lowest scoring color among players; ties are broken by comparing the next lowest scoring color.
- Tile Placement — Placing civilization tiles (temples, markets, settlements on land; farms on rivers) to extend kingdoms, begin new regions, or connect existing ones.
- token placement — Placing catastrophe tokens on empty spaces or over existing tiles to permanently block them.
Video topics + discussion points
Quotes (from this video)
- Together we make up Cobra, a couple that loves to play board games.
- building a balanced civilization is much more important than specializing in a single area.
- The player who scores the most points in their lowest scoring color will win.
- what kind of leader are you?
References (from this video)
- Brilliance of the game design
- Infuses player interaction, thematic drama, and tension
- Glorious sight to behold production
- Great table presence, looks regal
- Feels classic and heirloom with wood bits
- Brought a lot of joy experienced as intended
- More enjoyment and appreciation than in the past
- Best way and opportunity for new players to try it
- Likely to be considered the definitive edition
- Never clicked with my play style
- Not as much my cup of tea as other Knizia games
- Poison
- Lord of the Rings trick taking game
- My City
- Zoo and More
- Yellow & Yangtze
- Huang
- Ra
Mechanics (from transcript analysis)
- Action Point Allowance — you have four leaders that can collect points, a couple avenues of getting points, and the constant enticing pressure of doing the best you can with what you're given.
- Area Control — you'll be collecting victory points in four denominations or colors, and at the end of the game, whichever you have the least of is your final score.
- Leader/Influence — the leaders of the matching color in that region will benefit from the tile placement, which means there are moments you may end up benefiting your opponents.
- Set Collection — you'll be collecting victory points in four denominations or colors, and at the end of the game, whichever you have the least of is your final score.
- tile laying — it's a tile layer and as you play out tiles onto the board, the leaders of the matching color in that region will benefit from the tile placement, which means there are moments you may end up benefiting your opponents.
Video topics + discussion points
Quotes (from this video)
- Tigris & Euphrates was not particularly high [on our top 100 Knizia games list].
- the brilliance of the game design itself at the end of the day, for some reason, has never up to this point clicked with me and my play style, even in ways that other ones of Knizia's tile layers have.
- T&E wouldn't just be a contender, it probably would be number one [if asked objectively what is the actual best].
- Lobby Snacks is a really good trick taking game that I also unironically give an 8.5 to.
- it's what will fall in my trick taking category of Goldilocks. Trick takers that meet in just that right sweet spot that you absolutely could play with almost anyone.
References (from this video)
- Great classic feel
- Upgraded and updated classic with great components
- Masters of updating classic games
- Gorgeous components
- Strategic depth
- Civilization building, balancing through wars and revolutions
Mechanics (from transcript analysis)
- Area Control — Kingdoms grow as tiles are added, and conflict arises when like-colored leaders are in the same kingdom.
- Area Majority — Determines a lot of what goes on in the game, alongside tile placement.
- Civilization Buildings — Included in this version, these increase points by giving a leader two points instead of one for matching the building's color.
- Combat/Conflict Resolution — Resolving revolts (attacker vs. defender based on temples) and wars (joining kingdoms based on supporters and committed tiles).
- Hand Management — Players draw tiles and can choose to replace some of their tiles with new ones from the bag.
- Leader Placement — Players have four leaders (king, priest, farmer, trader) placed adjacent to temples. Leader placement can cause revolts.
- Monument building — Monuments are built on a 2x2 grid of like-colored tiles, providing points if a player's leader matches the monument color.
- Set Collection — Players collect treasures, which count as wild points and are allocated at the end of the game to boost the fewest point color.
- Tile Placement — Players place four different colored tiles onto the board, with specific placement rules for farms (blue) and other tiles (black, red, green).
- Variable player powers — Each player controls a dynasty with four leaders, each corresponding to a color and type (king, priest, farmer, trader).
- Wonder Variant — A five-tile cross shape built with same-color tiles, granting the king in that kingdom one point of their choice.
Video topics + discussion points
Quotes (from this video)
- The fun part. That's where you want to be.
- The game is a tile placement very strategic game where you need to remember to spread out your points from the different leaders as much as possible.
- I love the focus on bringing back such good classic games that work well and making them look better.
- they are the masters of doing this.
References (from this video)
- Mentioned as a favorite older game.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I feel like my biggest achieve the thing I feel most kind of happy about having done is I think it would probably be when I see pictures or hear about online people playing sushi go like all over the world and say that the game has like yes so many different types of people in so many different age groups so many different ashin a letís yeah are enjoying sushi go around more that I think is the thing that gives me the most fulfillment
- A lofty aim is to you know create a new classic you know a game that people are playing in 50 years
- I think the middle part where you're just churning through like that tests and trying to get it to work and it really just feels like work you know and you've just got a repeat and repeat and change and repeat that process is where you can get stuck
- I find that if I have multiple games stuck in that same period being able to jump between them helps keep my brain operating
- Often you designers start with something that's quite complex and I kind of my advice often why not try to make a card game just with one deck of cards first
References (from this video)
- Memory is hazy, needs replaying
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Hunter is another one of those games we ended up playing a lot at University mostly while drinking
- Hunter has several problems it takes a lot longer to play than it should for what it is especially when you're doing the coup those can drag on quite a long time and also fundamentally it's pretty racist
- I think the hunter idea of a Banana Republic itself is pretty dated but the idea of a corrupt government where players of different office members competing for positions and stockpiling money definitely has potential just there's got to be a better way to interpret it
- Cosmic Encounter is still going strong and that is an achievement and a half
- it's core idea of a simple gameplay element Modified by a whole bunch of variable Powers has had a profound influence on all of gaming and unlike a lot of designs from this period it still holds up pretty well today
- so happy birthday to me for 42 years old today here's to 42 more
- if you want to do the same thing yourself just go to board game geek click on advanced search and search by year published range and just fill in the year and feel free to post your list Below in the comments
References (from this video)
- Appreciated its design
- Good reputation
- Doesn't enjoy playing it
- Group doesn't enjoy playing it
- Dry abstract
- Highly competitive
- Requires a lot of play to get comfortable
Mechanics (from transcript analysis)
- abstract strategy — The game is described as a dry abstract game with fine decisions to be made.
