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For over a thousand years hardy traders traversed the mountains, deserts and seas between the great civilization centers of Rome, China and India. Roman gold coins have been found in India and China and Chinese silk in the pyramids of Egypt. In the 19th century, the historian Ferdinand von Richthofen (father of the famous flier) coined the term "Silk Road" (in German, Seidenstrasse) to describe the long, narrow, easily-broken overland route between East and West, but there were also the Spice Route, the Incense Route and many others. On these routes there flowered not only trade, but the transmission of technology, art, culture – the Silk Road has been called the Internet of its day. Others document its history, but what you have come upon is the only place, so far, to chart the many games which evoke this rich past and offer some opportunity to relive its sense of wonder and adventure. |
Silk Road Games:
Age of Schemes (2008)
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Akaba (2004)
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Aladdin (1970)
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Aladdin's Erbe (1987)
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Aladdin's Lamp Game, The (1992)
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Aladdin's Dragons (2000)
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Aladdin the Magic Carpet Game (1992)
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Aladdin's Sounds of Fun Electronic Talking Board Game (1992)
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Ali Baba (1993)
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Ali Baba (1999)
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Ali Baba (2002)
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Ali Babas Beute (1983)
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Arabian Nights (2009)
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Arabian Nights Flying Carpet Game (1972)
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Asia Crossroads (2003)
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Asian Travels (?)
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Auf den Spuren des Marco Polo (2004)
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Bakschisch (1995)
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Basari (1998)
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Bazaar (1967)
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Bazaar (1986)
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Caravansérail (1996)
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Da Geht Was Ab im Morgenland (1995)
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Die Diebe von Bagdad (1999)
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Emira (2006)
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Les Fils de Samarande (2005)
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Fliegende Teppich (1987)
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Flying Carpet (1987)
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Game of Arabian Nights (1940)
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Geschichten aus 1001 Nacht (1999)
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Der gestohlene Harem oder die falschen Eunuchen (1992)
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The Journey to Tianzhu (1998)
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Karawane (1990)
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Karawane (2008)
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Le Marché de Samarkand (2010)
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Marco Polo (1983)
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Marco Polo Reisespiele (1996)
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Medina (2001)
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Morgenland (2000)
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Oasis (1999)
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Orient-Bazar
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Palmyra (1996)
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Die Perlen der Scheherezade (1992)
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Riquezas do Sultão (2007)
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Samarcanda (?)
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Samarkand (1999)
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Samarkand: Routes to Riches (2010)
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Die Schätze des Ali Baba
(1999)
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Die Seidenstraße (1997)
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Seidenstraße (2009)
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Silk Road (1985)
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Age of Schemes
David V.H. Peters & Harry Wu; Winsome Games-2008; 3-6
In 400 AD players are extending trade routes through the Middle East
and Central Asia. See more at
Samarkand: Routes to Riches
Akaba
Guido Hoffmann; HABA-2004; 2-4; 5+
A children's dexterity game. Players must blow to "fly" their magic
carpets around the game board and thereby collect the most presents.
Aladdin
PK-1970; 2-4
Finnish roll-and-race game.
Aladdin's Erbe
Franz-Josef Schulte; Franjos-1987; 2-4
A player has two pawns which he moves on a grid via four dice.
If he can manage it so that the two are facing each other with one
of the treasure cards between them, he can claim that hidden treasure,
that is, unless he already has one of that type. Players may also duel
by landing on one another, adding together a treasure card and dice
result. Treasures have differing values so that even if a player is
first to acquire all types and end play, he doesn't necessarily win.
Aladdin's Lamp Game, The
University Games-1992; 2-4; 3+
Spin-and-move around a two-level track.
Landing on a special space yields cards, which permit entry to the upper
board where the goal is in sight.
Aladdin the Magic Carpet Game
Mary Danby; Milton Bradley-1992; 2-4; 5+
Spin-and-move game based on the Disney animated film with Robin Williams.
Aladdin's Sounds of Fun Electronic Talking Board Game
Parker Brothers-1992; 2-4; 3+
Set collection game based on the Disney animated film with Robin Williams.
PLayers try to rescue the imprisoned princess from the villain Jafar.
Ali Baba
Ian Livingstone; Abacus Spiele-1993; 2-6
A re-issue of a British game Calamity translated to a
colorful, but not particularly apt theme. Although tension is
high, players often feel there is far too little control over
their destiny, particularly as the number of players increase.
