Inventors of the South Tigris: Era of Experts

Garphill Games, Pixie Games, Portal Games · Board game · 2025
1–4 Solo 90–120 min Weight 4.5/5
rating Ludopedia
8.6 rating BGG
STEP BY STEP

Game Objective

In Inventors of the South Tigris: Era of Experts, players take on the roles of brilliant thinkers and masters of design who have come to the House of Wisdom. It is an age of specialists, where these great minds bring new inventions to impress the inhabitants of the city. Players aim to create their greatest devices yet and leave their mark on this era.

Setup

Before placing their Starting Workshop, each player is dealt 3 random Character Boards. They must select 1 to keep, placing it to the right of their Player Board. The unchosen Character Boards are returned to the box. Players also gain their chosen Character’s associated Workshop Tile, which they place before or after their Starting Workshop Tile. These tiles can be in the same row (paying 1 Silver for placing the second tile) or in different rows. All Character-specific rules can be found on the backside of each Character Board.

Era of Experts uses a shorter 3-Round version of the game. Instead of placing their left-most Tent on their Setup Card, players must place it onto the top space of their Character Board, carrying out any steps shown there. Setup Cards can be returned to the box after Setup.

1-2 Player Rules: During Setup, reveal 1 additional Dummy Card, moving their Ship and adding the indicated 3 Influence.

1 Player Rules: Follow all the original rules, but reduce the game to 3 Rounds. Also use Goals as described below. Use the increased difficulty rules (3 additional Silver and 1 more of each Influence during Setup, plus 1 more of each Scheme Card each Round). Place an opponent Tent on the first space of the centre Tent Area, gaining them 1 Black Influence immediately. Place a Published Device into play with a random Device Card and Neutral Invention Tile. Place your opponent’s Influence to indicate them as the Builder and Publisher. Skip Round 1 when forming their Scheme Draw Pile. This means they should be using:

  • Round 1 = 6 Dice Schemes + 3 Worker Schemes
  • Round 2 = 6 Dice Schemes + 4 Worker Schemes
  • Round 3 = 7 Dice Schemes + 4 Worker Schemes

Goal Cards: How Goals are fulfilled has changed slightly. Previously, players would move their Tent down on their Goal Card immediately after fulfilling the next Goal. Now, players may instead move it down as they please. This should be treated like any other Free Action that they may take on their turn.

Game Flow

The game progresses over three rounds. The specific structure of turns, rounds, or phases is not detailed in the provided context, beyond the adjustment of Scheme Cards used in each round for the 1-player variant.

Actions and How to Play

The provided context does not detail specific player actions or how to play the game turn by turn. It mentions Free Actions in relation to Goal Cards, but does not elaborate on what constitutes a Free Action or other available actions.

Consulte o manual para detalhes sobre esta seção.

End of Game and Scoring

The provided context does not specify the trigger for the end of the game, how points are counted, or the criteria for victory or defeat.

Consulte o manual para detalhes sobre esta seção.

Tips for Winning

  • When fulfilling Goals, players now have the flexibility to move their Tent down on their Goal Card at any time during their turn, treating it as a Free Action.
Rules videos

In English

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