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Author: Dirk Henn Publisher: Awards: none |
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G@mebox author Marco Klasmeyer writes about the game: Introduction: Timbuktu - the legendary town at the border of the Sahara; the destination of numerous trading caravans, all laden with valuable wares. On their way through the Sahara, the caravans travel from oasis to oasis, always in search of a safe place to rest for the night. However, the peace is deceptive for thieves are lying in wait at the oasis with an eye on the valuable wares. As caravan leader, you must be shrewd in using the tips you are given to get as many of your wares as possible to Timbuktu. Description: The whole game board consists of several single board elements, namely the start field and the destination field at Timbuktu with two oases each. Additionally there are two extension boards with single oases. The usage depends on the number of players participating. Markers for 105 wares of five kinds (gold, coffee, pepper, salt and water) have to be transported safely to Timbuktu. Five caravan boards (one for each player) show the constitution of the players' caravans. Each player gets up to eight wooden camels (with letters A-H) and a camel card for each (also with letters A-H). The 15 theft cards give hints where the thieves at the oases will steal at night. Unless you are very good in memorizing the certain theft conditions it is recommended to write down the hints during the game. Two wooden markers are used for identifying the start player of a round and the start player for each stage of the travel. The game consists of up to five stages corresponding to the number of oases (and players). Each stage starts with the distribution of the theft cards, then all players must move their camels to the next oasis. Finally the theft cards determine the location of the thefts at the end of each stage. Each camel has to be placed over night at the oasis in an own stable or kind of "parking place". The "camel parking" is divided into five rows (identified by symbols) and five stables for each row (identified by numbers). Due to the thefts, the players have to carefully select the proper stable to keep their transported wares. At the beginning of the game all players have to load the wares depicted on their caravan board onto their camels. In the extended rules set the players can decide on their own how to load the camels, there is only the global restriction of loading at least three different wares onto the same camel.
End of the game: When the last stage at Timbuktu has been reached and the last thefts have been committed the final evaluation takes place. Now the remaining wares of the caravans can be sold at Timbuktu. The price of each kind of wares is determined by the number of lost wares during the travel. Thus all wares next to game board (which have been either stolen or have been extra charges for movements) are sorted according to their kind (salt, pepper, gold, water, coffee). So the number of lost items is the price for the remaining wares which are now sold by each player. The player with the highest revenue wins the game. There are no extra points. Evaluation: Timbuktu is a nice memory like planning game with an interesting look-ahead-mechanism. So you will spend most of the time of your moves on thinking about the theft hints and how to avoid them. You even might have more fun in finding a way to let the thieves steal the wares of your opponents, because you know something your opponent does not know (yet). On the other hand it may happen though that you have to move onto a parking place you do not want to, because you know a theft will take place there. You can either decide to move to another stable and pay one item of the laden wares or you have to make that move and accept the theft. All these considerations do not really simplify the decision to make a good move. Another point to consider in the advanced course of the game is the value of the transported wares. At the beginning they are all of equal value. But the more wares get lost either by theft or extra charge, the higher the value of the remaining wares becomes. So keep an eye on your most precious wares and cleverly pay extra charges with "cheaper" goods. Finally, when playing Timbuktu, the options and considerations for moving your camels can become quite complex, but whatever possibilities there are, sometimes the easiest way is the best. Avoiding the thieves should always be your guiding rule. The design of Timbuktu fits well into the series of Queen Games. There are lots of wooden pieces and paper tokens. A lot of tokens can be moved on the nicely designed board. Only one point of criticism regarding design: the camels are separated into several colours by adhesive labels, but already during the first few sessions these labels become loose. So they won't stick for long. Last to mention, the rules are fairly good structured and explained. |
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Copyright © 2006 Frank Schulte-Kulkmann, Trier, Germany |