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Yellow & Yangtze
90m - 90m
2 - 4 Players
Ages 14+
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
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
Ancient
35.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
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Thematic
Ελληνικα Παιχνιδια
LCG
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Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
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Andy Parsons
Yellow & Yangtze is rather more than Tigris & Euphrates in oriental garb. While the game play has a very similar feel, Knizia has made some significant alterations. A valid criticism of E&T was that the red (temple) tiles are simply better than any other colour because of the protection they afford an adjacent leader. There is some effort to redress the balance in Y&Y. Black (governor) tiles have that power. Multiple blues (farmers) can be played in a single action; two discarded destroy any tile on the board. Play a green tile (traders) and choose a face up replacement from the market; two discarded relocate a pagoda. Red (soldiers) have no special ability, but in Y&Y they're the only colour that counts in a war. A fifth colour, yellow (artisans) replaces E&T's treasures and provides wild cubes. E&T's dual coloured monuments have become single coloured pagodas, making them less valuable. They're also less permanent (that two green tile discard...), but easier to build - just three tiles required and they remain face up. Hence - a yellow pagoda excepted - they aren't quite the conflict magnet that E&T's monuments are. War has been simplified and scaled down. Only red tiles count and only red tiles are lost in battle. War no longer has the capacity to shatter kingdoms (unless you have been dim with your tile placement) and you score only for leaders removed rather than E&T's leaders and tiles. While wars are fought for lower stakes, their outcome is less certain in Y&Y because - tall poppies beware - everyone can contribute soldiers to one side or the other. Don't make me choose between Y&Y and E&T. As others have commented, Y&Y's greater accessibility may get it to the table more often, but those smoothed off edges are what can make E&T a more compelling experience. Production quality is pretty good. I appreciate the return to solid wooden pieces after the ugly plastic shells of FFG's edition of E&T. The artwork is bright and generically Chinese. The English rules are OK, though even as a veteran of E&T I felt that some key concepts could have used a little more explanation.
chaddyboy_2000
If you like Tigris & Euphrates, odds are you'll also really like this. The main thing this changes is external conflicts (now called wars) are decided only via red tiles in each warring state, with every player at the table able to contribute to the state they'd like to support in the battle. So, no more weird order in which the leaders are resolved. The losing side now simply just loses all of the leaders causing conflict, and the winning side's leaders score a point for winning in the battle. I much prefer this, as while the point scoring from external conflicts in T&E was rather dramatic, it seemed to end up being too much the focus of the game to get one of those huge point hauls. I like that wars can still be devastating here, but don't also mean a huge amount of points for the winner. Monuments are also easier to build, as it now takes just three tiles. There are also a couple new abilities for the tile colors, such as spending blue tiles to remove a tile from the game, which can be a bit nasty, but does come at a cost for the player doing it (spending 2 tiles, and scoring 0 points). I've always enjoyed T&E, and see this as a slight improvement, as it just streamlines the game to what seems like a more ideal form.
Abdul
Y&Y seems to suit my tastes just a little more than T&E. The hex grid, Asian theme, and special powers are all significant improvements that give this one the edge. The biggest difference for me, is that the conflicts in Y&Y seem to happen more often, resulting in frequent board state changes without the long buildup of T&E. I suppose it's a matter of what flavour you prefer for your abstract tile layers. Exciting (Y&Y) or Epic (T&E), you can't really go wrong with either.