25 years already since Tigris & Euphrates was released, and the game has not aged a bit- which is absolutely remarkable when you see the explosion of games we have had during all these years.
Players build civilizations by placing tiles. Players have four different leaders: agriculture, trade, religion and government. Leaders are used to collect victory points in these same categories. However, your score at the end of the game is the number of points in your lowest category, which encourages players to not be too specialized. External conflicts occur when civilizations connect on the board, and only one leader of each type survives such a conflict. Leaders can also be replaced within a civilization by internal conflicts.
Tigris & Euphrates is therefore a game of territory development (kingdoms) and war.
The flow of the game is very simple: on their turn, a player may take 2 of the 4 available actions (the same action can be performed twice):
1. Place a tile (there are 4 different colors)
2. Place or move a leader (one leader per color)
3. Place a catastrophe (2 times maximum per game)
4. Exchange tiles (you always have 6 in your hand at the beginning of your turn and can do this if you are not satisfied with your tiles. Rarely used because it uses an action, which is quite risky since you have no guarantee that the new tiles will be better.)
Each time a tile of a given color is placed on a realm where a leader of that color is present, the player who holds the leader in question scores 1 point of the color (so logically and most of the time we will place the tiles where we have leaders).
So far so good. But as you cleverly guessed, all players play all colors. In other words, everyone has a leader of each of the 4 colors. And what happens when 2 leaders of the same color end up on the same kingdom? Well, they hit each other.
And here comes one of the specificities of the game which has not aged a bit: there are 2 different types of conflicts, which give completely different results. Depending on whether you enter a conflict because you "parachute" a leader of color x onto a kingdom where there is already another leader of the same color, or whether you enter a conflict because two different kingdoms (but ruled by a leader of the same color) come into contact following the placement of a tile, the way you settle the conflict (and the victory points you get from it) will be quite different.
It is enough to make you think twice!
In addition, you can build a monument (if you form a square with 4 tiles of the same color), which will give extra points at the end of the round for the leaders with the colors of the monument (bicolor). Plus the fact that you can use the 2 catastrophe tiles to break an existing tile (and mess up someone else's kingdom for example). And that you can get treasures during the game, i.e. victory cubes placed at the beginning of the game, which are jokers (=the color of your choice) at the time of the final count. And, last but not least, the winner will not be the one who has accumulated the most victory cubes, but the one who has the most cubes in the least good color (as a reminder, there are 4 colors), which will forbid de facto strategies like: "ok I develop everything in green, I am the king of green, I beat everyone and I explode everything". Instead, it will force a balanced and varied strategy.
But there is more to it than that. The game really makes you feel the rise and fall of kingdoms and rulers. The way kingdoms expand and are then devastated, the way rulers can succeed and then fall to their rival dynasties, it all has an epic feel. The game feels abstract, but that is partly because it makes little effort to hide its mechanics. It does not try to connect everything to a thematic point. It is only when you examine why things are done the way they are that you see those little touches that make the game richer.
Tigris & Euphrates departs from a ton of established dogma in European games. There are no victory points as such. It is not really an efficiency game, since a hot start will often be rendered null and void by the end. The board can be very dynamic and change in a single move. And the tile draw is relentlessly inconsistent, depriving players of the colors they need at the worst possible time. It is strange that these qualities have not been much emulated in the years since its release.
Again, this is not an easy game to solve. It doesn't reveal its mysteries quickly, and that pays off with the game experience.
You can try the game now by clicking on the link below (we offer a few variations, and both normal and advanced boards), from 2 to 4 players:
https://boardgamearena.com/gamepanel?ga ... seuphrates
We would like to thank Dr. Reiner Knizia and his team for their kind permission to port the game to Board Game Arena and Z-Man Games for letting us use their art.
All the adaptation work was developed by thenmal, and if the whole thing is rather sober, it should highlight the mechanical qualities of the game whatever device you use. Thanks to him for this great adaptation!
That's it for today, the summer calendar continues to deliver its daily releases,
don't forget to click on each square, each day, between two dives in the water (we know it's not summer everywhere, but it's hard to realise when you have your feet in the water)!*
**
Take care and play well!**
兩河流域:Reiner Knizia 原创杰作, 您一定要玩!
