The game based on his playing time for my taste too high luck factor. The most problematic for me luck element is the following: During the game you bet on certain maps families, with the goal in the three rows either four cards of the same kind (well, Targia, Oasis, etc.) or from four different ways to collect, at the end of the game to get the decisive victory points. Therefore you have to be really quite early in the game set. Unfortunately, it is so that one is only dependent on the further course of the game, which tribal cards come in the middle of the field. And if you're unlucky, you wait and wait forever on a map of the real family, and it comes and comes, for example, just no more tent, but which one absolutely needs to finish his series. So you're just addicted to destiny, and can take no further influence. This was the case for me at least half of the games played. And then makes the game just not fun anymore.
In short games, I find it quite okay if chance plays a slightly bigger role, because you after a game that lasted only 10-15 minutes for example, and you had no luck, just for better luck in the next round can hope. But with such a game like Targia where it comes to a total cycle time of, something right to plan strategically over an hour and build, it's just frustrating from the second half of the game if you have no luck.
So for me, despite the beautiful game idea no game I'm going to play very often.