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Out of the dust comes a classic in every sense of the word.  Tigris & Euphrates, long considered Reiner Knizia’s masterpiece was fir...

Tigris & Euphrates Tigris & Euphrates

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

abstract


Out of the dust comes a classic in every sense of the word.  Tigris & Euphrates, long considered Reiner Knizia’s masterpiece was first released in 1997.  One to 4 players will take turns to take up to two actions in developing their Kingdoms.  However whereas many more-modern Euros struggle or eschew player interaction, T&E provides it in bucketfuls.  Not only will you decimate your opponent's Kingdoms but they will yours as well.  If you don’t like seeing your brilliancy ruined then this is not the game for you.  If your group thrives on aggressiveness (over the board) then you’ve got to give try this.


Gameplay

Despite the seemingly lightweight rules it took me a good while to wrap my head around these 20-year-old, but still brilliant, mechanics.  The biggest thing I struggled to grok was the different coloured player pieces.  Maybe I’m a dullard but none of the rules would sink in until I had this concept down.  Instead of receiving all the red tokens for your pieces, you receive all tokens i.e. 'leaders' of the same shape. The leaders you receive are black - that's a king, green - a merchant, red - a priest and blue - a farmer.  The shape is what denotes ownership, not the colours.
The dawn of civilization...
The most common action players take are to either place civilisation tiles or one of your leaders.  Both these actions may wreak glorious destruction on your opponent's kingdoms, but may also damage your own.  There are two different types of combat in this game, if a leader has been placed into a kingdom and there is already a leader of that colour then a revolt will be resolved.  Each kingdom can only have one leader of one colour but there may be leaders from multiple players in each kingdom.  

If a civilization tile has joined two kingdoms together then a war between those two Kingdoms occurs, in which each leader of the same colour will battle each other regardless of which players own it.  The winner will effectively resolve multiple conflicts until there are no longer two same-coloured leaders in the joined kingdom.


A revolt between the Pot King and the Bull King.  Adjacent red temples and red tiles played from the hand count
Each combat follows similar principles and once you’ve seen two or three they are easy to conduct. Revolts will be augmented by red tiles (temples) that are adjacent to the two leaders and any supporting tiles red tiles played from each players hand.  The defender wins ties and the winner destroys (out of the game) the loser's supporters and returns the losers leader.

Full-scale wars take the shape of multiple revolts but in a battle the individual strength of the leaders (calculated by totalling how many tiles of their colour they can connect to) plus additional supporting tiles from their hand (of the same colour).  The defender wins ties again and the winner not only destroys their opponent's supporters but also destroys the tiles their leader was using to calculate strength.  This can have huge consequences on the board.
Lion has placed a tile connecting two Kingdoms.  War will break out between the Lion and Bull King, and between the Lion and Pot trader.  All connected tiles of the same colour and played tiles from the hand will count.
These fighting concepts sound simple when written down, but I felt like a true dullard trying to learn this.  However, there is a beauty in their simplicity (once understood) and the limited actions each player has, occupies a rare space in board game design in which the board and pieces appear to take on a life of their own.  As your kingdom's power ebbs and flows it really does invoke the ‘cradle of civilization’ theme slapped onto this abstract game; it is. despite the simplicity brutal and very engaging to play.

As you place tiles that are connected to your similar coloured leaders you will gain victory points of that colour.  Your final score will be the lowest of those four victory point totals.  This design creates a constant tension between what you want to do on the board (i.e. an opponent’s leader is vulnerable and you have lots of red tiles to support a conflict) vs what you should do to collect more victory points of your lowest colour.
Endgame, Lion wins with 19 victory points.

The essence of this game is simple but it does create a lot of options and planning for each player.  However, before it’s your turn again, the board may be completely different, but it’s far from chaotic; an experienced player will win this every time.


Components



Beautiful board bits
I rarely have anything negative to say about Z-Man-published games, Z-Man have taken Dr Knizia’s masterpiece and just updated it with chunky plastic monuments and leader tokens.  The rest of the components are either tiles (in one of four colours) or victory points.  These plastic components are particularly nice looking on the board and are functional, in that it is very easy to determine what is a leader versus a tile.


Advanced variations included in the box

Criticisms

I can’t criticise this. I acknowledge it is absolutely genius design and I just might not be clever enough to play it (well).  It’s not a hard game to play but the number of options and forward planning possible does remind me of chess to a large extent.  I am also, in general, not a fan of abstract games, however, I would readily recommend this abstract.  My only criticisms are for my own brain and pre-conceived ideas of how board-games work.


My puny brain struggled with these rules. despite being well written

Conclusion

I can understand why this is widely considered to by Knizia’s masterpiece.  It has simple actions that create complex kingdoms that appear to take on a life of their own.  It is the epitome of a wargame or at least a competitive game if we don’t want to start that argument again…  Taking part in an experienced (i.e. 10 + plays) four-player game of Tigris is a fantastic way to spend 90 minutes.  However, being the learning player where two or three others already know the game is no fun at all.  However, the rewards of that act of self-flagellation i.e. playing amongst experienced equals make it absolutely worth it.

Massive thanks to Asmodee for sending this review copy.  Most game stores I've visited have had this in stock and quite often at a discount. You can use this link http://www.findyourgamestore.co.uk/ to find your nearest in the UK or support them using their online web stores if you can't make it in person. 

