Game Previews from Origins 2019: Ishtar and Caravan, or Stationary Camels in a Shifting Desert

Game Previews from Origins 2019: Ishtar and Caravan, or Stationary Camels in a Shifting Desert
From gallery of W Eric Martin
Thanks to a larger BGG staff presence at Origins Game Fair 2019, I've been able to get out of the booth more than I usually do at such events in order to talk with publishers about future releases. Sometimes I've even played a game!

Given my discovery of this possibility at a game convention, here are short takes on two games being previewed at Origins 2019 that will be released in the next two months: Ishtar from Bruno Cathala, Evan Singh, and IELLO, and Caravan from Joe Huber and Rio Grande Games.

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I played only a half-dozen turns of Ishtar due to time restrictions, so at this point I can cover only the gross mechanisms of the game without anything in the way of how it feels.

Board Game: Ishtar: Gardens of Babylon
On a board of 4-6 hexagons for a game with 2-4 players, you are trying to transform a gem-filled desert into the Hanging Gardens of Babylon. Each hexagon has a fountain on it, with some spaces on that hexagon being sacred and off limits. On a turn, you take the next landscape tile on the tile display — shown in the upper left of the image below, with tiles coming in one of three shapes —or you pay a gem to take any tile that you want, then you place that tile next to a fountain or next to an existing tile. If you cover any gems with this tile, you collect them and place them on your personal game board.

Tiles have a combination of grass and garden spaces, and they sometimes bear an icon that allows you to place an assistant on a garden space (with each player starting with two assistants) or use collected gems to activate a space on your personal board. The first row of spaces on your board all have one-shot actions, such as placing a two-space flower tile over grass tiles in order to enlarge or reserving a tile for future use; the second row of spaces has scoring bonuses that will take place for you at the end of the game if you activate them — but you have to activate the space ahead of the scoring bonus in the first row before you can activate the scoring bonus.

You use assistants to claim garden areas for yourself that will score points for you at the end of a game. You want to enlarge the gardens, but along the lines of Through the Desert, you can't place a tile that would combine two gardens that each bear an assistant into a single garden. Thus, you need to ensure that you have room to grow, but of course if you enlarge a garden too much before claiming it, someone else might grab it out from under you.

Aside from activating spaces on your board, collected gems can be used to acquire tree cards that earn points at game's end. You then place a tree on the board next to a garden, with trees adjacent to gardens being another way to earn points as long as you've activated that bonus scoring space. Alternatively, you might activate the space to score points for gems still on hand at game's end, which would mean you don't want to spend them for trees.

The game ends when a certain number of stacks of tiles have been placed, with players scoring the garden of each placed assistant as well as any bonus point spaces they've activated.


Board Game: Ishtar: Gardens of Babylon


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As Huber suggests in his designer diary for Caravan, the design feels like a member of the "German games in the mid-1990s when the focus was on simple rules with depth of play". I've played only once, so I can't vouch for the "depth of play", but Caravan strikes me as being akin to a classic Leo Colovini game as the rules are so short as to be almost non-existent and the players interact in a relatively tiny shared space, with each player's actions affecting what everyone else can do.

To set up the game on the 7x7 board, place one goods cube in eight specified locations. Players take up to four actions on their turn (after the first three turns in which players take one, two, then three actions), with actions being to place or move one of your camels without a goods cube in an empty space, pick up a goods cube in your place, pass a goods cube along an orthogonal chain of your camels, steal a good from a camel in the same space as one of yours, or place or move one of your camels without a goods cube in a space that contains one or more camels, with this latter action costing two actions instead of one. Simple, simple, simple.


From gallery of W Eric Martin
Gamer Shawn and Rio Grande Games production manager Ken Hill


As soon as you move a goods cube to the destination space matching its color, you remove it from the board and place it on your player board. Cubes going to the edges of the board are worth 6 points, while the other cubes are worth 3 points. Goods in the far corners start with a demand token, and when you collect a good, you collect any tokens in the same space as that good. When only four goods remain on the board (regardless of how many goods rest on the backs of camels), you pause the game, place a demand token on the spaces where goods remain, then refill the empty numbered spaces.

As soon as the last goods have been placed on the board, the next delivered cube signals the end of gameplay, and whoever has scored the most points wins.

We played the beginner game in which each player has six camels and not all of the goods are used. Even so, I managed to strand one of my camels in the upper-right of the game board (as shown in the image above), as I placed it there to pick up three demand tokens along with the white cube, but I had neglected to think through Ken's explanation of the game. Nowhere in his presentation had he mentioned that you could dump a cube, yet somehow I had assumed that I could do that. Not so. Once a camel picks up a cube, that cube remains in place until you move it along a chain of your camels until it stops on another camel or is delivered to the target space. I had unwittingly started playing the game on hard mode...


From gallery of W Eric Martin


Eventually I cleared out all the cubes in the southeast portion of the board, then moved north to rescue my unfortunate ungulate. Caravan is an odd take on the pick-up-and-deliver genre in that the camels can't move once they pick something up. You need to build camel chains, move goods, shift links in that chain, and disrupt other players' chains as best as you can.

We didn't mess with one another too much, possibly because Shawn and I were playing for the first time and just trying to figure out how to make goods go. When you steal a good, you place the good underneath the camel's legs, and that good can't be stolen away from you until you move it. What's more, when you steal a good, you have to give that player a theft marker, with everyone starting with one such marker. No theft marker = no theft by you. I can imagine theft playing a larger role once you gain more experience in the game and are thinking of how each camel can serve several roles at once, but as mentioned before, you can't move a camel with a good on it, so don't steal unless you have a plan to get rid of the goods.

In the end, I beat Shawn by one point, with Ken being only two points behind Shawn. I had concentrated on demand tokens far more than the other two players, and those twelve tokens made up for my relative lack of goods cubes. Looking forward to trying Caravan again, especially with four players, and Ishtar also seems to have a similar minimalist appeal, with players fighting in that shared space to grab good gardens and elbow others out of the way.


From gallery of W Eric Martin

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