The period of the Warring States (475-221 BCE) describes a time of endless wars between seven rival states: Qin, Chu, Qi, Yan, Han, Wei, and Zhao. These states were finally unified in 221 BCE under the Qin dynasty to lay the origin of today's China, with its two main rivers: the Yellow and the Yangtze.
Yellow & Yangtze, the sister game to the highly acclaimed board game Tigris & Euphrates, invites you to replay this eventful period and to lead your dynasty to victory.
In Yellow & Yangtze, players build civilizations through tile placement. Players are given five different leaders: Governor, Soldier, Farmer, Trader, and Artisan. 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. Conflicts arise when civilizations connect on the board. To succeed, players' civilizations must survive these conflicts, calm peasant revolts, and grow secure enough to build prestigious pagodas.
- Produces very interesting and memorable situations
- Deep strategy
- Accessible rules with strategic depth
- Sister loves this game
- Ascended 22 spots in ranking
- One host misentered play count, leading to perceived inaccuracy in stats
- Has not been played in the last year
- Civilization Building
- Ancient China
- Tigris and Euphrates
- Foundations of Metropolis
Mechanics (from transcript analysis)
- action selection — how do I get in and you know, steal a thing or how do if I merge these two sec you know, cities and cause a war
- Area Control — and what's so interesting in it all is everyone is collecting you know, through the pagodas cubes for the different colors and at the end of the game your score is the lowest that you're in for each color.
- Set Collection — everyone is collecting you know, through the pagodas cubes for the different colors
- Worker Placement — how do I get in and you know, steal a thing or how do if I merge these two sec you know, cities and cause a war
Video topics + discussion points
Quotes (from this video)
- It dropped eight spots.
- This is what Clank! should have always been.
- Um, so I've just had tons of fun with this one um, and it still holds up here on my list largely based on a lot of memory of plays.
- This is crazy.
- My number 31 is Splendor.
- A very big cool presentation that admittedly does make it more fun to play as you're moving these buildings out and seeing how everything um but really accessible rules.
References (from this video)
- Fun to play
- Strategic depth revealed through play
- Satisfying experience once understood
- Teach doesn't fully explain the 'why' of actions
- Can feel unappealing initially
- Tigers and Euphrates
- Rondel
Mechanics (from transcript analysis)
- Area Control — Mentioned in relation to the game's connection to games like Tigers and Euphrates, suggesting a similar mechanic.
- Set Collection — Implied by the discussion of 'clicking' for points.
Video topics + discussion points
Quotes (from this video)
- one of the actions that I love most from dreamscape with the insight and but now he's added a dice and everybody knows how much I love my dice
- my strategy didn't pay
- The more I played, the more I liked it
- Okay okay okay okay okay now I kind of see the appeal of it
- The rules that I didn't catch and you and Joel played again because I there are some rules I hadn't caught the price time through and it definitely made a big difference to our experience
- He said you don't know how much that means to a person when they and you don't know what's going on but I just wanted to thank you for just brightening up a couple minutes of my day every couple of weeks going through a rough time
- You just never know how you affect people
References (from this video)
- engaging
- easy to learn after one round
- old-school feel
- initially confusing to teach
- Abstract Strategy
- Taj Mahal
- Criss Cross
Mechanics (from transcript analysis)
- Area Control — Players aim to control areas or features on the board.
- Tile Placement — Units are placed on the board, with different colors having different functions.
Video topics + discussion points
Quotes (from this video)
- I've never heard a song called October trees.
- Unless there's free stuff to it but I'd rather dress like a cow to get free chick-fil-a or go in a Krispy Kreme and get a free donut then it's long john silver's to get fish.
- There should be no time limit on dress like a cow day Tony.
- Fool I'm dressed like a cow right now could you just throw a brother a free sandwich or something and he didn't did he he did not.
- Why do you guys build power lines and canals?
- You are now mr. Instagram that's it it's done it's over.
- Good god there's people everywhere it's oh it's it was on real Wow lots of people dude lots about but the tube is amazing that was fun.
- And their main exports are sheep and coos all highland coos coos what Koot howls okay okay yeah.
- One thing I noticed and I know I didn't get all of them but I did notice that every gaming store I went into there was no place to play.
- I was watching one and they were like what what component of this game I'm like seven wonders people.
- Me I know you don't have a switch but let me tell you for a little portable handheld gaming system these games are gonna be amazing on that system so let me understand this you're now making me want to go buy a switch I had
- now and some one of the hottest games it's number one at BoardGameGeek and that is mezzo from colossal games so if you haven't checked it out Marty and I got to play to Gen Con and it was fun it was good it was like it was like blood rage mixed in with some other stuff it has that kind of feel to it
- I'm sure it's already funded go check it out Tony and I'd really liked it and Tony I'll be getting this game yes I agree it's it's one of those games that I'm excited for
- Wilke Forge be number one and two again we'll find out I was gonna ask you what was number one so key Forge and key for starter right yep he forged starter set was number one he forged X we're number two
- so be sure to head over to miniature market calm and get your pre-orders in for key forge and save your money and not spend it on eBay where they're going for $75 just wait people
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)
- Prefers playing on a computer rather than a phone screen.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- There's no definitive best board game convention they just can't be because it really depends on what you want
- so what may at first seem like a straightforward logic puzzle decorum is also a game about communication and compromise
- but i think true genius can very often shine not only shine but can very often shine through the simplest of games
- The elegance and genius of design they're just the inspiration of a party game that works
- The real challenge isn't just solving the problem with the limited information you and your players have it's dealing with the frustrations that will inevitably occur when your partner does something that messes up your plan
- i felt the same way with some heavier war games that i've been wanting to get into more and more and more it's just finding people to actually play those games with who are willing to put in the effort to learn them
- there is a crucial time i feel like to play a game that excitement period between learning about the game getting the game and it's sitting on the shelf there is a window there where you are still excited about the game and it's not just become something that's sitting on your shelf
References (from this video)
- Brilliant design
- Allows for creative expression
- Moments of sudden chaos are exciting
- Satisfying resolution of board states
- Interesting scoring puzzle
- Certain editions are hard to acquire
- Potentially less accessible than Tigris & Euphrates for some groups
- conflict
- Tigris and Euphrates
- Ingenious
Mechanics (from transcript analysis)
- area influence — Players place leaders and try to control areas.