Video topics + discussion points
Quotes (from this video)
- I appreciate Tigris and Euphrates. I admire its design but I don't really enjoy playing it that much.
- One of the problems of Kickstarter and there are many problems with Kickstarter is that it creates games that are more flash than substance and one of those games for me was Vengeance.
- It's also quite similar to a game I really like called Pay Dirt and Paid it was on my hidden gems list.
- Gen7 for us was a hilarious experience of four people playing bureaucratic middle managers arguing and bickering while their colony ship started to burst into flames around them.
- I really didn't like tapestry I really didn't enjoyed it all and it's not because I wasn't good at it I knew how the game worked I could get big scores.
- The game keeps punching losers in the face.
References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
- it's the game I compare every single semi coop to
- I'm biased here because I like the show a lot
- what a video guys what a video we're gonna do it again next year
References (from this video)
- warring kingdoms
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- do miniatures really enhance the board game experience
- chess is a culture untowards itself
- flgs mean
- well very simply flgs stands for friendly local game store
- if that person does not want to play any ball games don't force them
- all your games are more complicated than you think they are
- tailor that experience to that person is my suggestion
References (from this video)
- strong strategic appeal
Mechanics (from transcript analysis)
- Area Control — mentioned as part of the game's core.
Video topics + discussion points
Quotes (from this video)
- The crew will be a fantastic game because you play off each other
- it's a trick-taking game that's infinitely variable in even in very small ways
- I had a really good time doing that
- you can always be absolutely annihilated by your opponent
- yes because it's tigris and euphrates
- a big game like that with dramatic twists and turns luck again with what cards come out when but deep strategy that can change over and over
- it's soloable
References (from this video)
- highly regarded, with a reputation for depth and brain-burning decisions
- balanced design that rewards strategic planning
- described as having a high skill ceiling; not easy for newcomers
- tile-laying civilization with competing colors
- civilization-building across two rivers
- high-skill, strategic depth
Mechanics (from transcript analysis)
- four-color system with leaders — leaders for each color influence play and scoring
- internal/external conflicts — conflicts that can wipe parts of the board
- tile laying — placing tiles across a river-based map to develop civilizations
Video topics + discussion points
Quotes (from this video)
- i love these games that have a very interactive kind of central board where everyone is fighting over the same thing
- it's similar to stratego
- it's a two-player only game designed by reiner kenitzia
- every card feels broken
- the grandfather of all area control games
- i can't wait to actually get to the table in a physical form
References (from this video)
- Highly interactive with wars and leader placement
- Deep, nuanced strategy with multiple viable paths
- One-hour playtime with snappy turns
- Easy setup and takedown
- Classic, revered design
- Steep learning curve and non-intuitive at times
- Hidden information and mind games can be off-putting
- Conflict can derail long-term plans and feel chaotic
- Abstract/dry theme may reduce immersion
- Production and printing issues reduce accessibility
- Array
- Ancient Mesopotamia
- Abstract
- We Got Roots
- Imperium
- Brass Birmingham
Mechanics (from transcript analysis)
- Color-driven scoring and power balance — Strength and points hinge on colors; players must manage four colors and their relative quantities
- Compound Scoring — End-of-game scoring hides most points; only the color you have the least of matters
- End game trigger — Game ends when the bag runs out of tiles or treasures are removed
- hidden scoring — End-of-game scoring hides most points; only the color you have the least of matters
- High interaction, shared map — No one owns tiles; multiple players can grow a single kingdom; the map is shared
- Leader Placement and Color Matching — Leaders placed in tiles of matching color grant points; leaders in an area with color tile interact.
- Monument building — Transform four tiles into a monument to gain passive income from matching colors
- Revolt (tiles) and tile discard to boost leader — To strengthen leaders in conflicts you discard colored tiles to boost a leader's strength; this is revolt
- Tile Placement — Players place tiles from their hand on the board to create kingdoms and spaces.
- Treasure collection — Treasure locations provide wild points at end of game
- Variable Map — No one owns tiles; multiple players can grow a single kingdom; the map is shared
- War (mass conflict between kingdoms) — If two kingdoms connect, a war occurs where leaders fight for survival; tiles are removed and extra points awarded
Video topics + discussion points
Quotes (from this video)
- Tigris and Euphrates is a large river system in Western Asia
- it's an hour but an intense hour that doesn't really promote talking with all of its calculating and tons of hidden information
- this game is freaking good I'm gonna go out on a limb and say it would still be top 100 at least today if it wasn't perpetually in production hell
- I'm not really a proper review with the recommended score but I still totally see where people are coming from when they call this a masterpiece
- your game is good
References (from this video)
- Array
- Ancient Mesopotamia
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Here's the best way to teach games if you ask me.
- the format of rulebooks has me convinced that like dude your game should just always have here's like the how to play.
- this game is a euro... it's all about tech trees that's that's all I've heard of.
- it's the best like World traversing pandemic scale level of like Eldritch Abomination fighting.
- the most interaction... that's what Dominion is all about.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the solo rules for Darwin's Journey were a mountain among themselves
- my wallet thanks you for Darwin's Journey and Ostia
- Nana toridori
- Hachi Train is a game that came out last year that I really liked
- Tigers and Euphrates is very dry except the river part of the title
- Newton has no theme
- Aura at Labora you are just going through the motions
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It's a Wonderful game I absolutely adore it.
- It's a phenomenal game it's absolutely brilliant and I love it I truly love it.
- I've spent more money on it than I should have.
- Be kind to yourself and to those around you.
References (from this video)
- Building temples and scoring points
- Yellow and Yi
Mechanics (from transcript analysis)
- Area Control — You can cide into other people's regions and have a big scrap.
