Thames & Kosmos | 691479 | Targi: Two Nomadic Tribes Compete for Trade Routes | Competitive Strategy Game | 2-Players | Ages 12+

£10
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Thames & Kosmos | 691479 | Targi: Two Nomadic Tribes Compete for Trade Routes | Competitive Strategy Game | 2-Players | Ages 12+

Thames & Kosmos | 691479 | Targi: Two Nomadic Tribes Compete for Trade Routes | Competitive Strategy Game | 2-Players | Ages 12+

RRP: £20.00
Price: £10
£10 FREE Shipping

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Description

You already have Splendor: We'd argue that this is the superior game, but it might be a little too similar for anyone that already owns its predecessor. Once both players have placed their 3 Targis, they place their 2 Tribe markers. To accomplish this, a player traces an imaginary line that originates from each of his Targis. On each card where 2 of his lines create an intersection, the player places 1 Tribe marker. In most cases, players will place 2 Tribe markers. There is only one small issue some have with this game, that I don’t necessarily agree with, but can understand; and that is the slow play and analysis paralysis that can occur during the placement of the Targi. Whether this is true or not, the matter is dealt within in the expansion, imaginatively titled, Targi The Expansion.

Imagine a worker placement game where you gain actions and goods using an X and Y grid axis. The aim? Buy up to twelve Tribe Cards, which can net you a lot of points. And in board gaming terms, what do points mean? Say it with me now: prizes! The game ends once one player has claimed their twelfth Tribe Card, or after the fourth Raid. With this minor quibble sorted, what you are left with is an absorbing game. There is so much to admire about Targi, and Targi The Expansion builds on all the good bits and could be one of the best expansions out there. So, in essence, what I am talking about here is one of the best expansions for one of the best games. Do you really need to read on? Waiting for the twist… Numerous families comprise these tribes, which in turn are led by the nobles. In Targi, you are in charge of one of these tribes and your goal is to have the largest tribe. To attain this objective, you will need to trade local Goods (such as dates and salt) and imported Goods (like pepper). Note: As soon as the Goods card pile is empty, shuffle the Goods discard pile to create a new draw pile. Are any of those the ultimate board game for 2 players, though? Realistically, no - that honor would go to chess. Yes, it's surprising. But in terms of sales, chess shifts three million units per year. We suspect that's more than all of the above combined.

Thoughts

This game is essentially a worker placement game with a set collection. Normally in worker placement games, I like a lot of choices. But here the limited choice makes it tense and the tension makes the game fun. Some critics of the game say this tension creates a quiet game, which I understand. But when I play, I find both players are screaming (in a fun way) at each other when a certain position is taken from us. As such, in a way, I don’t like the extra choices here, and will happily play without the expansion for this reason. After both players have carried out their actions, all resource and tribe cards in the middle of the playing field are turned face up. The starting player amulet is passed to change the starting player. Begin a new round with the robber moving one space foward. The only differences between Tribe cards are their types – camel rider, oasis, well, dwelling, or targia – and the different abilities they may provide. Some are instant abilities, some are ongoing, and some provide extra VP at the end of the game if certain conditions are met.

There should be ‘Raid’ cards at each corner (numbers 4, 8, 12, and 16). Cards are double-sided, with iconography alone on one side, or written text on the reverse. For your first game, consider having the written text side up, for reference. You could also consider having both players sitting alongside each other. That way you can both read these cards. If the robber reaches the 4th raid space, the raid occurs and players lose resources before the game ends.Trader: This allows the player to either trade 3 resources of a kind for a single coin or to trade 2 resources of a kind for 1 resource of a different kind. The player may perform as many trades as they want and are able to perform. Wonders Duel, Azul, Patchwork, Jaipur and Sagrada are the other five that would come to mind for the best two player experiences. The thing that makes Targi stand out from that crowd is its worker placement mechanic. My favourite worker placement games, Everdell and Viticulture, play very nicely in a two, but they suit a three or four better. Targi on the other hand is solely a two player experience. And the development of the game as such is felt in the simplicity, satisfaction and smoothness of the game play. Trader: Exchange 3x Goods (of the same type) for 1x Gold; or 2x Goods (of the same type) for 1x other Good. Each player receives the 3 targis and 2 Tribe markers in their chosen color along with 4 victory points (VP) worth of VP tokens, 1 coin, and 2 of each resource. The remaining coins, VP tokens, and resources are placed close by in a general supply. Then a start player is selected and they receive the start player token. And with that, you’re ready to begin playing Targi. Through the Desert

Gameplay: Naturally, there's a catch to all this. To be precise, certain patches cost more to buy and each one advances the timer forward a set number of spaces. That means splashing out on a lucrative tile now might limit what you can do later. What's more, you'll lose points if you leave spaces on your quilt unfilled. At the end of the turn, when both players have finished their actions, the central face-down Goods and Tribe cards are turned face-up. The first player gives the amulet to the other player who becomes the new first player. A new turn begins by moving the Robber. You don't like randomness in games: While it's pretty excellent in every other regard, Splendor Duel can be at the mercy of its randomly-drawn card market. If you're looking to win by collecting gems of a single color (one of the new victory conditions), you're stuffed if it doesn't come up - and it won't be your fault.Silversmith: The player can receive victory points by trading in goods or coins: 2 of a kind for 1 victory point, 4 of a kind for 3 victory points, 1 gold for 2 victory points, or 2 gold for 5 victory points. Unlike the Trader, the Silversmith may only be used once per turn. The real fun begins when you start creating your own board, though. Every barrier and building is permanent, ready to be used in a separate, endlessly replayable game mode. Sure, the game requires commitment due to its campaign. But few other Legacy games do this - they're more of a one-and-done deal. If a player completes a row of 4 cards with 4 different symbols, he scores an additional 2 victory points at the end of game. Incomplete rows (those with fewer than 4 cards) are not worth any bonus points at the end of the game. Exception: One of the Tribe cards lets a player move 2 laid out cards; however, the player may not leave any gaps after moving his cards.



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