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Baghdad: The City of Peace box art

Baghdad: The City of Peace

Game Info
Year
2025
Players
1-4
Age
14+
Playtime
105 min
Publisher
Alley Cat Games
Complexity
3.2/5
Collection
Ratings
Creator Score
Mechanic profile
Waiting on more creator content
Vibe profile
Waiting on more creator content
Description

Players are Viziers in Baghdads golden age building prestige through resource collection and programmed card play

Description

Players are Viziers in Baghdads golden age building prestige through resource collection and programmed card play

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 5
This page: 5
Sentiment: pos 4 · mix 1 · neu 0 · neg 0
Mentions per page
Showing 1–5 of 5
Video ZtVMdDRwB3I Brettspielblog - Die besten Brettspiele im Test Analysis at 8:40 sentiment: mixed
video_pk 161532 · mention_pk 438898
Brettspielblog - Die besten Brettspiele im Test - Baghdad: The City of Peace video thumbnail
Click to watch at 8:40 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
none
Cons
  • Flew under the radar
  • Type of Eurogame the host doesn't enjoy
  • Minimal interaction
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Eurogame — A type of Eurogame that doesn't appeal to the host but is liked by many.
  • Personal puzzle — Often involves solving personal puzzles with minimal interaction.
  • Resource Management — Involves a lot of resource pushing.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • What remains of the hype? A look back at Spiel 25.
  • Were things just artificially hyped there? Were they really great and truly good?
  • Opinions on games are always relative.
  • The Vintage Puzzle is the one I think I've liked best of all his designs so far.
  • It’s very different from Ark Nova, even though it naturally has a lot of Ark Nova DNA.
  • Personally, the game takes one round too long for me.
  • The artwork and the theme make up for a lot, in my opinion.
  • If I were to compare it to Ada Stream, I'd rather play Covenant than Stream.
  • Space Station, tons of fans.
  • Recall, there are differing opinions. Some say Recall is better, others say Revive is better. Many say they are very similar.
  • And again, if you just like Euros that feel very classic and are nicely interconnected, then it's a nice thing.
  • Many say they are very similar. Even more people say they have the same DNA, but are also very different.
  • it just looked like a classic interconnected Eurogame, where we trade resources, move up tracks, and that's always super exciting.
  • Alloy is a thing, Recall is a thing, CT is a thing, Fair SW is a thing, Nature Air not so much.
  • Aquari completely sank without a trace. Haha.
  • Galactic Cru is a banger in the hobbyist bubble.
  • Kokesi completely disappeared, I think, it’s irrelevant.
  • Bagdad completely sank without a trace.
  • Rewide. Completely sank in my perception.
  • If I were to compare it to Ada Stream, I'd rather play Covenant than Stream, but neither is 100% my type of Eurogame that I'd meet up with people for, but that's always a matter of individual taste.
  • Personally, the game takes one round too long for me. If it only had three rounds, it would be much more on point, in my opinion.
  • It just has too many elements that dilute the core gameplay of catching, offering, harvesting, and selling fish a bit too much.
  • It was a type of Eurogame that really grabbed me.
References (from this video)
No references stored for this video.
Video eS-DTI1uR4o Board Game Dad Analysis at 9:13 sentiment: positive
video_pk 161446 · mention_pk 438757
Board Game Dad - Baghdad: The City of Peace video thumbnail
Click to watch at 9:13 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The discard mechanism of cards triggering objectives is a loved feature.
  • Involves very interesting planning.
Cons
none
Thematic elements
Comparison games
  • Lost Ruins of Arnak
  • Dune: Imperium
  • Ark Nova
  • Planet Unknown
  • Architects of the West Kingdom
  • The White Castle
  • Viticulture
  • Tapestry
  • Great Western Trail
  • Mage Knight
  • Brass
  • Maracaibo
  • Underwater Cities
  • Empires of the North
  • Catan
Mechanics (from transcript analysis)
  • Card Play — Icons from played cards are needed to perform actions on rondel tiles.
  • Hand Management — Players can only have three cards showing at a time, and the last played card is discarded at the start of the turn.
  • hand-driven action selection — The game incorporates this mechanism, and the host loves the planning involved.
  • Objective Fulfillment — Discarded cards often have objectives that grant benefits if satisfied.
  • Rondel — Action selection is based on moving around a rondel.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think it needs a category of its own.
  • hand-driven action selection. That's what I think makes this game really, really work.
  • The planning is very very interesting.
  • Unlike Lost Ruins of Arnak, there is no discovery.
  • Mage Knight is a very epic epic adventure game.
  • Does it make more sense to name a shelf after a pioneering game?
References (from this video)
No references stored for this video.
Video OBt_jS_RhCk Review at 0:01 sentiment: positive
video_pk 69391 · mention_pk 165870
Baghdad: The City of Peace video thumbnail
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Multiple scoring opportunities through different objectives.
  • Engaging solo mode with a challenging bot.
  • Strategic depth in planning actions and managing resources.
  • Offers diverse paths to victory.
  • Interactive gameplay even in solo mode due to bot's actions.
Cons
  • Can be complex to track all objectives and scoring opportunities.
  • The bot's actions can sometimes block player progress or desired spaces.
  • Initial turns can feel limited by available symbols.
Thematic elements
  • Travelers defining their scoring through their efforts.
  • Baghdad
Comparison games
none
Mechanics (from transcript analysis)
  • building — Players can construct buildings, which can provide ongoing bonuses or contribute to endgame scoring.
  • End-game scoring — Various objectives and completed cards contribute to the final score, with scoring tiles influencing point values.
  • Hand Management — Players manage a hand of cards that provide symbols for actions and have requirements for sliding off the board to grant rewards.
  • Resource conversion — Favor can be spent to acquire coins, goods, or wild symbols, and goods can be sold for coins.
  • Route Building — Boats are moved along a river to reach ports, with the final position determining the goods acquired or points scored.
  • Set Collection — Collecting sets of symbols or fulfilling specific conditions on cards and tiles is key to gaining rewards and points.