Ali Baba
Dominique Ehrhard; Piatnik-1999?; 2-6; 5+
A memory game with features akin to Can't Stop.
Ali Baba
Gunter Baars; Ravensburger-2002
Only the player who picks the nine locks of the treasure chest
correctly, can open the cover and arrive at the treasures inside the crate (game box).
Ali Babas Beute
Heinz Wittenberg; Spears-1983; 2-6; 6+
As players move around the board they pick up gold coins. But the
distance moved is calculated in a curious way. While one player chooses the
distance, another which player will move.
Arabian Nights
José Carlos de Diego Guerrero;
web-published;
2009; 2-5
As of April 2010 a web-published
tile-laying game in which Basra must be liberated from the evil vizier
Jaffar so that Achmed may marry the princess. The playing area is
composed of a grid of square tiles. Half of them are tiles over which
the players will fight to claim while the other half are connection
tiles. Each connection has assigned to it a random die. On a player's
turn they roll a pair of dice and move their Abu figure to a connector
tile with a die matching one of those they rolled. They may then place
one of their tokens on a tile connected to this tile. Each of these
claimable tiles has a number from 3 to 6 which is the number of tokens
it needs to contain before it is claimed by its majority holder and
replaced with a random new one. When it comes time to draw one of
these replacements and the supply has run out, the winner is the
player whose tile numbers total the highest. But only tiles for which
the player is at least tied for having the most in that color count.
There are also six separate special power tiles which are not
really part of the board. Players can place tokens on these by means
of rolling doubles and can later use their special powers by burning
one of these tokens if they dominate the tile. Special powers
including sic'ing Jaffar on another player, changing a connection,
changing a tile's die, etc. There is some quite nice artwork here and
some good ideas, but on the whole needs more development. If one or
two dice values are not available on the tiles, players can experience
a lot of do nothing turns, which is never fun (and thus strongly avoided by
those designing the most modern game technology). Even worse, using
Jaffar forces a player to lose a turn. Instead of becoming more vital
and exciting, play toward the end tends to just peter out with each
move becoming less valuable rather than more so. During the endgame
for most there is almost nothing useful anyone can do. There are
problems with vague instructions. Players may find themselves playing
just to get it over with more than for any other goal. The connection
tiles seem like a nice idea, but in practice almost never matter.
Meanwhile they aren't used for movement, but instead players
decisionmaking is almost entirely at the mercy of the dice. Duration
is probably at least one-third too long for the amount of randomness
involved.
Arabian Nights Flying Carpet Game
Selchow & Righter-1972; 2-4
Players move via rotation of a clock-like device, land on spaces and
take the indication indicated there. Game for children.
Asia Crossroads
Joe Miranda; Decision Games-2003; 2
Britian and Russia engage in their "Great Game" in Central Asia during the
19th century.
Asian Travels
for the San Francisco Asian Art Museum
2-6 players
A voyager in the game finds himself on the trade routes which existed at
the height of the Tang Dynasty in China (c. 750 AD). He sets out from
Chang An, the cosmopolitan Chinese capital. Traveling across northern China
and then to Central Asia, with a lucky roll of the die he will arrive at
Samarkand, an important trading center. There, glass, fruit and horses may
be purchased. At Merv, the traveler must decide whether to follow the overland
or sea route. Going by sea, one has the opportunity to buy incense at the
port of Hormoz, collect rubies, sapphires and pearls in the kingdom of
Anuradhapura (now in Sri Lanka), visit the wondrous temples at Elephanta
and Kancipuram and buy spices in Srivijaya (Sumatra). But beware! There are
mighty perils on this route. On the overland route, the traveler visits
magnificent Buddhist temples in India and beyond, encounter tigers in the
jungles of Bengal and purchase luxuries such as kingfisher feathers and
rhino horn at Angkor. The final leg of the journey passes through the
the bustling port of Guangzhou (Canton) and then off to Japan and Korea
where the traveler will be able to visit foreign temples and complete final
trading before returning home by way of the Grand Canal.
Each location includes a special paragraph of text describing what happens
to the traveler there. Often they include special trading opportunities.
Major trading centers have specific products which they sell and also another
list which they want to purchase. Commodity holdings are shown by cards which
list the differing values of these items at various locations. Includes short
history and glossary of terms.
