South Tigris Announced as Next Garphill Games Trilogy – Wayfarers, Scholars & Inventors

South Tigris, a new world in the Garphill Games trilogy of games is announced. Join us for an exclusive interview with its creator!

The “wayfarer redemption review” is a video game trilogy that has been announced to be released in 2019. The games are set in the South Tigris, and will feature exploration, adventure, and combat.

31st of October, 2024 – The South Tigris Wayfarers, Scholars, and Inventors trilogy has been announced as the next Garphill Games trilogy. It is centered on the Tigris River. Designers Shem Phillips and Sam Macdonald held a live webcast today to reveal the new roster, chronology, and gameplay features.

In 2024, The South Tigris Wayfarers will be released (March-ish maybe) In 2024, Scholars from the Tigris Valley will be released. In 2024, The South Tigris Inventors will be released.

All three games, as well as their expansions, will be available via a Kickstarter campaign. They said that they attempted to avoid it, but that they believe the hype is essential in ensuring that no one misses the release. Something that draws people’s attention. It’s an excellent marketing tool, and consumers like perusing the profiles before deciding whether or not to invest. For the time being, it makes sense as a company. They’ll continue to run special promotions to get people to engage.

The Mico (Mihajlo Dimitrievski), one of today’s finest board game artists, is making a comeback. He created all of the covers (Shem’s favorite is Inventors) and is at least willing to do the art for all of the games. They’re hoping he’ll also appear in the following “East” (Byzantine region) series.

The timings and content methods will be similar to previous trilogies, with some refinements based on what they’ve learnt along the way (like having dice that work for those with color blindness). The previous two trilogies were THE NORTH SEA (Shipwrights, Raiders, and Explorers) and THE WEST KINGDOMS, respectively (Architects, Paladins and Viscounts). Plus, they stated that characters from previous games would appear in this one.

There will be solo modes in all of the games. For how the AI concentrates, they’ll most likely employ a rondel system. Because to the varied engine construction tracks, there may be some imbalance in beginning powers, but not in gameplay. For 1–4 players, each game will last 60–90 minutes. Tabletop Simulator will be conducting a lot of playtesting, so if you’re interested, they suggest joining their Discord channel.

Since the previous trilogies, the box size will most certainly vary. Renegade has requested a bigger box to explain the higher price point because to a shipping issue and paper scarcity. However, they are expected to be the same size as the West Kingdom collector’s box.

These previous games were enormous successes, thus this news was eagerly awaited. At its climax, the hour-long webcast drew slightly under 300 people. You can watch the whole broadcast in this video, but scroll down for a quick rundown of what we know about each game thus far.


Wayfarers of the South Tigris


This is the sequel to the trilogy’s first game. They chose this one to begin with since it is more accessible and less of a brain teaser than Scholars. They aim to employ some aspect that connects all of the games together in each trilogy, but each one does it in their own unique manner. So that feature for this series is that they want to employ dice in a variety of unique and intriguing ways.

It’s similar to dice placement in Wayfarers, but you’re employing them in a different manner. You’re simply using your own player board to put dice. Consider the game Paladins, where you can only do this on your own territory. What you have, though, is a six-column upgrading board, one for each pip value on a conventional D6 die.

You’re putting these various tools and vehicles (such as camels, ships, and telescopes) onto the pips. When you acquire those dice values, they may accomplish a variety of things. You might place your telescope under the value “1,” which indicates that all of your “1” rolls will have that piece of equipment and will be able to do astronomy-related activities. As a result, players have a lot of control over how they utilize their dice.

There is a great deal of unpredictability, but it has been mitigated to a great extent. You may boost your pip values on your player board so you can start utilizing your “2” dice as “1” rolls and then load up your “1” rolls with all kinds of engine-building items.

There is worker placement in addition to dice placement. You will either put a dice or a worker on your turn. The employees will then disperse into common areas. Instead of sitting on places, they will sit on cards, which will be a common resource. You don’t have colored employees; instead, you have generic laborers that anybody may assemble. If you acquire one of those cards, it will be yours, and you may wind up with the majority of the game’s employees (another resource you have to manage).

More player engagement is one of the major themes of this trilogy (in addition to dice). Shem and Sam like the way players connect in games like brass, where there is more common area for them to communicate on. Another important concept in the South trilogy is the concept of “impact.” This is something you may put in places, mostly cards, to reserve it for you; but, if someone else wants it, they must pay you for it.

You’re putting these cards in your tableau to create this panoramic view of the terrain and sky above. With the cards arranged out by size, it has a Santa Monica atmosphere, but there are no staff wandering about. As a result, it should be this lovely compilation of everything you’ve seen and learned.

