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.
- 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)
- 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)
- 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.