Game Info
Year
2025
Players
1-4
Age
14+
Playtime
105 min
Complexity
3.2/5
Collection
Your Tier
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Description
Players are Viziers in Baghdads golden age building prestige through resource collection and programmed card play
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Images
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment:
pos 2 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–2 of 2
Video OBt_jS_RhCk
Review at 0:01 sentiment: positive
video_pk 69391 · mention_pk 165870
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
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.
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