Auf den Spuren des Marco Polo
Reiner Knizia; Ravensburger-2004; 2-5; 8+
Included are game board, 5 camel figures, 45 playing cards, 5 overview cards and 36
"gold crates" having values 1-3. The board shows
the travel route of Marco Polo over of 30 spaces. Play begins in Hormuz and there is
a halfway point at Kan-chou. When the first player arrives there, an intermediate
scoring occurs. Play ends with a final scoring when the first camel reaches Daidu.
Each player begins with 5 hand cards and a value 3 gold crate.
5 more cards form the open pool.
The starting player places his camel on Hormuz while the others players start in turn
order ever a field further in front. Only one camel is permitted per space.
In a turn, a player may move as far as they like, or can, and then
draw exactly one card from the pool or deck.
In the deck are 40 goods cards (4 types of goods in 5 colors) and 15 caravan leaders
in 5 colors. These are applied to spaces, each of which indicates which cards it
needs before entry is allowed.
Inability to satisfy the demand means waiting a few rounds and just pulling cards.
But if a space is occupied, a player may simply skip over it.
Once the player may hand over a gold crate instead of cards, but may not thereby go
to the front of the caravan.
Some spaces yield gold crates for the player that first enters.
The winner is the one who has the most gold crates at the end.
Bakschisch
Kara Ben Hering (pseudonym for Klaus Teuber and friends); Goldsieber;
1995; 2-4
The goal of the game is to successfully bribe your way to becoming
Caliph. If you use
more gold than the other players to bribe any of the first four
revealed cards, then you will move towards the throne. If you use
the least amount of gold to bribe the fifth card, then you will
move back towards the start space. After each complete round (5
bribes), all of the bribes of that round are redistributed as evenly
as possible to all of the players. Once per round a player may use
his or her thief rather than attempt to bribe the current card.
The thief steals the bribes of the other players of the current
card only. If more than one player plays a thief, then they must
divide the bribes as evenly as possible. The game ends when a player
occupies the throne at the end of a round.
Basari
Reinhard Staupe; F.X. Schmid-1998; 3-4
The setting is a Middle Eastern bazaar. Players travel around the
board landing on various stalls. On each turn the players have 3
options:
Bazaar
Sid Sackson; 3M-1967/Schmidt-1967/Discovery Toys-199?; 2-6
This game has no real travel or desert, but is an abstract
rendering of the barter and trading that goes on in a bazaar,
and in particular, the process of continual "through-trading"
to get what it is that you ultimately want.
See also, the so-called Bazaar II.
Bazaar
Sid Sackson; Schmidt-1986; 2-5
This game has the same basic idea as
Bazaar,
but as is it a re-invention of the game, is colloquially given
the sobriquet "Bazaar II".
(The story is that the German company which published the
first edition of Bazaar had allowed them to lapse and
they had been acquired by another company. So they instead
commissioned inventor Sackson to simply create a new game
with a similar theme.)
This edition features
the addition of pawns which travel across different
regions of a board, including buying markets, bartering markets
and bazaars, different rules applying to each.
These ideas are carried further in Mr. Sackson's game,
Samarkand.
Da Geht Was Ab im Morgenland
Mark Sienholz; Krimsus Krimskrams Kiste-1999; 2-5
"Morgenland" is an old poetic name for "The Orient".
The grand viziers of the old ruler Scheherban are trying to become the next ruler.
Each has treaure in a treasure chamber. Under that is also an insignia of power.
Whoever collects all the insignias attains the goal. One tries to protect
one's own chamber while infiltrating others'
using robbers, genies, guards, slaves and magic items.
The game play is divided over several days and nights. Players fill up their
hand with five cards during the night, selecting freely from attack and defense
cards. At daybreak, four cards representing events and objects are pulled.
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Emira
Liesbeth Vanzeir & Paul Van Hove; Phalanx-2006/Mayfair-2006; 3-5
Players represent sheiks trying to convince women to join their harems.
Their technique for accomplishing this is to make themselves as attractive
as possible so as to be best according to the individual tastes of the new
woman who appears each turn. Make sure that you can afford her, however.
Features very elaborately illustrated board and cards.