- scoring system — Your lowest value of the four I believe is you're going to be your final score so you cannot neglect a certain type.
- Tile Placement — Placing these tows on the board um trying to get these um kind of temples set up.
Video topics + discussion points
Quotes (from this video)
- this is another definitely a a forgotten gem in my opinion
- this is definitely unlike any other kitti game that I've played
- quite a frustrating game um but the hand management is extremely clever um and a very tense game as well
- the cool thing about this game is the twist at the end where if you are the player who spent the most money you are automatically disqualified from winning
- this one seems to be a bit more polarizing but it's a huge hit for me personally
- brilliantly refined very sophisticated and streamlined gameplay um one of the best T placement games out there
- definitely a deeper game than it first meets the eye and it's one of the best auction games ever made
- wonderful game one of the purest games I have in my collection and one of my favorites full stop an absolute work of art
- well Riders was fine Dragon Riders so Dragon master was decent royal visit if you like the tug-of war system you might like this one didn't quite work for me same go to Blue Moon Legends very interesting World designed game but one that didn't quite suit my game style
- definitely one of the highest regarded kitu games and for good reason it's my second favorite kitu game
- this one is another auction Style game where you have fixed bids so you cannot just bid what you want you have four tokens at any time and all you're doing is you are revealing these tokens or these tiles out in this kind of push your luck mechanism
- lots of layers lots of wrinkles um definitely a deeper game than it first meets the eye
- it's one of the best auction games ever made I think it might be my favorite
- this is one of his root building style games as you have a a rack full of tiles you're using them to create huge chains of your particular color and trying to connect these different kind of cities together
- gaml could not be more simple just simply place a TI or think two tiles or more than that at times onto the board and um score accordingly
References (from this video)
- A really slick tile laying euro.
- Enjoyed it every time.
- Like everything that works about it with laying tiles and adjacency and what it does to other things.
- Would be content if it was the only tile laying game in the collection.
- Don't get it to the table a lot.
- Yin Shi
- Yellow & Yangzi
Mechanics (from transcript analysis)
- Area Control — Placement and adjacency of tiles influence control.
- Hand Management — Managing tiles in hand for placement.
- tile laying — Players lay tiles onto a board.
Video topics + discussion points
Quotes (from this video)
- Euro, potentially one of the best of all time, Castles of Burgundy.
- It's two player. I wish I could play this more than we do.
- So, right off the bat, if you like deck building games, this out of the box is going to be feel very standard.
- The twist is how you activate the cards that you put in play.
- There's two ways you can win the game. One is to be the first to get to the top of every mission card. Once somebody does that, game over, they win. Or be the last person standing after every other hero's hit points have been knocked out.
- Four-player game is 90 minutes and that's too long for this type of deck builder.
- They introduced shopping carts. The guy his grocery store wasn't successful but he he patented shop shopping carts and he had models come in and push them so people would use them.
- The Black Friday sale is going to be only 25% off. So you still save money by putting in the RDTN code.
References (from this video)
- Can be explained on a thematic level, giving players context.
- Described as abstract.
- Abstract (but can be thematically explained as representation)
Mechanics (from transcript analysis)
- abstract — Mentioned as an example of a game that can be distilled on a thematic level despite its abstract nature.
Video topics + discussion points
Quotes (from this video)
- ahead those Azul tiles they look like Starburst they look like delicious bespoke chocolats that I might get in Europe or something uh they look amazing I when they talk about Like A Feast for your eyes those AO tiles are you know like I'm getting hungry I'm getting a little sweaty looking at those things going like oh boy I just want to eat one of those
- the Forbidden Island lion is a certain type of like softer gummier plastic that she every time we play that thing is like it's the plastic that you just want to chew on I'm like what's wrong with you I'm worried she's come down downstairs in the middle of the night and take Chomps out of the lion in The the box like she doesn't want it to taste like anything else she wants that to be exactly what it is she meets that lion where it is she's like I this is I would like to eat this lion yeah it feels chewy
- do you think like any of the Gloom Haven or Frost Haven characters would be like if they were like roasted which Gloom Haven character looks like they would taste the best based off of their artwork
- I'd love to hear from the audience what do you think would be the tasus board game component uh however you want to interpret that and also what's wrong with Christina uh maybe we could get some feedback on that too uh put it in the comments below
References (from this video)
- it feels like a lifestyle game
- it is so tricky and there are some really really there there's some inherent cleverness that is not obvious
- requires a lot of repeated plays to be competent at that
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Stressbotics Odyssey is probably the heaviest Euro, biggest Euro, craziest Euro I've ever played.
- We're trying to make it more brand friendly.
- Spain has late dinner times (9:30 PM to 10:30 PM).
- The fact that war games continuously using real conflicts to base their games on... I kind of fall on the opposite side of that.
- You lose the passion with AI you can see him working works of art that's fair yeah like I don't want AI making movies and so like where do you draw the line or making music and right yeah no just anyway I'm curious I'm I'm going to delve into that briefly to just get a feel for it I'm glad I've had nothing never heard of the game nothing yeah
- Over easy it's probably number one.
- I think Clinic's great I love small City more that is a top 50 game for sure probably higher
- all AI art looks the same to me it's instantly identifiable to me and that's not a good thing
- you lose the passion with AI you can see him working works of art that's fair
- I am grateful to that uh it's just another benefit for yall for sure
- Please like And subscribe legitimately it helps half yall that watch this don't subscribe it really does help the channel
References (from this video)
- Deep strategic gameplay
- Requires repeat plays to master
- Satisfying moments of clever play and deception
- Steep learning curve
- Can feel punishing
- Requires a significant time investment to play well
- High skill ceiling can be intimidating
- Civilization / War
- Ancient Mesopotamia
- Great Zimbabwe
- Brass: Birmingham
- Brass: Lancashire
Mechanics (from transcript analysis)
- Area Control — You're just just trying to score a few points, just maybe maybe grab the occasional gold with the trade route.
