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Tianxia: Walls, tracks… and overheating neurons

What's this?

Tianxia is a strategy game in which players take on the roles of noble families seeking to gain prestige during the Warring States period in China.

How do you play?

The game takes place over four rounds, each broken down into specific phases (Preparation, Income, Action, Nomad Attack and Cleanup).

The Phases of a Round

1️⃣ Preparation Phase: This initiates the round by placing Bonus tiles and, most importantly, by advancing the Nomad Leaders on their attack tracks, signaling the imminent threat and increasing the Nomad Force.

2️⃣ Income Phase: Players collect resources (Stone, Wood, Rice) and Coins, notably through Workers placed on Barges  and the effects of Income Buildings where they have installed a Governor.

3️⃣ Action Phase: This is the heart of the game. Players take turns using their 3 Action markers to perform a main action. Each action advances the player one space on one of the Palace tracks (symbolizing the favor of the royal houses).

Regional Action: Allows you to place a Governor near a Building (at a resource cost) to activate its immediate effect and, more importantly, secure future income. Players can also exchange Resources for Goods. Finally, in coastal regions, the Expedition  allows you to sell Goods to ships in exchange for Coins and Prestige points.

Military Action: Allows you to Fortify by building Walls or Towers, or to Train Soldiers . Each addition of defense increases the Defense marker of the Wall sections, preparing the area for attack.

Barge Action: A quick action that allows you to place a Worker on a barge to immediately gain a Resource and obtain income in the next phase.

4️⃣ Nomad Attack Phase: If a Nomad Leader has reached the “Battle” square of a wall section, the attack is triggered. 

5️⃣Cleaning Phase: It prepares the next round.

After the fourth round, we move on to the Final Countdown to determine the winner in the total Prestige.

Is it good?

Tianxia is a big, old-school management game, like the ones we saw a lot of a few years ago. It features tracks to build, contracts to fulfill, fairly classic worker placement, all sprinkled with a barbarian attack mechanic that clearly recalls The Great Wall.

The game offers considerable tactical depth, particularly in optimizing actions where every decision becomes a complex puzzle balancing resource production, progress along the tracks, and the need to bolster military defenses. Barbarian attacks force players into a form of semi-cooperation to protect a shared border, while simultaneously pushing them to fight for majorities and the associated victory points.

Tianxia is a true expert game: resources are scarce, the rules are complex, and the iconography is abundant. You’ll often find yourself poring over the rulebook to absorb all the icons. It will take several games to master all the actions, sub-actions, and the attack phase, with its numerous victory points and sometimes unintuitive mechanics.

Other drawbacks include a somewhat lengthy setup, games that can last for four players, and a slight readability issue due to the huge board.

Fortunately, replayability is definitely there, driven by the variety of buildings available, the asymmetry of the boards and the possible paths to victory.

In short, Tianxia is a large Eurogame with classic mechanics: resource management, constant optimization, and multidirectional scoring. It will get your brain working and clearly rewards fans of complex games who enjoy a challenge.

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Tianxia
7.0To try
Tianxia is a Eurogame that blends classic management mechanics with strong optimization. With numerous icons, a sometimes lengthy playtime, and an ambition that can occasionally overstep its bounds, it nevertheless rewards expert players thanks to its sophisticated strategic thinking.

Positives

  • Nice strategic depth
  • Classic but effective mechanics
  • Its semi-cooperative mechanism
  • Bonuses and optimization
  • Asymmetry
  • Sensation of increasing power

Negatives

  • Many icons to learn
  • An uneven pace
  • Scoring and manipulations are sometimes not very intuitive.
  • The implementation
  • Too classic?

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