Fils de Samarande, Les
Bruno Cathala; Asmodée-2005; 2-5
The caliph seeks a new vizier and will choose the player best at improving
his city. Players allocate action points between drawing cards, playing new
cards and using special actions to hamper opponents.
Fliegende Teppich, Der
Kurt Feyerabend & Elke Flogaus; Ravensburger; 1987; 3-6
in English: Flying Carpet for Ravensburger-1987; 3-6
Game of Arabian Nights
National Games-1940; 2-4
Roll the dice, move and see what happens. For children.
Geschichten aus 1001 Nacht
Eric Goldberg; Truant-1999; 2-6
This is actually a re-release of
Tales of the Arabian Nights
with some additional text and places to visit.
Karawane
Ravensburger;
1990; 3-5
In the 13th century the emperor Kubla Kahn,
has started a contest. Once a year, the cleverest and best caravan
leader in his empire was determined.
Each caravan leader has three sets of water gourds and
starts their camel from the first town. The first
one to reach the next receives bales of
silk, the second a couple of bales less and so on.
To move,
each player secretly chooses a number of gourds which are
revealed simultaneously. The highest number moves forward
a number of places equal to the number of players.
The next highest moves one less and so on, down
to the minimum of one. Players choosing the same number
move the same number. It is possible to choose none
to try for last place on purpose and save water, but of course
others may do the same and thus lose the advantage. The idea is to
have enough gourds to survive the journey at a good speed.
Some places are marked with special graphics that award a silk bale
to anyone landing exactly on them, others offer fresh gourds and
others have negative effects such as losing bales or water. There
is therefore much jostling for position and movement placing to
pick up or avoid these special sections. The resulting strategy is
not mind boggling but is interesting enough and quite difficult to
get right.
The title in English would be "Caravans"; the game is out of print.
Karawane
Hajo Bücken; HABA-2008; 2-4
Camels are racing to an oasis via card play. Only the first six finishers
score. For children.
Le Marché de Samarkand
Loic Billiau; Krok Nik Douil Editions-2010; 3-5; 8+
A Dutch auction game (a high price is set and progressively lower
prices are called out until the first player says stop and thereby
wins the bid). Players take turns being the auctioneer of one of the
ten cards they hold in hand.
The value of the cards one collects accelerates as the number of them grows.
Players need to buy not only commodities, but also camels to carry them.
On the other hand, camels that end up not having any loads to carry
cost in points.
Marco Polo Reisespiele
Wolfgang Riedesser; Schmidt-1996; 2-4
Medina
Stefan Dorra; Hans-im-Glück-2001; 3-4
Game of constructing the medieval Arabian city.
Borrowing liberally from both
Torres and Big City,
could serve as Exhibit A for the case that today's German games fail to
break new ground and are content to merely feed upon one another. It
doesn't help either that rather abstract rules result in a cold, silent
atmosphere devoid of excitement. A failing in perhaps my eyes alone is
the utter lack of any historical reality, save one: by the end is
constructed a kooky, colorful patchwork of a Medina that resembles the
real thing better than any artist could contrive. But the amount of mileage
one can take from this purely visual will vary widely. Speaking of graphics,
the usually sure-footed Hans im Glück have here made an annoying mis-step,
coloring red the tile meant to match the brown buildings.
Morgenland
Richard Breese; Hans-im-Glück-2000; 2-5
in English: Aladdin's Dragons; Rio
Grande Games-2000; 2-5
The German title refers to "The Orient".
The cover reads "Adventure under the crescent moon."
Aladdin is the background figure of the game,
which is a re-invention of
Keydom.
Oasis
Jim Deacove; Family Pastimes-1999; 1-8; 5+
In three different games, players cooperate to best direct three caravans
collecting valuables from the board while trying to avoid thieves and sandstorms.
Orient-Bazar
Barbara Rogge-Fuchs; Espenlaub; 2-4; 8+
Roll-and-move affair in which players first need to move over enough
money spaces to earn the ability to hire an elephant. Thenceforth it's
possible to spend money to acquire goods. Victory consists of buying
all six goods in his color; when it's necessary to buy from an
opponent, it doesn't come cheap.
Palmyra
Reiner Knizia; eg spiele (Editrice Giochi of Italy)-1996; 2-4
Palmyra was one of the most prosperous oasis towns to be found on the part of the
Silk Road that runs through the middle of the Syrian desert.