- Hand Management — I've known this is coming for like six turns, I've just been holding this color of card.
- Set Collection — There are four different kinds of points you got to get them all.
- Tile Placement — Both in the design of the tiles that are placed on the board and in the art you see on the cards.
- warfare — Reiner Knizia is sort of his answer to a war game.
Video topics + discussion points
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)
- Widely regarded as a top-tier classic with deep strategic depth
- High replayability and elegant scoring tension
- civilization-building through tile placement
- ancient Fertile Crescent
- Yellow and Yangy
Mechanics (from transcript analysis)
- hidden_score — Score is determined by the lowest of the four categories, encouraging balance.
- leader_based_scoring — Leaders provide points in farming, trading, religion, and government.
- tile_placement — Place tiles to build civilizations and generate points in four leaders categories.
Video topics + discussion points
Quotes (from this video)
- I demoed this and it's the best game in the Key series since Keyflower.
- Keyflower is just frankly a miraculous game. It's so fun.
- I'm very excited about trying this one.
References (from this video)
- Simple yet has hidden depth
- Rewarding for repeated plays
- Interesting and unique scoring
- Plays out differently each time
- Provides fun and interesting experiences
Mechanics (from transcript analysis)
- scoring — The game features a scoring system that is described as interesting, unique, counterintuitive, and rewarding.
Video topics + discussion points
Quotes (from this video)
- it is a crime against somebody that this game has not been just been picked up because people that have played this game, I still have the game and and you know, they love it.
- overrated, I'm going to probably get hated for this is I'm just going to say Magic the Gathering.
- it really elicits a lot of the interesting feelings of the movie.
- Now Urban Sprawl is like a city building game. Like think of SimCity or something like that. But, it's a little bit more I would say mean, but the players aren't really mean to each other.
- But, the combat everything else that happened in that round and in previous rounds and what might happen in the next round informs that moment of fight, that moment of conflict.
- it abstracts it in such a compact way that everything else in the in the system is is important and that's what actually where the combat is. So, the fight isn't where you think it is.
- it really just got me into the hobby, like learning about mechanics, reading reviews and all of that and then like really sitting with the game strategically and thinking about stuff
- his boards are seamless. Like it looks like an actual landscape and then the spaces are there as opposed to like, you know, drawing a border or a box.
- but they're they're written the best I've ever seen a like piece of flavor text or a paragraph written in the board game space
- Tales of the Arthurian Knights. It's beautiful game. The reason this is the top one for me is because the the level of care and craft that goes into the story entries
- they're written the best I've ever seen a like piece of flavor text or a paragraph written in the board game space.
- I will lose myself in the paragraph and feel like, oh this is like a good snippet from some ancient tale or something written in the 50s or whatever, you know, and or the 1800s.
- Rangers of Shadow Deep, which has been like my number one game for the last couple of top 50s that I did.
- it's a solo co-op miniature skirmish game that has a really vast expansive narrative campaign.
- It gives me that D&D sort of taste cuz it's a D20 system and it's very like miniature scape world building type of thing.
- it's just great. It's it gives you the chance to just play with all of your toys and play with all of your your terrain and your models and your your creative thinking, your world building cuz you can still kind of be a game master for yourself because the the game lays out like a narrative thing and then there's some like deck of card things that sort of change up the scenarios if you play them more than once. And so there is sort of a game master there, but the game master's kind of like left the table by the time you get there. They're gone. They gave you the outline and then you're there to kind of game master and play at the same time.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I got 66, so not great. Not great. So, I ate on this one.
References (from this video)
- Holds up incredibly well over time.
- Rich tactical positioning.
- Clever plays are a highlight.
- Interesting and unique scoring mechanism.
- Quick head-to-head battles.
- A real winner from Reiner Knizia's catalog.
- Component appearance described as 'least done looking' and beige/yellow.
- Some players may not grasp the internal/external conflict mechanics initially.
- Civilization building and conflict.
- Ancient Mesopotamia.
- Ilia
- RAW
- Tooten Common
- Yellow and Yangy
Mechanics (from transcript analysis)
- Area Control — Players vie for control of kingdoms.
- Conflict resolution — External conflicts (wars) and internal conflicts (revolts) are driven by tile placement.
- Set Collection — Collecting cubes of four different colors is key to scoring.
- Tile Placement — Players place tiles to expand kingdoms and influence.
- Unique scoring — Score is determined by the color with the fewest cubes.
Video topics + discussion points
Quotes (from this video)
- I'm going to throw it out. I'm So all day I'm just gonna say Don and I'll let you guys decide who I'm actually talking to because I have not figured out a good way to do it without like long names here.
- The little epilogue, we were laughing reading it like actually out loud laughing, not like, 'Oh, that's funny.' Like legitimately funny as you go through.
- And this one uses an app that I my understanding is it does like all kind of the behind the scenes math and stuff for you.
- It's like if you know Alan Moon did Oathsworn you'd be like what?
- This game is crazy pants. It is hard and I love it.
- It's deadly if you focus on all of them.
- This is the kind of game that you could play many
- I adore that that's on there, especially in a two-player game.
- If you want a free lunch, go eat your house
- And that's a testament of a really really good game, especially one as heavy as Sweetlands.
- Stuper Monday is one of those games that similar to Sweetlands. It's not as deep, it's not as heavy as Sweetlands, but when it comes to timing, efficiency of actions, and uh sort of using cards to do actions, it's it's right there in that sweet spot.
- This is a train game but with magic. And the magic matters because basically it's like ah gosh I can't connect my train to this spot. Magic. And now I just teleport over it and I keep moving the stuff.
References (from this video)
- Learned the game quickly from a video
- Won on first play
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- So, it sounds like you know, we all like a little bit of foreplay when it comes to our board games.
- It really made those rules feel concrete to me though by watching them.
- And he barely needed a refresher. It was his first time playing and he won.
