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FFG Tigris?
- Michael Barnes
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- Mountebank
- HYPOCRITE
Edit- OK, I just looked at it...pretty good! I actually really like the look of it, I like the use of Sumerian/Babylonian art references. It sounds like it's on the right track with the ORIGINAL game included with some OPTIONAL variations.
I think I might have to get this...I would hate to do away with my original HiG copy, but there does seem to be some meaningful upgrades here.
As for point-counting...dude, it's FFG. Dials.
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- Disgustipater
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The Euro Classics Line
Our new Euro Classics line is dedicated to making select Euro-style games widely available and introducing new audiences to them.
Its immense popularity and elegant marriage of mechanics to theme make Tigris & Euphrates an excellent game to launch this line. Stay tuned for news about the games that will follow it.
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Disgustipater wrote: I've only played the iOS version, and determining strength always seemed like it would be tedious to do in real time. But based on all the love for the physical version here, I'm guessing it's not an issue?
No its very easy
internals only use the red tiles adjacent to the leaders in question so basically 0,1,2,3 or 4 plus red tiles in hand committed.
externals can be bigger, but the tile colours stand out (though I'm not colour blind), so when you clash 2 kingdoms its easy to tot up the number of the matching colours on both sides of the "join" and again then add in from your own rack. just a few seconds, and counting the totals is part of the buildup to the smackdown result
Nothing to worry about, this is not a game like Neuroshima Hex where the app makes a significant improvement in handling game rules and components and procedures
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- Legomancer
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- Dave Lartigue
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I'm with you.Legomancer wrote: I know I'm outvoted here but I think that plastic shit looks terrible.
Edit: But I do really like the new tiles. Very sharp.
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- Cranberries
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- Dr. Mabuse
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- Ambassador of Truth
I really dig the look of the temples but not crazy about the 3d leaders.Legomancer wrote: I know I'm outvoted here but I think that plastic shit looks terrible.
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Still, I do think it looks great and it's a pretty restrained bit of design for FFG.
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- Dr. Mabuse
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I started writing this post, got 5 minutes into it and thought FFG explains it better than I could ever do.Sevej wrote: Can anyone here give me a primer on this? This game sort of come on go before I started playing board games, and no one here is interested in it.
"At the beginning of the game, the only signs of human habitation in the fertile crescent are a few treasure-filled independent temples. You may create a kingdom by placing a leader token next to one of the red temple tiles already on the board, thus beginning your dynasty. A civilization may also begin with a farm, housing settlement or market, but only with a leader does it become a kingdom and earn you victory points. Each leader token matches a sphere of civilization: green leaders (traders) earn you victory points from market tiles, red leaders (priests) from temples, and blue leaders (farmers) from farms. Black leaders are kings, able to earn victory points of any kind."
Blah blah pseudo thematic explanation.."Therefore, the player with the most victory points in their weakest sphere wins."
"As the land between the Tigris and Euphrates rivers becomes increasingly crowded, the question is not whether there will be conflicts, but when and where.
Two types of conflicts can erupt in Tigris & Euphrates: revolts and wars (I LOVE these terms better than "Internal and External Conflicts" from the older versions). Revolts occur when a leader is placed in a kingdom already containing a leader of the same color – no kingdom can contain competing leaders and remain at peace! The player who can back his leader’s authority with the most temples wins the revolt and a victory point.
War breaks out when a player annexes another’s territory, unifying two kingdoms with leaders of the same color. In a war the color of the warring leaders determines which aspect of civilization is in contention. For example, placing a market might unify two kingdoms and set two traders at odds. Whoever has more markets in the kingdom and his hand wins. The loser must withdraw his trader and all the markets in the kingdom, yielding up the contested territory to the conquering victor."
So in other words, it's a tile placement, lowest point is your score, blow other people's shit up, Euro.
I fucking love this game. The first time I played this was during my intro period into hobby games. I had no clue what was going on as it was unlike anything I had ever played. Years of Talisman and DungeonQuest never prepared me for a game like this. I bought a copy just to learn how to play it.
This one sits quite comfortably on my forever shelf.
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Hex Sinister wrote: Okay, how does this play with Two?
its no good with two. I play most of my gaming 2P, and Tigris is my favourite game so this sucks. Beware anyone who says otherwise. Not a 2P game, not in a million years. Even the Nile 2P map is not good. Its just too volatile and too often ends up with a one sided runaway leader, plus you lose out on all the interest of different leaders from different players in multiple kingdoms.
I know some people like it with 3 but I think Tigris is strictly a 4 player game.
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