Together, the players use cards to try to build the eight wonders of the ancient world. The number they build varies, but can't be more than seven. (Hence the subtitle of the game, "...or why the eighth wonder was never built.") While building together, each tries to provide the majority of the components for each wonder and collect scoring disks (in four suits). When it's someone else's turn, you offer cards to the active player, and by good offers, can earn points (or sometimes even the disk). So a feature of "Tower of Babel" is that players always perform actions and can earn points during another's turn. Card trade offers, collecting disk sets, and building wonders are the three ways to earn victory points. The game ends when a player takes the last disk of any one of the four suits, so players have some influence on the game's end moment. And, the victory points determine the winner at game end. Typical game length is less than an hour.
Reiner Knizia Variant--some recommend against using the action cards because the publisher rather than Reiner Knizia added them and because they damage the game balance. To play with this variant, simply leave the action cards in the box. There is no bonus to the person who completes the final stage of a wonder.
- Fascinating intricacies
- Bewildering and fun decision space
- Groan-inducing but engaging choices
- Unique player headspace
- Captivating experience
- Surprising design
- Drab appearance
- Five player count is reportedly not great
- Completing building projects across wonders
Mechanics (from transcript analysis)
- area majority — Scoring occurs based on who has the most cubes (representing completed projects) on a building once three construction tokens are removed.
- drafting — Players select construction project tokens at the start of their turn.
- hand management — Players manage hands of cards representing resources needed to complete construction projects.
- Push Your Luck — Players have to decide whether to start a construction project even if they might not be able to complete it, risking passing their turn.
- set collection — Players collect resource tokens (e.g., stone, brick) which grant victory points at the end of the game.
- Simultaneous reveal — Players simultaneously decide how many cards they want to reveal to contribute to a construction project.
Video topics + discussion points
Quotes (from this video)
- It's a bit drab.
- This is where the game gets really funky.
- It is bewildering in a fascinating and really fun way.
- There's been lots of like casual swearing and groans in this game. It's a very groan inducing game as you're just like, 'What do I do?'
- I really like this game. After my first play, I was captivated.
- It's its own thing. Like I don't think I've really played a game that's put me in this headspace before, and I would like to explore it more.
References (from this video)
- unique and thematic mechanism that stands apart from typical euro games
- rich interaction around negotiation and timing
- one of the most engaging and striking designs in the list
- described as opaque and difficult to grok at first
- needs several plays to fully understand the layered systems
- hand management and negotiation around offerings
- world wonders construction by competing for influence and resources
- tactical negotiation with a push to complete Wonders efficiently
Mechanics (from transcript analysis)
- area majority — players compete to contribute to Wonders and accumulate influence markers
- hand management — players select builders and accept or decline offers from others to build Wonders
- timing and sequencing — critical timing in when to trigger Wonders to maximize points
- trading/offers — offers from other players affect your building choices and scoring
Video topics + discussion points
Quotes (from this video)
- I love the fact that the game itself is so simple but the action selection system is just that compelling
- this is one of the best games of all time I could have argued to have this from higher on the list
- there is an amazing level of interaction here where the more you collect these Noble tokens on the map will not only score your points but give you voting power
- the level of interaction here is very high and the dynamics around kicking off spots are interesting
- on paper I should not like this game because I do not like terribly cutthroat games but this one is logical
- El Grande is the forefather of the area control genre and still the best among its peers
References (from this video)
- unique conundrum mechanics
- high tension with bidding and help offers
- teaching complexity can be a hurdle for new players
- collaboration and competition around constructing wonders
- mythic wonder-building with negotiation on card acceptance
- conundrum-driven, balancing risk and reward
- 7 Wonders
- Innovation
Mechanics (from transcript analysis)
- hand management — manage a hand of cards to build wonders
- majority scoring dynamic — accepting/rejecting cards shifts point opportunities and opponents' scores
Video topics + discussion points
Quotes (from this video)
- this game is a masterpiece
- infinitely replayable
- an absolute Masterpiece
- this is such a cool game
- an absolute joy to play
- seven and a half out of ten