- the disappointment is just because when you're getting into a game like that you're expecting to be like okay well I'm getting into this for like 15 sessions like a year of casual play whenever people can get together and it was like we did two sessions and and I'm the one leading those sessions and I'm no longer compelled to gather people for it because I'm realizing I'm not having a good time
References (from this video)
- Favorite Reiner Knizia game
- Majestic and meaningful design
- Abstract yet thematic
- Combines Eurogame elements with direct conflict
- Best with 3-4 players; 2-player is okay but misses layers
- Scoring and tiebreakers can be obtuse
- Building empires and kingdoms
- Ancient Mesopotamia / Empires
- Samurai
- Modern Art
- Medici
- Ra
- Higher Society
Mechanics (from transcript analysis)
- Area Control — abstract out like a freaking chess board or checkers board or something is really cool
- Hand Management — you get like a hand of tiles you can kind of discard and draw
- scoring — the scoring thing at the end where you have to kind of be good at all of them to win
- Set Collection — building up a dominance in a certain colored for a little while
- Tile Placement — you have the different tiles that you place out and they're different meanings
Video topics + discussion points
Quotes (from this video)
- it's just really tight this game is a game that if you invest time in it it's relatively straightforward and simple mechanically
- it's just a fantastic amazing game two player only
- 1989 is almost like the epilogue Twilight struggled
- it is just a majestic piece of ancient design that somehow Reiner canizia dug up from the substrate of the human subconsciousness
- the game feels like it was originally designed during the time that it takes place
- it's like a Euro game with direct conflict
- every time I crack it open and play it I like feel like there's sand coming off of these tiles
References (from this video)
- Considered a classic with timeless replayability.
- Unlikely to become a lifestyle game for the speaker with their current gaming partner.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Like I just I remember thinking if we could play this a lot more, I think we would really like plumb the depths of what what makes this game so special.
- Like it you should know it so well.
- Um and I think it's either got to be lots of cards to explore or something kind of yeah with that classic feel.
- Like that's one that has the depth there that if I was enjoying it, I probably could just get really into Through the Ages.
- But if I could just like have a group where oh yeah, I'm playing Twilight Imperium once a month. I know the rules. I don't have to refresh and I'm just like playing the same faction for a bit then I'm trying a different one.
- Like I don't know if there's really an answer. I more so I just want to get your thoughts on it.
- So, I think it has done two things for me. One is that it has made me sort of upset that I didn't start like branching out sooner.
- But at the same time it's given me the perspective to see the level of depth that games can have competitive to what it what you get on that first impression.
- Gloomhaven is really the only board game that I have played consistently for a long period of time with the same people or same person or whatever um at a table, right?
- It's like a lesson in you can't have your cake and eat it, too.
- Like you kind of have to pick your lane and just commit to it at different points in your life. Otherwise, you're going to feel like you're not fully experiencing either lane to its fullest, you know?
- I've had games that I've thought at times like this could be a lifestyle game, so I'm not going to play it yet because if I do, I'm going to get so into it that it's going to prevent me from getting to those other games that are should be a higher priority for me right now.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Whoever has the most monies at the end of this pop quiz will be employee of the month.
- This game is broken every other Wednesday.
- This is so bad for me, y'all.
- I'm so bad at this.
- My brain doesn't do these.
- I guess I can give you a little clues if you want to.
- So, this is uh this is from the teens.
- This is the worst round of I've ever done in the history of these kinds of games.
- The problem is these aren't helping because it's just flavor text from Lord of the Rings.
- I was like, Lord of the Rings doesn't have flavor text and I was like, oh, what would have a ton of flavor text is the card game, of course.
- So, we each have a strike. Strike.
- Gosh, man.
- Yeah. So, what's what's our current score right now?
- So those are all basically fake on West but they were still number one.
- Mike is the employee of the month.
- Nick, you will be our next pop quiz master.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- put if you're going to put terraforming Mars, why don't you put Everddale, okay?
- Or Wingspan, okay? Uh why not Wingspan? Why not Wingspan more than terraforming Mars?
- for sale. I mean, really.
- Acquire makes sense.
- you know I'll even you know Magic makes sense.
- if if you're talking about Grail Games, you have to talk all Arkham Horror.
- the third edition really wasn't, you know, I mean, maybe that hurts.
- all these other games that were spawned out of this universe was was was because of Arkham Horror and the popularity of it.
- I hate taking it out of the box because I think it's such a classic.
- Maybe, you know, it just it bewilders me.
- This is just my opinion. and I would love to hear your opinion as well.
References (from this video)
- Classic euro with strong tension
- Minimal direct conflict
- Can be punishing for beginners
- Steep learning curve for newcomers
- tile placement / area control
- ancient river valley
- strategic, abstracted
Mechanics (from transcript analysis)
- Area Majority — compete for majority in regions to score points
- area majority / influence — compete for majority in regions to score points
- Tile Placement — place tiles to control areas and connect resources
Video topics + discussion points
Quotes (from this video)
- Every mechanical element of this game is perfectly tailored to maximize interaction at the table.
- You're navigating this map and placing trade houses on various regions. And when one player activates a region, everyone who has built a trade house in that area receives resources.
- Despite the thematic suggestion, you're not rampaging through feudal Japan, you're laying down tiles on a map and surrounding various tokens in the hopes that you outnumber your opponents and claim those tokens.
- engine building and tableau building become the predominant design mechanics.
