The Great Zimbabwe

2012 · Industry / Manufacturing

The Great Zimbabwe

Players act as rival tribal leaders in a logistics-driven economic game set in a precolonial African region. They develop trade networks, produce ritual goods and staff craftsmen to supply and growing set of monuments dedicated to a chosen god. Each player selects one of several gods, each granting a different blessing and victory requirement, and balances investing in technology, craftsmen and resource production against the increased scoring those choices demand. Gameplay centers on optimizing scarce resources, routing goods from producers to monuments, and using turn-order manipulation; each turn grants a single action, so incremental planning and timing determine progress toward higher monuments and victory.

Players
2–5 best 4
Playing time
90–150 min
Age
14+
Complexity
3.7 / 5
9 on Ludoyafrom $119.99TransportationEconomicOwnershipAuction / BiddingNetwork and Route Building

On Ludoya's tables

Full stats in Ludoya
68
Plays logged
94
Players
1h 52m
Average play
27
In collections
26
On wishlists

9.0/10

from 17 Ludoya reviews

  • Garfield10.0

    #55 I really like it. It takes a little bit to explain it, but afterwards it plays quite quick. If everyone thinks a little bit beforehand you can do your turn within 20-30s. But in my second play one player was unable to calculate the costs and therefore was very slow. So it really depends on the players. [c] Theme: ★★☆☆☆ <!-- size 7]A little bit abstract --> Gameplay: ★★★★☆ <!-- size 7]Meaningful decisions to make --> Interaction: ★★★☆☆ <!-- size 7]Good portion of interaction --> Artwork: ★★★★★ <!-- size 7]Very appealing --> Luck: ☆☆☆☆☆ <!-- size 7]Nope --> Strategy: ★★★★★ <!-- size 7]YES --> Components: ★★★☆☆ <!-- size 7]Good, but nothing special --> Play duration: ★★★☆☆ <!-- size 7]We finished our first 3 player game within 73min! But the second 3 player game took 165min... --> Easy to teach: ★☆☆☆☆ <!-- size 7]Not very easy --> Setup time: ★★★☆☆ <!-- size 7]Still ok --> No downtime: ★★★☆☆ <!-- size 7]Can be quite fast, but sometimes also very slow --> Replay value: ★★★★★ <!-- size 7]Modular board, variable player powers etc. --> [/c]

  • andycted8.0

    3-4 players

  • Evan10.0

    Right from the start, let's just be clear that the rulebook is written very badly. It suffers from using a lot of game specific terms and then not clearly defining those terms in a way that's easy to find and understand. The game itself is very enjoyable however. The idea is players are building towers of disks on the map. To do so, they need to collect sets of all different goods by using any player's craftsmen on the board thereby depleting the available resources near those craftsmen. When you use an opponent's craftsmen, you have to pay them, which is money that player will get at the start of the next round. One of the most interesting things about this game, is as you build craftsmen or take cards, the number of points you need to win goes up, so you simultaneously advantage and disadvantage yourself at the same time. This is a deep game that rewards multiple plays. ★ Art, Iconography and components functional ★ Clever or interesting mechanisms ★ Reasonably low downtime between turns with mildly AP players ★ Multiple plays stay interesting ★ Low or mitigatable luck elements ★★★★★ Raw enjoyment

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