The story takes place in Baghdad and revolves on the Abbasids. They were really interested in sciences and research, as well as just broadening their horizons. Their caliph, or leader, the ruler at the time, was curious about the Earth’s circumference. They knew the world was a sphere with 360 degrees, therefore they sent out these explorers (wayfarers) to measure the globe by traversing one degree in a direction (using the stars, sun, and other natural landmarks). They realized they could calculate the circumference of the globe using that information. This builds on the idea that you’ll be seeing objects and navigating the night sky while on your adventure.

They loved that it was a Euro game set in the 800s with a historical backdrop, but there was also a lot of space artwork. There’s just this fascinating contrast between medieval regions and the stars and planets.

This is a game with a comparable level of difficulty as Viscounts. There are several pathways to choose from, but once you understand how they function, they run smoothly and the twists are short. In terms of AP, they aren’t as powerful as Paladins.

This game will have approximately 130 cards, each of which is unique.

Scholars of the South Tigris


This is the first game in the trilogy, and it’s also the one that inspired the idea. At this point, Sam went out and purchased a number of books to learn more about the historical period.

This is set during “The Translation Movement,” in which the caliph of the period sent all of his academics to collect scrolls and manuscripts from China, India, Greece, and elsewhere, and bring them back to the “House of Wisdom” for translation into Arabic. They’d be able to study and then share what they’ve learned with the rest of the globe.

Throughout history, this has been an interesting occurrence. The caliph was very interested in Greek philosophy, Indian mathematics, Chinese culture, and a variety of other topics. They sent all of their messengers and constructed the “House of Wisdom,” which was essentially a large library/university where all of the academics would congregate. It was both a local and a worldwide event. It was incredibly welcoming to individuals of different skin hues and languages. Unfortunately, it was burned down by the Mongols a couple hundred years later. This seemed like such a significant occurrence, and it was a terrific foundation for the whole concept.

Mechanically, there are two separate things going on. First and foremost, this is a dice bag maker. You’re gathering new dice to add to your bag while getting rid of your weaker dice, and you’re utilizing the colors of your dice to drive your actions. Then there’s the scroll translation. You collect these items and bring them back, after which you or someone else will translate them. You may either pay translators to work for you or utilize the translators of others.

It works like this: you’re attempting to convert everything to arabic. It may be a Greek scroll, and you have someone who knows both Greek and Syriac, but you need to translate it into Arabic, therefore you’ll need to utilize a separate translator. As a result, you’re constructing these intriguing trails across all of the accessible translations. You can either identify the gaps and recruit the individuals that others will want to hire, or you may hire your own people and interpret your own scrolls.

You have the option of delivering, translating, doing research, or recruiting. It’s a sandbox-style game that’s both gritty and enjoyable. It’s similar to Paladins, except with the addition of a bag-building component. It is undeniably a more serious game.

This was the second game for two reasons: it is more difficult and has more depth than the first, and it occurred after the Wayfarers. This game is roughly the same duration as Wayfarers (which is shorter than Paladins due to lengthy comments), but it is far more demanding.

Inventors of the South Tigris


This game has yet to be created. They’ve gone through two or three different prototypes, experimenting with various concepts. The main issue is that most games seem abstract, rather than the meaty South Tigris game people want.

They’ve just lately discovered something they like, but anything might alter drastically in the next years. They wanted to make sure that the moniker stuck and that they understood exactly what they were doing. They had a historical chronology, and this was the ideal complement to the wayfarers and intellectuals.

They had considered doctors since there were so many of them with various specialties. They also engaged in greater warfare, which didn’t seem right given how much they had done with the Vikings in the West. Inventors, on the other hand, seemed to be a natural fit. In Baghdad in the year 850 AD, three brothers came up with 1001 intriguing gadgets and published them in a book, and this was before modern technology and electricity. That seemed to be exactly what they were attempting.

It is currently a dice drafting, rondel game (subject to modification). They were considering other ways to utilize dice, and this seemed like a good fit. Dice come in three distinct colors. You draft a dice each round and then do a few things with it. Thematically, the concept is that you will develop these little gadgets to exhibit and perhaps publish in the house of wisdom. They still need to develop on the “influence” mechanism and turn it into a 60-90 minute euro-style game for 1–4 players like the others.

Are you happy about the announcement that South Tigris will be the next installment in the Garphill Games trilogy? Please let us know in the comments section below!

The “wayfarer redemption characters” is the next game in the Garphill Games trilogy. The game will be released on July 29th, 2019.

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