References (from this video)
- one of the speaker's favorite games
- tight, strategic feel with deep decisions
- can be heavy and long for some players
Mechanics (from transcript analysis)
- Tile Placement — strategic placement of tiles and conflict events; multiple paths to victory
- tile placement / area majority / conflict — strategic placement of tiles and conflict events; multiple paths to victory
Video topics + discussion points
Quotes (from this video)
- I really liked it first of all I had a really good time with the White Castle
- I was blown away by Scout
- Earth is my favorite out of all four of those games so far
- it's pure Mayhem
References (from this video)
- Complex but approachable for euro fans
- Strong Rhine design with thematic depth
- Strategic depth can be challenging
- Massive number of pieces can be intimidating
- civilization-building with competing kingdoms
- Ancient civilizations in a tile-laying setting
- strategic tile placement with multi-king scoring
Mechanics (from transcript analysis)
- conflict and interaction between kingdoms — players can attack or influence others through tile placement
- king-specific scoring — each kingdom has its own king with a color; final score equals the lowest king score
- tile laying with multiple kingdoms — players place tiles to connect kingdoms and score from multiple colors
Video topics + discussion points
Quotes (from this video)
- This game is like roller coaster.
- getting non-gamers into it. This is how you play it with some cake, some uh drinks, beverages and have a good time.
- It's modern art.
- Modern Art is Yes. Ryan Kitia's ball game.
References (from this video)
- Thinky, deep, strategic, masterful; great depth; balanced rules
- Skull King
- Wizard
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's fantastic game
- rockus laughter
- thinky deep strategic tactical masterful simple to learn got great depth and wonderful balance of rules and the balance in the game in general it's just a perfectly wonderful game
- boards that you can play with in that game are better than others some are going to probably get you more points
References (from this video)
- deep strategic depth
- varied paths to victory
- replayability with different factions
- steep learning curve for newcomers
- Array
- Ancient Mesopotamia
- elevated in-game tension as civilizations grow
Mechanics (from transcript analysis)
- Area Control — players vie for control of four civilizations via tiles and leaders
- area control / influence — players vie for control of four civilizations via tiles and leaders
- Compound Scoring — final score equals the total points in your weakest category
- Scoring by Weakest Category — final score equals the total points in your weakest category
- Tile Placement — tiles are placed to form civilizations and regions
Video topics + discussion points
Quotes (from this video)
- Chaos just has this fun balancing act of each demon trying to do what's right for them but also keeping an eye on the other demons to make sure they don't get too strong in what they want to do
- the human skin board just gets increasingly tighter
- the score at the end of the game is the number of points in your weakest category
- this is such a cool game and look at this box art
References (from this video)
- Rich strategic depth
- Timer can intensify critical decision moments
- Complex rules can be challenging under timer pressure
- Array
- Ancient Mesopotamia
- Great Western Trail
- Coup
Mechanics (from transcript analysis)
- Area Control — control key regions for scoring
- Tile Placement — placing settlement tiles to shape civilization
Video topics + discussion points
Quotes (from this video)
- I love playing with the chess timer
- it's addicting
- my final say is to at least try using a chest timer for one of your two player games
- we could finish brass Birmingham under 75 minutes
- this chest timer is My Little Secret Weapon to use with a handful of friends to get through our favorite games faster
- I definitely think we could do it more games less time
References (from this video)
- deep strategic depth
- elegant abstract-in-theme design
- heavy for casual players
- can be less forgiving for newcomers
- Azul
- Patchwork
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Number one ranked game is of course Azul.
- Number one is Dead of Winter, a crossroads game. I get 27 points.
- The Crew Mission Deep Sea is the number one trick taking game on board gamegeek.
- Number one is Root.
- Calico.
- Thunderbirds.
References (from this video)
- The chess of tile placement
- deep, strategic, and highly replayable
- Not for everyone; can be divisive and complex
- civilization-building and control
- ancient Mesopotamia
- deep, strategic, interactive
- Castle Burgundy
Mechanics (from transcript analysis)
- Area Control — color-coded leaders and tiles drive control and scoring
- area/leader control — color-coded leaders and tiles drive control and scoring
- off-map vs on-map interactions — leaders off the map provide advantages while on the map boost scoring
- Tile Placement — placing tile types to build civilizations and threaten others
Video topics + discussion points
Quotes (from this video)
- Patchwork is one of the finest two-player games ever made.
- it's the chess of tile placement.
References (from this video)
- deep strategic depth and thematic resonance
- strong historical flavor that rewards careful planning
- steep learning curve for new players
- rules can be dense and require careful study
- Civilization-building with conflict over rivers, agrarian management, and balance of foreseen outcomes
- Ancient river civilizations and territorial development in a symbolic landscape
- Rich, thematic abstraction typical of Knizia's heavier euros
- Hang It
- Municipium
Mechanics (from transcript analysis)
- Area Control — dominating spaces through strategic placement and almost spatial control metrics
- area_control — dominating spaces through strategic placement and almost spatial control metrics
- pattern_recognition / pattern_building — assembling tile patterns that trigger scoring and strategic advantages
- Tile Placement — placing river and land tiles to form civilizations and influence scoring regions
- tile_placement — placing river and land tiles to form civilizations and influence scoring regions
Video topics + discussion points
Quotes (from this video)
- Hang it is a magnificent game from the good doctor
- we're big fans of Riner Kia and especially his animal themed games
- we love the coincidence that we were joking about animal-themed Reiner Knizia reprints and we're getting a plethora of them as we speak
- Kenia week is starting and we will have more reviews and sketches soon
References (from this video)
- Classic heavy Euro with deep strategic texture
- Strong balance between multiple factors
- Steep learning curve
- Long playtime
- Civilization-building and conflict with balancing virtue and river tiles
- Ancient Mesopotamian-like world with tile-based strategy
- Strategic, abstract-bordering-on-epic with rich depth
Mechanics (from transcript analysis)
- Resource Management — High decision density with long-term planning
- Tile Placement — Manage territories via tiles and capture/retain domains
- Tile placement / area control — Manage territories via tiles and capture/retain domains
- weighty strategy / strategic resource management — High decision density with long-term planning
Video topics + discussion points
Quotes (from this video)
- "It's a game called Fool's Gold."
- "Spirit Island. Oh my word. I didn't even get done fully loading the picture here."
- "You know it when you know it."
- "I'm all gold."
- "Like I love Raccoon Tycoon. I've never played Raccoon Tycoon, but Matthew really likes it."
