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Review Wayfarers of the South Tigris

What's this?

After the North and West trilogy, Shem Philips and SJ Macdonald this time take us to the South. Travelers of the Southern Tiger is a game set during the golden age of the Abbasid Caliphate Caliphate, around the year 820. The game mixes the construction of a panorama of cards, the laying of workers as well as placing dice.

How do you play?

Your turn :

You can place your dice on locations that require certain goods to occupy them. These goods can be provided using Guild abilities, Villager cards, or your Caravan.

You also have the possibility of placing workers on the visible cards around the game board in order to resolve the associated actions.

If you no longer wish to place a die or worker, you have the option to rest. If you no longer have any dice or only one active die, you can activate all your rest abilities. Resting mainly allows you to advance your pawn on the main board and recover your used dice.

The game ends when a player reaches the end of the main board with his pawn.

Is it good?

After enjoying the previous trilogy about the Western Kingdoms, I was impatiently awaiting the first opus of this new trilogy.

The game offers a mix of several original mechanics. Building your card board, which materializes in front of you, serves primarily to collect icons for victory points, but also to create your own engine throughout the game, as the game is a sandbox.

The possibilities are numerous with action and villager cards, as well as space cards which grant victory points at the end of the game, without forgetting inspiration cards which double these points. In addition, the board journal requires anticipation, which is essential to progress in the game and creates a small race between the players.

The mechanics of the workers, placed on the cards around the board to carry out actions, is original because the workers are not the property of anyone and rotate between the players. Likewise, the mechanics of the caravan dice are interesting from the point of view of thinking with the tiles to place.

Some criticize the lack of card river rotation, but I don’t mind, as it adds an opportunistic aspect where players must adapt their strategy based on the cards available, making each game different.

The first games can be confusing, but after a few games, you discover the game’s full potential. In summary, I really enjoy this game.

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Review Wayfarers of the South Tigris
8.8Very good
The first installment of the new trilogy about the tigers of the south offers a mix of original mechanics, with the construction of a board of cards to collect icons and create your own game engine. Despite some criticism on the lack of rotation of the rivers of cards, the opportunistic aspect and the diversity of possibilities offered make each game different, and after a few games, the potential of the game is fully revealed.

Positives

  • A sandbox game
  • Original mechanics (card board, rotating workers, caravan dice, etc.)

Negatives

  • A little too calculating

Breakdown

  • Components and illustrations 9.0
  • Mechanics 9.0
  • Thematic 8.0
  • Replayability 9.0
  • Handling 9.0
  • Interaction 8.0
  • Originality 9.5

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