Between 100 B.C.and 272 A.D. it was a thriving market town until ordered
destroyed by the Roman Emperor Aurelius.
In this game you are a trader of Ancient Palmyra, dealing in Gold, Wine and Spices.
As the commodities are purchased the price goes up.
A player may either buy or sell one of each type of commodity per turn,
or buy or sell two of any one type.
Each turn the players also play a card onto the board.
At the end of the year (there are three years in a game),
these cards will adjust the prices of the various commodities, tax
particular commodities, pay profits on a players holdings
or undo a previous card.
There are a set number of card spaces on the board (adjusted for
number of players) and when all the spaces are filled the year
ends.
Outguessing the other player intentions and dealing adequately with
the uncertain end of the year (because undo cards do not take a space)
appear to be the keys to the game.
Perlen der Scheherazade, Die
Klaus Zoch & Albrecht Werstein; Zoch-1992; 2-6
The board shows two paths from an oasis to the Sultan's palace, which
has seven rooms.
At the start of the game each player gets 1 Baksheesh Card and
corresponding pieces,
10 multicolored beads and a cloth for
covering them as well as a color card from the deck.
Each player also has 2 Bedouins in the oasis, but only he knows
their identity.
Players attempt to find Scheherazade in the correct room of the harem
and present three beads to her. They each secrete beads in
hand and predict how many beads will be allocated in total. The high bidder
wins the right to lead a camel and places his
beads in a bowl. The best guesser receives all the beads in the bowl.
As the camel moves, the Bedouins which are of the same color may also
be moved. Then the process is reapeated.
Presenting the beads is a matter of matching a hidden card in the harem.
Riquezas do Sultão
Sérgio Halaban & André Zatz; Estrela-2007; 2-5
Players represent potential husbands for the Sultan's daughter.
Each has been given the same amount of gold which he must use
frequenting the bazaars to find the best jewels. Whoever can secure
the most valuable collection wins. Pertinent mechanisms are bidding,
bluffing and set collection. Re-made by Queen as
Sultan.
Samarcanda
International Team; 3-5
Subtitled: "The Marvellous Adventures of Marco Polo"
Like Polo, players represent Venetian traders, each of whom set out funded with thirty pounds. Available for trade are silver, spices, salt, gems, silk and ivory. Each price is represented by a separate die; all of them are re-rolled at the start of each round. Departing Venice, a trader's move is controlled by a single die and traverses either clockwise or counterclockwise and either by land (outer edge) or by sea (inner edge). The right to go first rotates after each round. The player's movement roll also moves the Genoese pirates who started in the middle of the board and strip a trader of all but what he has left in the Venice bank if they should end on him. Landing on a Customs space makes the player roll a die and pay that many pounds to cross. Landing on a Thieves space makes the player roll a die and lose that many commodities. During the journey, players will end on spaces that permit purchase a certain amount of each of the commodities. Purchased goods may later be sold in a warehouse space (but only one type per space), sold to other players when at market spaces or sold at Venice with the price being equal to the number of the commodity being sold up to a maximum of five. But there is no such limit if the player holds a monopoly this commodity. Players may also take out loans, but at 100% interest. They may also make any deals not explicitly prohibited by the rules. The first player to reach 100 pounds is automatically elected Doge of Venice and wins the game. May have influenced Sindbad whose travel and trade system is somewhat similar.
Samarkand
Sid Sackson; Abacus-Spiele/Rio Grande Games; 1999; 2-5
A re-packaging (new graphics) of the so-called
Bazaar II,
although now players have more freedom of movement.
Wheel and deal to buy the greatest share of goods in the bazaar to
become the wealthiest Merchant.
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Samarkand: Routes to Riches
David V.H. Peters & Harry Wu; Queen Games-2010; 2-5; 8+
In 400 AD players are extending trade routes through the Middle East
and Central Asia. This is a re-development of
Age of Schemes (2008).
In this era, trade was not a journey, not a track, railroad or
highway. How then to explain that here the main activity of the
players is making tracks? Because it's a railroad game masquerading
as something else. Nations like Egypt or the Huns stand in for
companies. Marriage alliances stand in for owning shares. The map
shows the entire Middle East divided up into a great many irregular
regions, most of which do not appear to have any historical meaning.
