Main Catalogue
About Us | Terms & Conditions | FAQs | Log in
Call us now on +44 (0) 20 8346 2327
Items: -
View Basket Checkout
 
 
HOME
New Releases 18 June
New Releases Archives
Pre-Orders
Suggested Games
Roleplaying Games
Board Games & Card Games
Collectable & Living Card Games
Other Collectable Games
Historical Wargames
Miniatures Wargames & Rules
Miniatures, Paints etc.
Magazines & Comics
Accessories
Calendar
Events
Calendar 2 - The Return
 
SIGN UP FOR OUR NEWSLETTER
   
 
CONNECT WITH US
Facebook Twitter Email
 
WE'RE WITH BITS & MORTAR
Bits and Mortar
 
SHOP WITH CONFIDENCE
 

Main Catalogue |  Board Games & Card Games |  Rio Grande Games |  Euphrates & Tigris Card Game

Euphrates & Tigris Card Game

Euphrates & Tigris Card Game


Price: £19.99

 

Card Game, 2-4 Players by Rio Grande Games The fruitful region between the Euphrates and Tigris rivers has long been an area of conflict. It is no different now and was not different 5000 years ago. Neighbouring rulers are constantly scheming and fighting, always looking for the upper hand in the region. Those with cunning, and a little luck can become famous; those without that, infamous or unknown to history. By taking his excellent board game to a card format, Reiner Knizia has simplified some aspects of the game, but it remains Knizia and Euphrates & Tigris! And with 200 cards and 16 wooden discs, it is more than just a card game! ++++++++++++++++++++ Counter magazine review ++++++++++++++++++++ 2-4 players, 60 minutes designed by Reiner Knizia reviewed by Ben Baldanza Games that are considered excellent and strong five to ten years after their release are rare, and often termed as classics. Euphrates and Tigris is such a game, and it did as much to strengthen Reiner Knizia\'s reputation as any other single game he designed in the 1990s. The release of the card game version this year will hopefully encourage those who joined the hobby this decade and haven\'t played the original yet to go try it. Even if they don\'t, however, this game packs the full flavor of the original and, as Dan Blum mentioned in his Counter 31 letter, it\'s hard to imagine that the card game version could be any closer to the original. Obviously the board has gone, as have the wooden cubes and cardboard tiles. These are all replaced by cards, and initially the eight Treasure cards are laid out in a row, with space between each for another card, and room below for up to eight cards in columns. The Dynasty disks with a Bowman, Lion, Steer, and Vase in four colors carry straight over from the original to represent the players\' leaders in each of the four domains. Each player gets a hand of eight cards and play begins. On a turn a player takes two actions from three possible: place a leader, play a card, or play his catastrophe card. The card game eliminates the ``swap tiles\'\' possible action from the original, but the eight card hand makes this less useful anyway. Playing cards to extend a kingdom means playing a card into one of the eight Treasure card columns. If a leader in the card color played is present, that leader can earn a victory point in that color. This is where the card game most diverges from the original board game. In the board game, placing a red tile, for example, allows the player to take a red cube from the stock and put it behind his screen. In this game, in order to collect a victory point a card must be played from the hand into your victory point stack. To get a red point, I must have my red leader present in the kingdom, play a red card into that kingdom, and then take a second red card from my hand to score the point. In order to merge two kingdoms, a card is initially played between the two Treasure cards of adjacent kingdoms, and then any conflicts are resolved. Conflict is handled the same as in the original, with both internal and external conflicts possible. Internal conflicts happen when a same-colored leader from another Dynasty enters the kingdom, and these battles are fought with red cards from the hand. The winner takes a red card from those played in the battle (or his hand, if none) as a reward. External conflicts are caused when kingdoms are merged, and this results in same-colored leaders present. In this case, the battles are fought with cards of the conflictive color with support from same colored cards in their original kingdoms. This is identical to the process in the board game of course. The winner of the external conflict gets a card in that color, and also sweeps all those cards from the loser\'s kingdom. Also like the original, a green leader in a merged kingdom can earn a joker (Treasure card) but in this case they must play a red card from their hand to replace the card in the display, else lose the joker opportunity. Monuments from the original game are replaced by ships in this card game version. Ships can replace any adjacent set of four same-colored cards in a kingdom, and the ship generates a victory point each turn for the leader in the ship\'s color. Again, though, that player must have a card to play from their hand to get the point. Catastrophe cards allow the removal of any card, thus functioning the same as their

More ...
   

Main Catalogue |  Board Games & Card Games |  Rio Grande Games |  Euphrates & Tigris Card Game


Events Calendar, both
In-store & Conventions
Contact Us
Travel Directions
About Us
Site Map
Terms & Conditions
FAQs
New Releases
Notice Board


Leisure Games, 100 Ballards Lane, Finchley, London, N3 2DN
Site maintained by ITQ Solutions Ltd.