Publisher: Z-Man
BGG Page: https://boardgamegeek.com/boardgame/42/tigris-euphrates
Players: 2-4
Designer: Reiner Knizia
Playing time: 90 minutes


 Azul probably needs no introduction. Since its release in 2017, it has proven to be one of those unicorn-games that has managed to cros...

Azul Azul

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

abstract


 Azul probably needs no introduction. Since its release in 2017, it has proven to be one of those unicorn-games that has managed to cross over, from hobby games, into more mainstream gaming.  Last Christmas my Sister, who is not a gamer and who I haven't seen in years (she lives in a different continent), called me up to talk about Azul which she had just played.

It is a competitive abstract game that is quick to teach and has a surprising amount of depth and it will give gamers and non-gamers alike plenty to chew on. It also looks beautiful on the table and if anything, plays too quickly, i.e. it is over before I want it to be over, two or three more rounds would always be welcome. 

You can watch my quick unboxing of Azul below:

Gameplay

All players are building a mosaic on their own player board from a collective pool of tiles in the centre of the table.  Available tiles all start in a number of 'factories' that are placed in between all players.  You must take all tiles of the same pattern from a factory, any tiles that didn't match your pattern are discarded to the centre of the table to form a common pool of tiles. 

You could just play this game concentrating on your own board, but the tile draw mechanism also allows you to jeopardise your opponent's best choices in a deliciously mean fashion.  Of course, a casual gamer is probably not going to look for those 'take that' opportunities and will have a lovely time building their own mosaic on their own player board, albeit having to work through some unexpectedly tough decisions. 

Those tough decisions, in all likelihood, have come from the experienced gamer or keen Azul-player at the table who may be looking for as many opportunities to minimise their opponents' choices.

This game rewards either play style, if not through an abundance of victories (I've not figured out a consistently good strategy) but in playing experience and fun. And after all, why do we play and obsess over these cardboard and plastic pieces whose intrinsic value is so little? I know for me, it's because of the experiences and fun that I have when playing with a friend or group of friends, the memories that are made and recalled...

When you've taken one pattern of tile from a factory or the centre, you place them on a pattern line, which has one to five spaces available. Tiles can only be placed on empty lines, or lines that have the same tile in already and empty spaces available.  If you can't place them on a free pattern line, then they drop to the floor line. Any tiles on your floor line will cause negative points at the end of a round.

Any abstract game is always going to struggle with theme, but Azul probably has more of a theme than any abstract I've played. It's still fairly loose, but your actions and the overall look of the game reflect the process of building a mosaic work of art nicely.

Scoring happens after all tiles have been taken from the centre. It is simply a matter of taking a tile from a complete pattern line and placing it into your mosaic. When you do this you add up how many orthogonally contiguous tiles are touching it, and you count the placed tile in both the horizontal and vertical direction. If the placed tile is not adjacent to any other tile, it will score 1 point; if it is at the centre of a row and column then it will score a maximum of 10 points. ( I have never managed this)

The end of the game is triggered when one person has one complete row.  During my first game of this, my casual game group and I all raced to be the first to complete a row thinking that was a good thing. We did not appreciate that the end game scoring doesn't reward finishing the game. Players get far more bonus points from completing rows and using 5 tiles of the same colour in their mosaic.  end thinking that was a good thing... However, after their 2nd and third consecutive plays of it, we were all a bit savvier and trying to score more points, over finishing the game.

This endgame condition balances the gameplay nicely. When you're in the lead, you're pushing to finish the game as quickly as possible, which will probably cause you to lose scoring opportunities making you lose points relative to the other players. If you're trailing, you are able to engineer, at least if there are three other savvy players around the table much harder tile draw decisions for the leading player whilst maximising your own score. The player interaction, despite all playing to their own board, is high.

Components

The tiles are glorious and the art, although simple geometric patterns are again, evocative of the theme. The box looks and feels fantastic and it comes with a well-though-out insert. Unfortunately, my player boards are bowed which helps them to spin round like a record very easily.

Criticisms

A complete game is anywhere from five complete rounds to an average of six to eight rounds. For me, the game is over just a little too soon. I know this is normally the sign of a tight and balanced game and in general this a good thing. However, I find I am enjoying myself so much that I don't necessarily care that I may not be winning and just want to build a nicer pattern and have more turns in which to do so... I think I may be an artist at heart.

Conclusion

Azul is a heart-warming game, in the same vein as Patchwork and fully deserves its place as a modern 'classic', or at least, a soon-to-be modern classic. It is accessible for any type of gamer and although there's no direct conflict, there are certainly opportunities to mess with your opponents and it's this trait, being able to accommodate different play styles, that makes it appeal to any type of gamer. For me, it sits firmly in the filler category, taking about 40 minutes to play.  I could see this easily becoming a firm family-favourite at holiday gatherings.


I think I am correct in saying that every single game store will have a copy of this game on their shelves and you can use this link http://www.findyourgamestore.co.uk/ to find your nearest store in the UK.

Publisher: Plan B Games

Website: https://www.planbgames.com/azul
Players: 2 - 4

Designer: Michal Kiesling

Playing time: 30 - 45 mins
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