Players begin with nothing but a
bit of funding. They first take turns paying an already-determined
amount – depending on the nation's strategic location and
relative position to others – to acquire one of the nation's
two shares and this money goes to the nation. On subsequent turns,
an investing/married player uses this money to place camel pieces
on the board that form trade routes. Placement has two objectives:
connecting to caravans of other nations which pays the player who
does it (and to a lesser extent the owners of the nations) and
reaching objective tiles matching those in one's hand cards. The
latter is an odd situation. Unlike the similar
Santa Fe Rails, one gets cards
after deciding which nation to buy into, i.e. exactly too late to
make the purchase wisely. While it's true that one can discard and
there is a maximum hand limit of six, this is an oddly luck-filled
system in an otherwise logical affair. Duration is all right though
and production well done. The only niggle in very attractive artwork
is that the objective tiles are identical to what's printed beneath
them which sometimes makes it hard to tell if the thing has been taken
yet or not; it can also be annoying when setting up. There are some
tricky plays one can try as well, such as starting with a centrally-located
nation and using it to rapidly connect to everything in sight, which
will end play after just twenty minutes and possibly catch a lot of
opponents napping. While thematically this just isn't there, it might
be a decent bridge between railroad game fans and those who don't
normally care for them.
Die Schätze des Ali Baba
Jean du Poél; Historien Spielegalerie-1999; 2-6
English translation of title: The Treasures of Ali Baba
Die Seidenstraße
Hartmuth Kommerell; Schmidt-1997; 2-7
The game is about Marco Polo's return from his
expedition to faraway China on the Silk Road (Seidenstrasse).
This is a trading and racing game, but victory is to the player
who has the most silver at the end. Players interact via
cardplay, in every turn counterbalancing own
interests with those of rivals. For example, an early Market Day may only
give you a few coins, but it might make your visits to the next Trading
Posts very profitable.
Seidenstraße
Hanno & Wilfried Kuhn; DDD Verlag-2009; 2-5
Players together move three caravans through the Silk Road, selling goods as
profitably as possible while avoiding storms, thieves and customs
inspectors. Each player turn has five phases: (1) play card(s) into
personal display, move
caravans, take cards, execute actions, place cards into the general
display. Each war card played moves a caravan an additional space, but
only one type may be played per player-turn. Which action is performed
depends on where the player caused the caravan to land. Actions
include Market Day (large or small), Black Market, Camels (1, 2 or 3)
Customs House, Sandstorm, Robbers, Bazaar, Bribery.
Includes 80 cards, 30 gems, 22 action tokens and 10 wooden
disks. Duration: 1 hour.
Silk Road
L. or R. Edwards; Tsukuda Hobby-1985; 2-8
This multi-player game of trade on the Silk Road has a
game-map which covers the entirety of Asia from Italy to Japan.
Each player buys goods at one location and sells them at a
different location. The game is now out of print.
Silk Road Maker
Erhan & Aydagul Cubukcuoglu; (web-published)-2009; 1-4
Each player has his own 5x5 grid board and thirty tiles.
One player is the caller and draws a tile at random.
All of the other players find the same tile in
their stack and they all place on their boards as they wish.
The goal is create continuous roads between cities, unthematically
the longer the better.
Some tiles contain multiple discrete paths which can make for
challenging decisions.
Sindbad
Flying Turtle/Mayfair;
1990; 2-6
The game is set in the world of the seven voyages of Sindbad from
A Thousand Nights and a Night.
Player Sindbads voyage by sea
to amass a fortune of one million miskhals in trade,
treasure, and adventure and return safely to Basra.
This one is actually ships at sea rather than camels in the desert,
but feels much more appropriate to the topic than does an abstract
game such as
Durch die Wüste.
Included are illustrations
of exotic creatures, characters and settings, exotic valuable trade goods and
the concept of telling stories reminiscent of the classic A Thousand Nights
and One Night.
Sindbad: Das Große Abenteuer-Spiel
F.X. Schmid; 2-6
Roll-and-move game for children on the adventures.
Sultan
Séregio Halaban & André Zatz; Queen-2009; 2-5
Card game re-make of
Riquezas do Sultão (2007).
Tales of Arabia
Frederic Moll; Warp Spawn Games-2001; 2
Card game in which players create stories using their cards. The
more cards played, the more points earned.
Tales of the Arabian Nights
Eric Goldberg; West End Games-1985; Z-Man Games-2009; 2-6
This is actually four games in one:
Verrat!
