Rajas of the Ganges

2017 · Dice

Rajas of the Ganges

Players act as 16th-century Indian nobles developing their estates into prosperous provinces for the empire. They roll and assign dice as workers to take actions on a shared board, building market tiles and monuments, expanding estates, and managing resources. A parallel karma track affects scoring and grants immediate and endgame benefits, so players balance short-term wealth against long-term reputation. Play focuses on dice management, worker placement, and timing to optimize income, expansion, and fame.

Players
2–4 best 4
Playing time
45–75 min
Age
12+
Complexity
2.9 / 5
7.4 on Ludoyafrom $39.99EconomicTerritory BuildingWorker Placement with Dice WorkersTile PlacementDice Rolling

Where to buy it

Shop prices and second-hand copies, checked every day.

Compare all prices in Ludoya

On Ludoya's tables

Full stats in Ludoya
813
Plays logged
592
Players
1h 3m
Average play
170
In collections
30
On wishlists
1
Pre-ordered

7.4/10

from 111 Ludoya reviews

  • Garfield2.0

    It's all about getting the good buildings. The better buildings requiring higher dice. So if you are constantly rolling low you can't afford the good buildings. But you need the good ones to make more profit from selling goods and for the glory points. And there is way overpowered action that was chosen as first everytime in our game -> the one you could do with a 2, getting the bonus tile and 2 dice of your choice. [c] Theme: :star::nostar::nostar::nostar::nostar: <!-- size 7]Very abstract --> Gameplay: :star::star::nostar::nostar::nostar: <!-- size 7]Placing dice all over the place --> Interaction: :star::nostar::nostar::nostar::nostar: <!-- size 7]Almost none --> Artwork: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Luck: :star::star::star::star::star: <!-- size 7]Dice rolling --> Strategy: :star::star::nostar::nostar::nostar: <!-- size 7]There is only one strategy --> Components: :star::star::star::star::nostar: <!-- size 7]Nice --> Play duration: :star::star::star::star::nostar: <!-- size 7]Very good --> Easy to teach: :star::star::star::nostar::nostar: <!-- size 7]Ok (25min) --> Rules quality: <!-- size 7]not read --> Setup time: :star::star::star::nostar::nostar: <!-- size 7]Ok --> No downtime: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Replay value: :star::nostar::nostar::nostar::nostar: <!-- size 7]Nothing changes --> [/c]

  • Evan10.0

    I don't generally like race to the finish games, but this one blew me away. The way the game works is each player has three workers, and some number of dice. The dice get rolled, and represent the different resources in the game. Some action spots only require a worker. Others need a worker and then a die of a specific value or value range. Still others require a worker and one or more dice of a specific color, with the pips across all dice needing to total or exceed the requirement. The game doesn't have any inherent die income, so you have to be careful and clever about where and how to get more dice. The main purpose of the dice is to purchase tiles which get laid into your player board. The tiles have roads that must connect to your starting spot, but which may also connect to the edge of your board which grants you a special reward. We played the advanced game where the printed rewards are pretty dull, but you can get much better ones to replace them through a few ways, which allows you to customize your path through the game in a really compelling way. The game ends during a round that someone's dollars marker meets their points marker on the oppositely oriented tracks. This means a big money strategy is just as effective as a big points strategy in theory, although you'll want to do some of everything in this game, as each major track has a spot it grants an extra worker. Turns are pretty quick, there are marvelous combos you can line up with the various rewards, the iconography is consistent and clear. The components look nice, especially the dice. The process of solving the puzzle feels satisfying. When you run aground it's because of your choices as opposed to die luck or being punched by other players. There's some, but minimal player interaction. It's mostly the occupying of action spots you wanted and the taking of the edge of board scoring tiles you needed. :star: Art, Iconography and components functional :star: Clever or interesting mechanisms :star: Reasonably low downtime between turns with mildly AP players :star: Multiple plays stay interesting :star: Low or mitigatable luck elements :star::star::star::star::star: Raw enjoyment

  • Mestremuten7.0

    Rating: 3/5 Production value: 3/4 Is the game in my collection/Love to have?: 1/1

Read the reviews and rate it

Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Do I have to pay money to place a worker, or can I use dice instead?

You pay the cost shown on the action space — some spaces are paid with money, others with dice; where a space allows dice you may spend the required dice instead of money, and dice use is limited each round. (page 3)

Can I place any die value on an action, and how does flipping a die with Karma work?

You must use a die showing the value required by the action or space; Karma lets you spend to flip one of your dice to its opposite face (changing its value) as a paid effect. (pages 3, 8)

When I acquire a province tile, do roads have to match or connect to my existing provinces?

Province tiles must be placed following the road-connection placement rules so they connect legally to your network and follow placement restrictions; some province backs also give special yields when placed. (page 4)

How does the river/boat action work — how many spaces can I move per die and can I take palace actions after moving?

You may spend 1–3 dice to move your boat up to that many spaces (maximum three), collect the income on the space you land on, and optionally take palace actions if the river space permits. (page 7)

What's the difference between assorted markets and single-good markets, and do upgrades change market costs or scoring?

Assorted markets accept any goods and score differently than single-good markets which reward specific goods; upgrades can be acquired and applied to alter market payouts and sometimes reduce the die costs for market actions. (page 5)

When does the game end and how are fame and money compared at the end?

The end-game is triggered by the final-turn condition (a track reaching its end); final scoring compares each player’s fame and money markers on the two tracks and applies the final-turn scoring rules to determine winners. (page 9)

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.