Mesopotamia Board Game Preview Will Surprise You with Components and More.
Hello graduates. It's Stella from Meeple University and this is Stella's short and sweet preview for Mesopotamia from Meeple Pug. Welcome to Mesopotamia, a land of ancient wonders, mighty sandals, full-blown civilization warfare. In these times of growth, I need to expand my civilization to be the mightiest, to have the best territories, produce the best resources, and I need to do it with the help of my technological advancements, my loyal pet for moral support and the gods, the dinga.
May the empire be well prepared enough to adapt the offerings they roll. Oh, the fork. Well, overshadowing the battlefield is the crown jewel of Mesopotamia, the hanging gardens of Babylon. Every ancient green thumb leader's paradise, and I intend to do my part in building it. I may be a warlord by trade, but I'm a gardener at heart, and both are a good pathway to victory.
Let's go. The game plays one to four players and six with expansions with mechanics such as engine building, 4x and dice roll. The game is of medium to heavy complexity, but don't worry, Taran read the rule book, so you don't have to for now. In Mesopotamia, players are one of four empires: Aadians, Elommites, Babylonians, and Sumerianss.
each with some asymmetrical benefits and features. Your empire begins with a home base, one unit, some resources, and the ground layer of their ziggurat, which you'll aim to build height throughout the game. Mesopotamia plays in rounds in turn order based on the population track. Take turns to take any number of actions that you can afford.
After all players have played, resolve combats in any areas where multiple players are present. Then play passes to the next round. On your turn, first roll, dinger dice equal to the height of your cigarette. Then take actions. There are six different actions. You can take one effectively for free and for the rest must spend dice matching the one or two symbols on the action.
You can't take the same action more than once per turn. Actions are explore, move your unit around the map, and resolve events if you discover them. Important for advancing on the event track, gather and trade. Use your units and structures to gather resources from the board. Then use trade routes for sweet deals.
Open your own trade route for points or use another players route giving them the payment but taking the resources from the supply build. Erect ziggurat layers for more dice walls for defense and more. This is your ancient real estate empire. Going once, going twice. Sold to the Samrian gentleman in the bag.
Research. Convert clay into tablets. Not these tablets. Ancient clay tablets where your technological advances are recorded in the oldest known language. Ununiform. Before continuing, chisel here to acknowledge you have read the terms and conditions. Research also lets you spend a tablet to discover technology.
That is upgrade one of your actions like developing woodworking from masonry. Oh, now that's even more structures I can build. Warfare. Build your army and collect knuckle bones. Both of which you'll need for combat. Grow. Feed your people. Grow your population. Make Mesopotamian babies. You'll need this since your population limits how many units you can have on the board and how high your cigarette can be.
As in any forex game, there's often someone else squatting on the best resources, the tactical high ground or on that point scoring lost village that needs to be held at games end. And so there is combat. After each round, resolve one-on-one combats in every contested area until only one player remains in each.
In each combat, randomly draw a card for each unit. The printed knuckle bones determine each unit's base strength, tactics, and mobility. Players secretly beat knuckle bones in those same three categories: strength, tactics, and mobility. Reveal your strength bits. The winner places strength knucklebones on their units equal to the margin by which they won the bid.
The loser retains half of their bit rounded down and all other knucklebones are discarded. Do the same for tactics and mobility and the winner of the tactics bit arranges both players units into column formations for the combat. Now resolve each column pair by pair. Each unit gets its strength knuckle bones plus its tactics knuckle bones if it is facing the unit type it is advantage against for example spearman over horsemen.
Higher score wins. If the losing unit has higher mobility, it retreats to an adjacent area with no enemies. If it has less movement or no safe destination, it is killed. Fatigue the winning unit. Resolve the next pair and keep going until only one player has units remaining. Time to battle. I declare glorious war upon your settlement.
What? You're invading me with three horsemen and a chariot. I only have one tired spearman and a sheep. Your sheep will serve my empire. You monster. He has a name, you know. Fluffalonius the brave. soon to be known as Fluffalonius the Delicious. Charge. Hey, Fluffer. Now, oh no, your sheep has distracted my charioteer and your spearman is now mowing down my disadvantaged horsemen.
I'm ruined. Retreat. Retreat. Okay, so there are no sheep in the game. maybe a future expansion. But nevertheless, with crafty tactics and mobility, an army of seemingly weaker units can well position itself to outf fox a stronger one. But be sure to have a good supply of knuckle points to influence the battle or you'll be a sitting duck or sheep.
All ties in combat, as well as the order in which combats are resolved, are determined by the events track. So get exploring for an advantage. Once players reach level four building, they can contribute to the hanging gardens. Once the gardens are complete, the game is over and players count final scores.
Score nine, six, or three points for being first, second, or third on the events and population tracks. score your trade routes, lays of the gardens that you build, and points for settlements and onboard event tiles you hold. Finally, players get three quest cards at the start of the game, and you score two points for each one you complete.
The player with the highest score commands the greatest civilization of ancient Mesopotamia. Cal stories in everlasting uniform and wins. Mesopotamia is a juicy forex experience with significant escalation. Early on when you have all level one actions and cigarette is looking more like a cigar flat.
You'll be taking maybe one or two small actions per turn as you start to build your engine. But as you develop the stronger actions and gain more dice, the scale of actions you can take, resource you can gather, and units you can move in a single turn will be much greater. But you can't just focus on one thing.
Upgraded cards need more dice and rarer icons to activate. So, you need to upgrade your cigarette to get more dice as well. Building the cigarette needs you to have gone up the population track, which needs food. And if you spend all your time getting food and building your home cigarette, your opponents will have an easy time wiping your units off the rest of the map.
The need for balance gives the game a strong civilization building feel in addition to the 4x. Several strategic factors come into play on the map. Ships, not ships, sail on the rivers adjoining the regions and they can harvest either side or add knuckle bones to adjoining battles. You can build stone walls to prevent opponents from entering your area or build and carry battering ramps to smash down those walls.
The hanging gardens are the collective endgame timer and are a very lucrative points opportunity for those who build the expensive bottom layers. But you need to have a level four building tech and a lot of resources. So only players who raise hard on that technology will have the chance for the best of those points.
So, my uniform compatriots, are you ready to make your place in the ultimate 4X battle for Mesopotamia? So, thanks for watching, folks. Check out Mesopotamia project page. I'll put the link in the description below. The components are prototype, so things are not final. Like, subscribe, say hello. You know what to do.
Oh, breaking stories from Mopamian News. Tonight on Mesopotamian News, we speak to Fluffalonius the Brave, the sheep who single-hedly held back an invading empire. Fluffalonius, tell us what was going through your mind. I saw the armies. I saw the chariots. And I said, "Nah, this war wasn't made for running.
It was made for resisting." How do you respond to accusations that you are just a cotton ball with googly eyes? Powerful words. I underestimated the sheep. Never again.