自《两河流域》发行 25 年以来,这款游戏还没有过时——当你看到我们这些年来玩家数量的爆炸式增长时,这绝对是了不起的。
玩家通过放置板块来建立文明。
玩家可选择四个不同的领袖:农业、贸易、宗教和政府。
领导者将会用于收集这些相同类别的胜利点。
但是,您在游戏结束时的分数是您最低类别的分数,这鼓励玩家不要太单一发展。
当文明在棋盘上相互连接时,就会发生外部冲突,而每种类型的领导者只有一个在这样的冲突中幸存下来。
领导者也可以在一个文明中被内部冲突所取代。
因此,底格里斯河和幼发拉底河是领土发展(王国)和战争的游戏。
游戏流程非常简单:轮到玩家的回合时,他们可以采取 4 个可用动作中的 2 个(同一动作可以执行两次):
1.
放置一个板块 (有4种不同的颜色)
2.
放置或移动一个领袖(每种颜色一个领袖)
3.
放置一场灾难(每场比赛最多 2 次)
4.
交换牌(在你的回合开始时你的手上总是有 6 个,如果你对自己的牌不满意,可以这样做。
很少使用,因为它使用了一个动作,这是非常冒险的,因为你不能保证新的板块会更好。)
每次将给定颜色的图块放置在存在该颜色领袖的领域时,持有相关领袖的玩家将获得 1 分颜色(逻辑上和大多数情况下,我们会将图块放置在我们有领导的地方)。
到目前为止,一切都很好。
但正如你聪明地猜到的那样,所有玩家都玩各种颜色。
换句话说,每个人都有 4 种颜色中的每种颜色的领袖。
当两个相同颜色的领袖最终进入同一个王国时会发生什么?
嗯,他们互相攻击对方了。
这是游戏的一个特点,它并没有因此显得过时:有两种不同类型的冲突,它们会产生完全不同的结果。
取决于您是否因为将颜色为 x 的领导人“降落”到已经有另一个相同颜色的领导人的王国而进入冲突,或者您是否因为两个不同的王国(但由相同颜色的领导人统治)而进入冲突颜色)在放置板块后接触,您解决冲突的方式(以及您从中获得的胜利点数)将完全不同。
足以让你三思而后行!
此外,您可以建造一座纪念碑(如果您用 4 个相同颜色的板块组成一个正方形),这将在回合结束时为具有纪念碑颜色(双色)的领袖加分。
再加上你可以使用 2 个灾难牌来破坏现有的牌(例如,搞乱别人的王国)。
并且你可以在游戏中获得宝物,例如
在游戏开始时放置的胜利方块,在最终计数时是小丑(=您选择的颜色)。
而且,最后但并非最不重要的一点是,获胜者不会是积累最多胜利方块的人,而是拥有最差颜色的方块最多的人(提醒一下,有 4 种颜色),这将禁止事实上类似这样的策略,例如:“好吧,我用绿色开发一切,我是绿色之王,我打败了所有人,打爆了一切”。
相反,它将强制采取平衡和多样化的战略。
但不止于此。
游戏真正让你感受到王国和统治者的兴衰。
王国扩张然后被摧毁的方式,统治成功然后落入敌对王朝圈套的方式,这一切都具有史诗般的感觉。
游戏感觉很抽象,但这部分是因为它不去隐藏其机制。
它不会尝试将所有内容与主题点联系起来。
只有当您检查为什么事情会以它们的方式完成时,您才会看到那些让游戏变得更丰富的小细节。
底格里斯河和幼发拉底河背离了欧洲游戏中大量既定的教条。
没有这样的胜利点。
这并不是一个真正的效率游戏,因为热启动通常会在结束时变得无效。
局面可以是非常动态的,并且可以在一次移动中发生变化。
并且板块抽签是无情的不一致,在最糟糕的时候剥夺了玩家所需的颜色。
奇怪的是,这些机制在它发布后的几年里并没有得到太多效仿。
同样,这不是一个容易思考的游戏。
它不会很快揭开它的神秘面纱,这会在游戏体验中得到回报。
您现在可以通过单击下面的链接来尝试游戏(我们提供了一些变化,包括普通和高级板),从 2 到 4 名玩家:
https://boardgamearena.com/gamepanel?ga~...~seuphrates
我们要感谢博士
感谢 Reiner Knizia 和他的团队允许我们将游戏移植到Board Game Arena和Z-Man Games ,让我们使用他们的艺术作品。
所有的改编工作都是由thenmal开发的,如果想让整个过程比较简单明了,它应该突出这游戏的机制玩法,无论你使用什么设备。
感谢他的精彩改编!
今天就是这样,夏季日历继续发布其每日发布,
不要忘记每天两次在水中潜水之间点击每个方块(我们知道现在不是到处都是夏天,但是当你的脚在水中时很难意识到)!
保重,玩好!