- "Stone Age is wonderful introductory worker placement game. It's so good."
- "Ark Nova. It is. You know, Ark Nova is on the right track in a way."
- "Be more or less literal. One of those two, depending on which one helps you more."
References (from this video)
- Deep strategic depth
- High replayability
- Complex for beginners
- Rich rules
- Civilization development and conflict
- Ancient Mesopotamia
- Strategic depth with multi-sphere scoring
Mechanics (from transcript analysis)
- area-majority scoring — Score via dominance in four colors.
- Tile Placement — Place tiles to build civilization areas.
Video topics + discussion points
Quotes (from this video)
- Game design is an art, not a science.
- I'm cursed by new ideas.
- The viewpoint is we are the fellowship. So how can I do it? I have to do it cooperatively.
- Through the desert again. So all you do is you take two of the camels and put them on the board.
- The rules should be simple so people can grasp quickly, but the depth develops through players.
- I have to stay flexible and follow the opportunities that come.
References (from this video)
- Elegant minimalism with deep strategic depth
- Widely regarded as a foundational Knizia title with lasting influence
- Clear core loop that remains accessible despite depth
- Can be unforgiving for newcomers
- Older printings have iconography and balancing quirks later addressed in reissues
- civilization growth, interlocking domains, and strategic conflict
- Ancient Mesopotamian civilization-building and empire management
- mythic/historic framing through scoring and board state
- Raw
- Modern Art
Mechanics (from transcript analysis)
- conflict and interaction — Conflicts and interactions between neighboring domains drive tension and bidding-like decisions.
- Tile Placement — Players place tiles to form and contest color-coded civilizations, creating territories and strategic leverage.
- Tile placement / area control — Players place tiles to form and contest color-coded civilizations, creating territories and strategic leverage.
- Weighted scoring across four domains — Victory points accumulate through control of diverse domains, with inter-domain interactions shaping endgame.
Video topics + discussion points
Quotes (from this video)
- I'm invoking RAW
- There are climactic bids and surprise upsets, all with minimal rules overhead.
- It's extremely welcoming to new players while also being really satisfying to uber dorks who have been slinging cardboard for decades like myself.
- The drama really is driven by the heart being in conflict with itself.
- RAW is the best the game has ever looked, with tight flourishes like some marvelous graphic design and UI.
- The ubiquity of so much output getting repackaged means you got to be really selective.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's mostly going to be like a check it out yes if we have played it or not
- the counter for how many games that we have played
- we are inspired by Foster Maple Series
- it's a free world and you can comment on stuff
- we have played it and we own it
References (from this video)
- deep strategic depth and elegant interaction
- classic feel with enduring appeal
- high complexity that can deter casual players
- Strategic balance of power, development and conflict
- Ancient river civilizations and empire management
- analytical appreciation of depth and nuance
- Through the Desert
Mechanics (from transcript analysis)
- Area Control — majority/area influence scoring to achieve dominance on the board
- area_control — majority/area influence scoring to achieve dominance on the board
- Tile Placement — placing terrain/production tiles to create patterns and score opportunities
- tile_placement — placing terrain/production tiles to create patterns and score opportunities
Video topics + discussion points
Quotes (from this video)
- The energy of this list.
- They give me the same energy ultimately as chess.
- Circus Flucati is a wonderful push your luck and rummy like game where you draft cards from the face up river but can push it and add more hoping you don't hit the same suit again.
- Zuvatus is still my favorite game from Rhiner Kitia.
- Gold Country is just a fascinating economic stock manipulation game with tile laying that at the end of the day I'm already going to describe as Bitewing's most kinesia game.
- No other game does them so balanced, so logical yet so highly replayable. It's RAW.
References (from this video)
- Deep strategic decisions with elegant interlocking systems
- Highly regarded in design circles for balancing multiple axes
- Strong thematic abstraction that still feels meaningful
- High learning curve for newcomers
- Can be prone to analysis paralysis in longer plays
- Empire-building and balancing multiple strategic axes
- Ancient Mesopotamia with empires vying for control
- abstract
- Through the Desert
Mechanics (from transcript analysis)
- Hand Management — Players manage cards to influence tile placement and actions.
- hand_management — Players manage cards to influence tile placement and actions.
- set_collection / scoring_regions — Players pursue majority in four domains, with scoring tied to the geography of the board.
- Tile Placement — Players place tiles to form domains and score for kings, civilizations, and provinces.
- tile_placement / area_control — Players place tiles to form domains and score for kings, civilizations, and provinces.
Video topics + discussion points
Quotes (from this video)
- through the desert oh look at these pastel camels
- we created a bootstrap Paradox reality
- tigers and Euphrates a game about frogs
References (from this video)
- Layered depth and strategic tension
- Elegant, vicious yet purposeful interaction
- Yellow and Yangtze
Mechanics (from transcript analysis)
- Points by color pools — End-game score is determined by the lowest of four color-based point pools.
- Tile Placement — Place tiles to build civilizations and unlock points.
Video topics + discussion points
Quotes (from this video)
- I love how streamlined this game is.
