Deckbuilding Family Game

Deckbuilding Family Game

Kashgar - traders of the Silk Road (Toys)

Customer Review

Game Idea:
Players assume the role of traders who wish to meet with their spice caravans orders. In the caravan different employees comply (= cards) different roles, large caravans are inherently more difficult to manage and therefore slower. The fulfillment of orders and some caravan cards bring Victory Points, who first 25 points finishes the game.

Procedure:
Each player starts with three small caravans each consisting of a patriarch (which provides new employees = cards) and one from a starter set randomly drawn assistants. Typical caravan are consecutively the card and are engaged in the operation. Only the card that is right at the front, has time to break away from the other obligations and play off their special skills. There are one or more abilities that change substantially the caravan inventories, can fulfill orders or modify the caravan (with new cards or sometimes to change the card sequence) on each card. Some abilities can be used only if the card connect the caravan leaves.
The nasty now is that many cards mean to act many different ways, so that the caravan but also is getting longer and it takes longer and longer until the card is just now used ever again available. It is therefore necessary to find the balance between caravan size and skills. The best are of course the cards that modify my (or even foreign) caravans. Since then the deckbuilding fun begins. Unfortunately, these cards are sown quite rare and adding new card is usually provided with a fairly high chance factor. That is, one can relatively little planning the caravan construction. In addition to the deck building next to it you have to worry about the fulfillment of contracts, for which again, first the right cards for the necessary relationships are needed. Who here too many others - of course, all great! - Has cards in the caravan, you will quickly find that he somehow barely addition, to make points. So again applies: The Spice of Life.
Unlike other deck games there is the way (almost) no redrawing, in one long playing card combinations. You play a card, then the next is up. This is sometimes a bit boring when there are no "good" card is on top, however, makes for short waiting times at the other players.

Gameplay
Basically makes the game fun, there is a halfway decent caravan flair. Waiting for the much-needed "give me new donkey" card while the overzealous Patriarch again hires new people, already provides for a certain tension. If it is possible to optimize the own caravans well and perhaps build even a small flexible special caravan that is not longer, that gives a nice sense of achievement.
The interaction with the players is low but present and usually sprinkle the soup Salt-in-in the form of. So a bit of trouble factor.
However, there are disadvantages: firstly, the luck factor is in the end quite high. The caravan automatically grows by the patriarch, who classifies one of two randomly drawn cards. Since nich is so much choice for a deck strategy. While there are other ways to get to new cards, but they are usually more time-consuming and only at the advanced game really effective. The patriarch is forcibly just at the beginning of the method of choice. At the same time is modifying the caravan only a secondary theme of the game. Most is the order as it is and will be extended by new cards. For a Deckbauspiel therefore two main aspects (The cover planning and Deckmodifzierung) are poorly developed. Through the "annoyance factor" in the interactive map which is even increased slightly. The game therefore slips much more toward family game.

Shortcoming: the relatively high luck factor I will not call it a shortcoming, it shifts only the target audience. But a real weakness of the game are some cards to undermine the very core mechanism. There are, for example, some card that can fulfill orders in a special way. That should be a secondary aspect, you have the card, however, it is quickly becoming the main agent in order fulfillment. Another example: certain special cards (which I am not further detail above, since they are essentially just slightly better variants of the standard cards) are really hard to come by. Since there is but a map that may lead to special cards inflation, once it is in the game. Of such cards that break sharply the basic concept of the game, there are a few.

Material
Each player has a stabilized read goods tableau with Holmarkern for spices, the cards are lovingly decorated. Here everything is as clear as it fits the game well.

Game for two:
I have played the game once for two, because I found it but quite dreary. The four of you can a little "to the strong" go (play Trouble cards if it the strong most applies). In two-player game you have this choice not stop and somehow makes you just alternate to himself.

CONCLUSION:
Kashgar is a lightweight Deckbauspiel, the one with a manageable number of decisions not really stressed out and manages to really build some caravan feeling. High volume players may find quite nice, but complain the little hidden strong random factor and disturb some "cards outliers" that do not really fit into the basic concept of Kashgar.
But just casual gamers should not disturb you or even view as a plus point. Therefore, a nice game for the family or for warming up or sagging.

fits 28 Rank: 5/5
January 13
not without violence Rank: 3/5
December 1
what I want Rank: 5/5
September 4
Hoya HMC UV UVH58 Ø 58.0 mm Rank: 4/5
December 23

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