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Wayfarers of the South Tigris
60m - 90m
1 - 4 Players
Ages 12+
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
Tile Placement games feature placing a piece to score VPs, with the amount often based on adjacent pieces or pieces in the same group/cluster, and keying off non-spatial properties like color, "feature completion", cluster size etc.
Tile Placement
Medieval
55.00
€
30 day low:
55.00€
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Wayfarers of the South Tigris quantity
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
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Novels – Books
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ButteryMeent
Loved this game! Was a lot more complex than expected, and took way longer than expected. We were 2 players and it took us three hours for our first play. The AP is strong with this game.
Afrochiapet
Wayfarers’ ambition as a multi-planar tableau builder asks its players to track the interplay of land, water, space, inspiration, and townsfolk cards. Visually it looks great, but the actual incremental gameplay feels arbitrary and sometimes inconsequential (more on that soon). Unfortunately, not all the card mechanics make immediate sense, with the space and inspiration cards being the chief offenders. How will you know that there are only 8 comet cards? If you read the rulebook. What goal is my inspiration card showing me? Check the book. For your first game, expect to reference the rulebook a lot. And expect half those times to involve clarifying the 44 icons the game casually throws around. This is all tied together by a mainboard that displays both the worker placement spots and the end-game journal track. To end the game, a player must reach the end of the journal board. This is where the game can come to a screeching halt. Traversing the journal tracks requires the fulfillment of certain symbol(s), and even when planning it is very possible to be locked out (i.e., that symbol is not available to buy or was taken by another player). This translates to waiting, either by waiting for the market to churn via purchases or taking a chance on some random cards. You might be waiting for a while, which really hurts the game flow. This might be all worth learning if Wayfarers had an interesting hook. However, it seems the main appeal is the illustrated tableau you have by game’s end. The artwork does look nice when laid out, but the gameplay to get there is lackadaisical. The combination of dice placement, worker placement, and tableau-building kind of falls into a heap. There’s an influence mechanic that taxes a particular card but is so miniscule that it feels like a waste of an action. The dice and worker placement have some minor interaction, but I feel like having both adds excess weight to the core gameplay. In my opinion, Wayfarers could have been trimmed down and would not have lost a lot of its core intentions. Unfortunately it did not, and unfortunately I am not a fan.
ajewo
Worker placement Euro game about exploration and science in medieval Arabia by Garphill Games (Raiders of the North Sea, Paladins of the West Kingdom). [b]I like:[/b] + Artwork + Two interacting worker systems: personal dice are used on your own board and colored meeples are used on a common board - the meeples can then be used by other players as well. + Caravan system to mitigate / change your rolled dice. + Tableau building: you add cards to the left and right of your board which represent your exploration progress (somewhat like in Peleponnes). + Upgrade your tableau to get more boni (a bit similar to Space Base: either focus on one pip or spread boni among many pip values). + Small game box. [b]Neutrals:[/b] # Game length is determined by the players. # Some player interaction: shared worker meeples and influence tokens. [b]I do not like:[/b] - Influence tokens as take-that element.