- it's a drafting style game as you're trying to build up the civilization of cards
- one world worthy of all the hype
- this engine builder
- it's the crunchiness
- this is widely considered to be one of the best if not the best economic style board game of all time
- it's a joy to play
- you are destined to love it
References (from this video)
- dynamic board changes create constant opportunities
- strong conflict mechanics that feel intuitive
- timeless design that remains influential
- can be complex to teach
- confrontational play may not suit all groups
- four scoring colors with strategic conflict
- ancient Mesopotamia
- thematic but abstract
- Yellow and Yanxi
Mechanics (from transcript analysis)
- Compound Scoring — control temples to unlock strategic bonuses
- dynamic temple-based scoring and conflicts — control temples to unlock strategic bonuses
- loss/gain of tiles via battles — attacking cities reduces opponent tiles and shifts scores
- tile laying and color-based scoring — claim city tiles and build color-specific scoring chains
Video topics + discussion points
Quotes (from this video)
- this is a really interesting game
- one of the best examples of that mechanism being used correctly
- infinite replayability
- timeless, evergreen status
- flows wonderfully and rewards careful planning
References (from this video)
- Unique and chaotic but deeply strategic gameplay
- Rewards daring plays and bold timing
- High interaction that keeps players engaged
- Solid production values with weighty leaders and quality tiles
- Players can re-enter and potentially steal kingdoms after losses
- Not ideal for players who want peaceful, slow empire-building
- High volatility can lead to intense, sometimes brutal negotiations and outcomes
- Requires strong emotional resilience and tolerance for losing streaks
- Civilization conflict and resource management
- Ancient Mesopotamia, between the Tigris and Euphrates rivers
- Abstract historical flavor with symbolic leaders and temples
- Small World
- Power Grid
Mechanics (from transcript analysis)
- Calamity, revolt, and war mechanics — Calamity tokens disrupt spaces; revolts and wars resolve conflicts between kingdoms, affecting VP and control.
- End Game Bonuses — The game ends when the tile bag is emptied or the second-to-last treasure is claimed; final scoring depends on VP from kingdoms and monuments.
- End-game scoring dynamics — The game ends when the tile bag is emptied or the second-to-last treasure is claimed; final scoring depends on VP from kingdoms and monuments.
- Hidden Victory Points — Treasures and certain tokens influence scoring; connecting tokens can grant VP, and monuments provide ongoing scoring effects.
- Kingdoms and monuments — Kingdoms are connected groups of tiles; placing four tiles of the same color can create a monument, which yields VP.
- Leader placement and faction management — Each player has four leaders of different types; placement rules influence scoring and control of kingdoms.
- Tile Placement — Players place tiles to create connected kingdoms and form structures like temples, markets, farms, and monuments.
- Treasure tokens and victory points — Treasures and certain tokens influence scoring; connecting tokens can grant VP, and monuments provide ongoing scoring effects.
Video topics + discussion points
Quotes (from this video)
- Tigris and Euphrates is a unique game there's nothing quite like it
- the best thing about this game is you never feel like you're out of it even if you lose a lot in one turn
- if you thrive in chaos or confusion this is a game you should really check out
- this one will not be for you everything you build can be smashed or stolen from you
References (from this video)
- tight, elegant design
- deep strategic planning with multiple win conditions
- replayability via asymmetric score tracks
- can be heavy to teach to new players
- some players may find interaction too direct
- civilization building, resource management, and tough conflict
- Ancient Mesopotamia; cradle of civilization
- abstracted civilization conflict with tangible thematic flavor
- Shadows Over Camelot
- Ra
Mechanics (from transcript analysis)
- Conflict resolution — Direct competition with others for tile and resource control, with scoring consequences.
- Hand Management — Managing a hand of leaders and actions across four civilizations.
- Tile placement / area control — Players place tiles to create civilizations and control regions.
Video topics + discussion points
Quotes (from this video)
- there's no fun game for everybody there are different approaches and people can pick what they like
- we didn't have the trouble of getting all the approvals from the movie side
- read Mickey Mouse and Donald Duck as a kid and suddenly I'm doing games about it
- the best thing is to give your best every day you don't know how many days you have left
- you've only one life
- Steve Jobs changed our world in our times probably like nobody else
References (from this video)
- Simple core actions with deep strategic depth
- Very interactive and dynamic scoring through wars and revolts
- Balanced, tense scoring requiring attention to all colors
- High production value in latest edition
- Clear, yet rich map of regions and temples
- Steep learning curve due to complex combat interactions
- Rule terminology can confuse players (battle vs revolt, walls vs colors)
- Not thematically strong (abstract feel) for some players
- Empire-building, resource balance, and tactical conflict among rival civilizations.
- Ancient Mesopotamia-inspired empire-building on a modular board with rivers and temples.
- Abstract/Deterministic with historical flavor
- Yellow and Yangtze
Mechanics (from transcript analysis)
- Area Control — Compete for control of regions through color tokens; strongest color in a kingdom gains points.
- Area control / kingdom building — Compete for control of regions through color tokens; strongest color in a kingdom gains points.
- Compound Scoring — Final score is determined by the lowest color across the four color sets.
- Conflict resolution (revolts and wars) — Resolve fights when opposing colors meet; involve strength based on tiles and optional tile boosts.
- Cube Tower — Resolve fights when opposing colors meet; involve strength based on tiles and optional tile boosts.
- End-game scoring based on the lowest color — Final score is determined by the lowest color across the four color sets.
- Hand Management — Maintain up to six tiles, drawing to replace used ones; discard to speed up.
- Hand management / draw mechanics — Maintain up to six tiles, drawing to replace used ones; discard to speed up.
- Temple/castle scoring — Temples generate points for colors in control; additional castles boost points in rows.
- Tile Placement — Place tiles to extend kingdoms, connect temples, and claim color tokens.
Video topics + discussion points
Quotes (from this video)
- this is the most involved and the most complex game of his I've ever played
- player interaction is everything in this game
- it's a timeless design
- the dynamic balance of war and revolt is really interesting
- it's fantastic, it's a wonderful design
- this is a real niche product here
References (from this video)
- deep yet accessible abstract design
- pronounced strategic depth and balance
- can feel punishing when plans are disrupted
- takes time to teach and grasp to optimal play
- civilization-building and conflict
- ancient Mesopotamia
- abstract strategic
Mechanics (from transcript analysis)
- Area Majority — kick out or combine kingdoms via conflict mechanics
- area majority and war-type resolution — kick out or combine kingdoms via conflict mechanics
- Tile Placement — develop a connected civilization network with color-specific scoring
- tile placement and network building — develop a connected civilization network with color-specific scoring
Video topics + discussion points
Quotes (from this video)
- I absolutely adore this one
- I think it is an absolute blast
- this game is fantastic
- an evergreen to me
- it's stripped back and still a blast