Tom Kremer; Winning Moves Deutschland-1999; 3-4
A game of scheming to kill the Sultan
in his palace. To be successful you collect six different-colored resource
cards from different parts of the city and then end your
turn next to the Sultan.
Each turn the players vote which of the other
players' pieces to imprison.
Each player has only three pieces so you need to balance the need for
resource cards in the city against staying in the
palace to vote.
English translation of title would be "Treachery".
Les Voleurs de Bagdad
Francis Pacherie; Tilsit-1999; 3-6
in German: Die Diebe von Bagdad;
Heidelberger Verlag-1999; 3-6
in French: The Thieves of
Bagdad; Clash of Arms-2000; 3-6
The board shows the five principal districts of the Baghdad: the
Souk, the Port, the Bazaar, the Kasbah, and the Palace.
Each player represents the thief of his choice.
First, players receive income from their pawns in shops.
Then they may trade gem, surprise and trade cards amongst themselves.
Then they purchase pawns, any of
Caravaneers,
Merchants (can expel Caravaneers),
Traders (can expel Merchants),
Assassins (can assassinate),
and gems (sapphires, emeralds, rubies and diamonds).
Pawns may now be moved so as to maximize profit and hamper those of others.
Players may attempt also to move the Grand Vizier, although others may try
to frustrate this.
The game ends when the Grand Vizier reaches the Palace.
The players reveal their cards. The winner is the one holding
the gems that the Vizier requested. If no one has the right gems,
the winner is the one holding the greatest value of gems.
Blazing Camels
Alex Randolph; Milton Bradley-1996; 4
in German: Kameltreiber;
Milton Bradley-1996; 4
In this racing game each player is a camel
driver driving his animals from the oasis to
the pyramids (palm trees and pyramids serve as start and finish markers).
Re-invention of a game about worms called Würmeln.
It is also said that the same type of camels
used in this game were later used in
Durch die Wüste.
Caravans of Ahldarahd
Scott Lininger & Mark Morehead; BlindLuck Studios-2005; 2-5
Multi-player game of auctions and path control. In an unusual setup, each player is assigned a board upon which to build his empire, but one other player at a time may also build on the same board. While each board is different, all feature the same commodities sources. The way to achieve the most points is to control the supply of the same items on several boards, implying a monopoly. The means of control is via pre-printed trade routes. Just as in
Kahuna,
playing 2 cards matching either end of a route is good enough to get control if vacant. Otherwise, an opponent can be dislodged, again by the method of
Kahuna, i.e. taking control of the majority the routes into the place eliminates any unfriendly controls.
Caravaneers
Andrew Perkis; Games magazine (March 2009 issue)-2009; 2
On a 7x7 grid representing the desert, each turn players choose from two
different movement modes, hoping to get their pieces to the opposite corner of
a square without being captured.
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Desert Bazaar
Brian Yu; Mattel-2006; 3-5
Players earn victory points by establishing tent tiles on a hexagonal grid. Each tent has a cost of three which is paid for using a combination of cards and neighboring tiles matching the colors on the tent. Groups of tents are limited to a size of seven – points are given per tent, for starting a group and for finishing a group, the last of which also returns a few of the player's limited tokens. The other main mechanism is card replenishment. For this players forego placing tents and instead roll special dice to see what they receive.
Durch die Wüste
Reiner Knizia; Kosmos-1997; 2-5
in English: Through the Desert;
Fantasy Flight-2000; 2-5
Players take turns placing 2 camels
on the board to form caravans. Each player has 4 or 5 caravans
of distinct colors. You
get points for placing your camels on waterholes or adjacent to
oases or for surrounding territory. Additionally, the
longest caravan of each color gets a bonus.
There is really nothing here to do with camels, deserts, trade or
adventure. The camels, deserts and oases are merely a very thin veneer for a
Go-like game of surrounding territory.
Im Reich der Wüstensöhne
Klaus Teuber; Kosmos-2008; 3-4; 8+
In the tradition of
Entdecker
this is a tile placement game, now set in a desert and oasis environment.
Players explore outward from the center trying to form the most valuable
oases and get one's figures on them.
Kameltreiber AG
Heinz Meister; Schmidt-1989; 2-5
Included are sixteen desert cards, thirty number chips,
five play figures and a marker piece.