- Scoring based on minimums — The scoring is determined by the minimum number of tiles of a certain color connected.
- territory building — Implied by connecting territories and creating chaos.
- Tile Placement — Players place tiles on the board.
Video topics + discussion points
Quotes (from this video)
- Meaningful strategic decisions that then feed into a lot of random outcomes and very entertaining random outcomes.
- The game does the best like chain reaction type experience that I think I've seen in a game.
- It feels like Ethnos meets Quacks of Quedlinburg.
- It's got the same element as a game like Quacks where you might just have a bad round drawing. But it feels even worse in this game because you're playing a big two plus hour game and have a bigger overarching strategy. So for it to really not pan out it stings more.
- Number one goes to Arcs.
- This is the marriage of those two [heavy conflict interactions and trick taking].
- When you're able to pull something off, it feels like this game is so satisfying.
- Having the cards push you in different directions and like I can't do what I want, but how can I make something work? I find a lot more kind of compelling and replayable.
- It is a very rewarding game.
- I think he even recently said it's his top game.
- So much so that he was the one that requested to put it on our wedding registry.
References (from this video)
- interactive and different pace from abstract games
- economic and worker-management tension
- ancient Chinese river valley, strategic city-building
- strategic planning with flux
- Agricola
- Cartographers
Mechanics (from transcript analysis)
- area/board development — map development with evolving opportunities
- Worker Placement — placing workers to develop the board and gain actions
- worker placement and river routing — place workers to collect resources and trigger river actions
Video topics + discussion points
Quotes (from this video)
- a life-changing moment
- polyomino game
- the most improbable sequence of events in this
- Perfect 28 to take the lead
- engine rolling, I mean, the gap often just continues to separate
- this is the epitome of rolls in the family
- this game is amazing
- Hanabi? Nah, Hanabi
References (from this video)
- Rich strategic depth and evolving board state
- Engaging for players who enjoy deep planning
- Rules can be dense; higher learning curve
- area control with revolts/war mechanics
- ancient China; regional conflict and development
- elegant, strategic abstraction
- Tiger & Euphrates
- Brass Birmingham
Mechanics (from transcript analysis)
- Area Control — Leaders in each area determine scoring; wars/riots affect control.
- area control / conflict resolution — Leaders in each area determine scoring; wars/riots affect control.
Video topics + discussion points
Quotes (from this video)
- There's no turning back.
- Race for the Galaxy is a contender for the best.
- The dopamine rush of every chip you draw from that bag.
- Quacks of Quedlinburg is such a pure fun game.
- Feast for Odin is a big sandbox design.
- Teach You is by far my favorite card game in terms of teaching and playing with new people.
References (from this video)
- vibrant, attractive components with strong table presence (minis, chunky pagodas)
- clear and purposeful color/role differentiation across players
- variety of leaders creates strategic depth and multiple plans
- solid thematic tie-in to the Warring States era and pagoda-building
- engaging tension between expansion and conflict while pursuing points
- prototype status means components and rules may evolve before final release
- potentially high tension and conflict in some player counts
- rule complexity could be challenging for casual or new players
- uncertainty around final production details and exact published specs
- state-building, territorial expansion, warfare, and pagoda construction
- Warring States period in ancient China
- historical strategy with abstract scoring through leaders
- Tigris and Euphrates
Mechanics (from transcript analysis)
- Area Control — States gain influence and points through connections and conflicts when they touch.
- End-game condition — The game ends when a player attempts to draw a tile and the bag is empty; final score is based on each player's weakest scoring category.
- leader tokens — Each player has five leaders (Governor, Soldier, Farmer, Trader, Artisan) that drive scoring in different categories.
- market and river mechanics — Traders and irrigation (river) influence tile acquisition and placement options.
- pagoda placement — When three tiles connect, pagodas can be placed; pagodas contribute to end-game scoring.
- Tile Placement — Players place tiles to form states and connect regions on the board.
Video topics + discussion points
Quotes (from this video)
- it's a prototype
- the pagodas are really good
- it's a nice full board
- table presence when you look at it
- check it out for yourself
- this is a prototype because there's a unification you know
- we need to get 30,000 subscribers
References (from this video)
- High player interaction and compelling tension
- Interesting trade-offs between tracks and territories
- Rich, thematic flavor with strong conflict
- Can be polarizing; not for everyone
- Complex teach to new players
- Conflict and resource management
- Ancient river valley with competing factions
- High-conflict, strategic area control with tension
- Root
- Gloomhaven (analogy to heavy conflict design)
Mechanics (from transcript analysis)
- Area Control — Players vie for control and scoring through conflict and placement
- area control / conflict — Players vie for control and scoring through conflict and placement
- Card-driven actions — Card play influences actions and conflict outcomes
- multi-track advancement — Players progress on multiple tracks with different rewards
- Track Advancement — Players progress on multiple tracks with different rewards
Video topics + discussion points
Quotes (from this video)
- the dynamic map element, which that's unique to Catacombs, the other ones just have a static board, is a huge part of the fun of the experience.
- it's a game that allows as much thinking as you want.
- there's nothing like it.