  • Solo AI — A bot plays against the human player, making decisions based on a deck of cards and game state.
  • Worker Placement (Vazir) — A Vazir figure is moved around quadrants of the board to take actions, with restrictions on movement and placement.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I felt like I'd lost track of my goals in the middle but yeah there was just a couple of people that kind of slipped by didn't they that should have scored them but messed things up or people weren't out at the right time I needed them to be but as it is it went okay
  • I think an absolute demolishment absolute destruction of the bot in this particular game
  • The game will come with the scoring pad but it's calculator time for me
  • The bot has got a special deck of cards that will help it make decisions and stuff said all this bot stuff was printed on my little printer
References (from this video)
No references stored for this video.
Video HlHt3yw4q2A Board Gaming Ramblings Review at 0:07 sentiment: positive
video_pk 36802 · mention_pk 110532
Board Gaming Ramblings - Baghdad: The City of Peace video thumbnail
Click to watch at 0:07 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Accessible yet crunchy with multiple viable paths
  • Innovative card-driven sequencing that rewards planning
  • Tight, interesting economy that creates meaningful trade-offs
  • Modular, variable boards and ship/token interactions add strategic depth
  • Rules are straightforward for a lighter design but still offer crunchy decisions
Cons
  • Luck factor in tile draws and card availability can influence pacing
  • Not easy to fully optimize; may be challenging for new players to master
  • Prototype components (art) can feel unfinished, though gameplay remains clear
Thematic elements
  • trade, construction, and governance as players compete for victory points
  • An abstracted round-based city-building setting in ancient Baghdad with districts, ships, and a palace
  • mechanical, procedural emphasis on card-driven actions and player board development
Comparison games
  • Shlon Base
  • Sanor
Mechanics (from transcript analysis)
  • action placement on a cityboard — After playing a card, players perform actions by landing on spaces, building structures, and activating district actions.
  • building and architect scoring — You build buildings that score immediately or later, and you place architects on your board to gain points per ship or other bonuses.
  • Card Drafting — Players hold three cards and choose one to play each round, with cards sliding and triggering bonuses when their requirements are met.
  • card drafting / card play — Players hold three cards and choose one to play each round, with cards sliding and triggering bonuses when their requirements are met.
  • end-of-round card draw & scoring — At the end of each round, players draw new cards and scoring opportunities are revealed through completed cards and tiles.
  • resource/coin economy with constraints — A tight economy where coins and resources are scarce, influencing where you can take actions and which tiles you can place.
  • ship movement and resource acquisition — Some cards feature ship icons that allow moving ships to gather resources or unlock end-game scoring.
  • Tile Placement — Tiles (e.g., books) are placed on the player board only when you meet symbol requirements granted by cards.
  • tile placement and symbol requirements — Tiles (e.g., books) are placed on the player board only when you meet symbol requirements granted by cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is not a heavy game I would say that this is one of the lighter designs from Fabi Lano.
  • it's a lot of crunchy decisions
  • There is one thing which is always in these kind of games and you get it here as well which is the luck aspect.
References (from this video)
No references stored for this video.
Video 9BZyZ4awxww slickerdrips Rules Teach at 0:00 sentiment: positive
video_pk 36757 · mention_pk 110335
slickerdrips - Baghdad: The City of Peace video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep, interlocking systems that reward planning and long-term strategy
  • Multiple scoring paths via artifacts, boats, and buildings
  • Well-integrated theme with era-specific flavor
  • Solid balance at different player counts with palace/neutral pieces
Cons
  • Complex rule set that can be lengthy to learn
  • Setup and city tile management can be fiddly
  • Potential for analysis paralysis in two-player variant without enough interaction
Thematic elements
  • competition among viziers to gain the Caliph’s favor through scholars, artisans, and buildings
  • 8th-9th century Baghdad during the city’s golden age of learning and exchange
  • historical-cultural strategy game with heavy planning and tableau-building
Comparison games
  • Ada's Dream
Mechanics (from transcript analysis)
  • artifacts and anvils — Artifacts require anvils; duplicates face-down do not score; scoring tiles reward diversity of artifacts.
  • boats and river movement — Boats move along the river from the starting space to ports, scoring when ending in a port and granting tokens.
  • bonus actions — Bonus actions can boost movement, gain resources, or modify skills (wilds, students) and can be used multiple times.
  • Building actions — Construct buildings by paying cost with bricks/leathers and placing architects; dome/base interactions differ by player count.
  • city tiles and wisdom deck — Draw city tiles from wisdom areas; day and night decks determine available characters; refilling rules keep tension.
  • Resource Management — Manage coins, favor, goods, and tokens; spending favors to gain coins or wild tokens; penalties for not paying tuition or losing favor.
  • Turn structure — The game is played in turns with six steps per turn, including card slide, play, move boats, move vizier, resolving building effects, and end-of-turn draw.
  • vizier placement — Move the vizier to a location in the next clockwise quadrant; restrictions apply based on player count and occupancy.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The game is played in turns, beginning with the start player and proceeding clockwise.
  • The boats in ports will score you points at the end of the game.
  • Finally, for each empty city tile slot that doesn't contain a vizier, you randomly draw a city tile to place there.
  • There's a reference at the back of the rule book telling you details on all of the character cards.
  • The knight characters are worth points at the end of the game.
References (from this video)
No references stored for this video.
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