Start by laying out the cards to form
a 5x5 framework and pick one camel card to start.
The number chips are mixed and laid out.
Turn over a random chip and move the corresponding camel.
If the camel lands on an oasis, turn another chip.
Das Letze Kamel
Tom Schoeps; F.X. Schmid-1988; 2-6
Included are one game board, six camels, six camel possession cards and two
color cubes.
The possession cards are shuffled and dealt to determine which camel
each player owns.
Each camel has a two-colored saddle
and moves forward via the color cubes.
Each color on the color cube is represented
on three camels.
On a result of a golden asterisk, any camel
may be moved forward . a black asterisk, moves any camel backwards.
The fastest camels must rest upon reaching oases.
Muscat
Christiane Knepel;
Die Sternspieler;
2001; 3-5
In this artist's competition the players
must get as many as possible of their own into the Sultan's court
(perhaps more likely an emir).
The mechanism is a form of
Rock-Paper-Scissors. Luck is introduced in the form of the order
in which the players draw artists from their supply. Special powers
granted to losers in status conflicts add considerable interest
and variation. Strategically, despite
all the possibilities for clever tactical play, victory often goes to the
player who manages to get the most tokens into play, indicating that it
may be best to mostly simply enter new artists, leaving activation of
conflicts to others.
Graphic design by Antje Graf.
Oasis
Alan R. Moon & Aaron Weissblum; Überplay-2004; 3-5
Mongolian families attempt to dominate lands to raise horses, build temples and
control oases.
Nomadi
Reinhold Wittig; Blatz/Schmidt-1995; 2-5
A tactical game set in the desert.
A caravan with 15 camels moves slowly through the sand, its target:
the shadow of the oasis.
Throw six dice, and move six camels.
All camels must always remain connected together as a caravan, yet
each player is trying somehow to get ahead of all the others.
Sometimes not all the dice can be used.
Then pay per each die.
Nomadi is a revision of the game Wabanti.
Nomad of Arabia
Kris Gould; Wattsalpoag, Inc.-2006; 3-6
Players are traveling to Mecca and collecting stray camels, horses, goats and
donkeys between the cities in which these animals may be sold.
On a turn a player must choose whether to move, try to catch animals,
shift the desert or sell.
Saba: Palast der Königin
Christian Fiore & Knut Happel; Goldsieber-2007; 2-4
In 9th century Yemen the queen asks you to create a palace.
The player able to create the most impressive one wins.
Includes a cardboard palace on which player figures are placed.
Sahara
Hajo Bücken; Hexagames-1990; 2-6
Basically a card-play game with 36 camels.
The board shows a path leading to an oasis
with 8 fields. There are ninety playing cards, six sets of fifteen each;
each player will receive such a set and randomly divides them into three
stacks of five, the top card of each showing, and playable. If one of
the stacks is exhausted, the player takes all the cards and reshuffles,
creating stacks as before.
Within each set, there are four types of cards and these are used for
moving the camels. Palm cards let you move your own camels a number
of spaces equal to the number of palms. A Fata Morgana card permits moving
opponent camels. A Camel card replaces one of your camels with a guide camel.
The Sheikh allows moving any camel virtually anywhere.
The game ends when the eight numbered oasis fields are filled with
camels. Scores are calculated by adding up the scores
under the camels; scores for guide camels are doubled.
So Ein Kamel
Hans Peter Pauly; Hexagames-1985; 2-4
Dice game in which players try to most efficiently load and unload
various camels.
Targui
Wil Dijkstra & Ben van Dijk;
Jumbo
Spiele GmbH; 1988, 1999; 2-4
Players attempt to control the desert, whose layout is different in every
game. The game is apparently a bit like Risk . the name from a
North African tribe.
Timbuktu
Dirk Henn; db Spiele-1993; 3-5
Caravans try to cross the deserts of northwest Africa on
abstract routes, taking goods to Timbuktu. But thieves are attempting
to steal particular types of merchandise. You have some information
about what they want and can steal more information from other players at oases.
But the more the thieves steal, the rarer and more valuable that good
becomes. Your goal is to have the most of the rarest type of when you
arrive in Timbuktu.
If you liked this page, you may also like to travel east to
CHINA
or west to
ANCIENT ROME,
back in time even further to the
PREHISTORIC
or forward to
BALLOON AVIATION.