In this game set in the Abbasid Caliphate in 820AD, you are explorers,
cartographers and astronomers, setting out from Baghdad to explore and map the
land, the seas and the skies. As you explore and discover, you must also
remember to report back to Baghdad regularly to journal your findings. You
score points mostly from the many cards you collect - land, sea and
skies.
The main board looks like this. There are five types of cards along the edges
you can buy. Some give you ongoing abilities. Some give you an additional dice
placement spot, i.e. a new action you can perform. Some help you score points
at game end. Along the top and bottom of the board there are tiles you can
collect. These can be added to your player board to give you new abilities and
points. The central part of the board is the journaling progress track. Every
player has a pawn here, and you will move from left to right. Normally you get
to advance when you perform a reset. You need to have fulfilled the criteria
for advancement, which are on the black patches between spaces. Whenever you
advance to a new space, you gain some benefit. The game ends when one player
completes journaling, i.e. reaches one of the end spots on the right. The
journaling progress keeps you on your toes. You have to plan ahead how to
progress, and make sure you are able to fulfil the requirements when it is
time to progress.
This is a dice placement and worker placement game. You have your own set of
dice. Most of the time on your turn you place one on your player board or on
one of your cards, and then you perform the action indicated. Normally you do
a reset when you use up all your dice or all but one. That means taking them
back into your hand and rerolling them. Whenever you do a reset, you have the
opportunity to do journaling, i.e. advancing on the journal progress track.
Ideally you can make progress every time there is an opportunity, so there is
time pressure for you to fulfil the progress conditions before you run out of
dice.
Workers don't belong to you like dice do. Workers can be used for powerful
actions. When you use a worker, it is placed on a card. Whoever gains that
card afterwards claims that worker too.
As you collect cards, you add them to your player board like this. Land cards
go to the left. Sea cards go to the right. Sky cards go above them. There's a
kind of card called inspiration cards. They go on top of sky cards and if you
fulfil their conditions, they double the point values of the sky cards. You
can get townsfolk cards too. They give you various abilities and they are
tucked below land or sea cards.
There is a little 6x3 grid showing abilities you gain for each die face from 1
to 6. If you look at the die placement spots (white squares), you will notice
some are empty and some have icons. The empty ones allow any die, but the ones
with icons require that your die has the required ability. For example the die
placement spot with a telescope icon means only 6's can be placed on them. In
the little grid you can see a telescope under 6. When you roll a 6, it has the
telescope ability. Actually by now I have added a telescope under 4, so 4
works too for me.
Wayfarers of the South Tigris is a complex game. You want to earn
resources and buy cards efficiently. You want to improve your abilities so
that you are less restricted by die rolls. In some aspects you will compete
with other players, for example if you have the most comets, you score more
points for your comet cards. Sometimes you just want the same cards, so you
will be rushing to grab the right cards. All this while you must keep an eye
on your journaling progress. You need to plot your path and plan several
rounds ahead how you will fulfil those upcoming conditions.
My player board / tableau near game end
The dice placement and worker placement in this game is mostly solitaire. You
place dice in your own playing area. When you place workers at the common
board, they don't block others. So the player interaction is not so much the
blocking type, but the racing to grab stuff type. When you are first to reach
certain spots in the journaling progress track, you get a benefit. And then
sometimes you fight over the same cards. I would say overall the gameplay
feeling is low interaction. This is a complex game to digest and work out, and
it is challenging. This is very much the kind of game for gamers who like
heavy eurogames.






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