Wayfarers of the South Tigris Review: Land & Water & Space Oh, My!



Tom, Mike, Wendy, & Chris take a look at Wayfarers of the South Tigris!

Intro 0:00
Overview 2:12
Review 11:38

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BGG Link: https://boardgamegeek.com/boardgame/350316/wayfarers-south-tigris

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40 thoughts on “Wayfarers of the South Tigris Review: Land & Water & Space Oh, My!”

  1. One rules mistake (or maybe just not clearly explained): the Science guild allows you to spend influence to move a second time on the journal track – it doesn't allow you to take the journal action. (You have to already be taking the journal action; the Science guild lets you extend that action.)

    I like the card influence mechanism. It's not just a way to make people pay you, it also is a way of sort of reserving a card or an action space for yourself. (Placing the influence on the card affects the card, the adjacent action space, and any workers that could be pulled from the card.) You aren't exactly reserving it, but you're making people think twice about taking the space or card. I think that's pretty neat.

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  2. Has instantly shot to the top of my Garphill Games list, beating out Viscounts. The first game is a bit of a beast but it soon clicks and then it's a world of possibilities. The solo AI is also great – it looks more complex than it is.

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  3. I’ve tabled this game twice at a game night and soloed it about 5 times. It’s fantastic and I agree with pretty much everything that was said. I’m with Tom on the idea that I can just enjoy building my tableau win or lose. Very fun game that I want to play multiplayer more than solo but both options work well. A 4 player game is long but still enjoyable.

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  4. It seems like all the games in this series are increasing in complexity as they go. I wonder if that's a choice or a natural progression of the designers' abilites. Explorers and Shipwrights were light, Raiders and Architects were light-medium, Paladins and Viscounts are medium/heavy, and now this one seems heavy. I mean they're comparing the decision space to Feast for Odin? Raiders with hall of heroes is my favorite in terms of weight and ease of play. Architects was OK but Paladins felt like accounting and Viscounts I just could never wrap my head around. I'm hoping they go back to lighter designs but I don't think it's happening that way.

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  5. I love this game SO much! It seems a little complex at first glance, but once it's up and running this baby purrs! One of my top games of the year for sure! Thanks as always for the great review Dice Tower! Happy holidays!

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  6. I really hated the journal track. You need to plan so far ahead, and sometimes the required symbols just don't come up.
    Too long of a game, takes solid 3 to 4 hours for 4 players. The influence tokens on cards as tax was horrible idea.

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  7. Wayfarers is favorite of the released Medieval Trilogy games, although I have been fortunate enough to playtest the next game Scholars of the South Tigris and it's even better. Instant day 1 Kickstarter back for me.

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  8. I love reviews where the LOW score is an 8. Pretty much makes it an instant buy for me because I know I’ll align with at least one of the people. I knew I was gonna like this one since watching the playthroughs and reviews from the kickstarter campaign.

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  9. Nice review. Thanks for pointing out the problems with the iconography. Much of it is familiar, if you have played the previous trilogy. But if you're coming to the game as a new player, the limited reference page on the back of the rulebook is really frustrating. I had this same issue with Viscounts. Some icons are buried in explanations earlier in the rulebook, but aren't summarized on the back — meaning lots of flipping through the rules on the first couple of plays. And then there are a few times when you come across a new townsfolk or other card with a combination of icons that aren't represented ANYWHERE in the rules and you waste time trying to find an explanation and have to resort to the BGG forum or come to some agreement among the players before you can move on. Just put ALL the icons on the back, or on a reference card!!

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  10. I like the game a lot but have a few issues: the player who finished the jounral track always won our games. There is no reason why you shouldnt rush, if someone rushes the track, the townsfolkcards are useless. The best strategy is to get the most different landscape cards, buy some upgrades and rush the track. The winner of our games had about 60 vp

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  11. First time I've agreed fully with a DT review. I like Raiders and Explorers but didn't like any of the West Kingdom games but enjoy this one both solo and multiplayer. Will we get a solo review of this game by Mike?

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  12. Wish they had stuck to the small box sizes – its obvious from the box in front of Tom that there is a huge amount of air packaged into this one. The argument of "it leaves room for expansions" especially fails when the team agrees that the game feels complete as is, with no need for expansions!

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  13. Excellent review, as always. I totally understand that tiny iconography complaint as we already struggled a bit playing Architects due to the same issue but, overall, this is a minor thing of a great game.

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  14. Nice review. Another hit by Shema and Sam. I've backed everything they've done so far aside from Circadians. I couldn't get past that art style. Looking forward to the next one in the series.

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