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Store:  Ding & Dent, Strategy Games
Edition:  Targui
Format:  Board Games


limited edition re-release

Funagain Games does not stock this edition of this title [], usually because it's out of print.

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Product Awards:  
Spiel des Jahres
Nominee, 1988

Ages Players
10+ 2-4

Designer(s): Wil Dijkstra, Ben van Dijk

Publisher(s): Jumbo International

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Product Description

The renowned game from 1988 is back in a limited, numbered edition!

Targui is the singular for Tuareg. The Tuareg are desert dwellers in the Sahara. Each player represents one of the tribes. The game board depicts a variety of desert landscapes, each with its own economic and strategic value. The players attempt to gain control over the entire region by skillfully using the same features of the various areas. To heighten the suspense, Targui has an exciting system for taking turns.

Product Awards

Spiel des Jahres
Nominee, 1988

Product Information

Product Reviews


Average Rating: 4.2 in 5 reviews

One of my 5 favorite board games.
December 17, 2003

This is an awesome game, that I'm surpriced not to have seen anywhere in the U.S.

I love the exiting turn based system, that changes each turn, as does the game board, which means you need to change strategy frequently.

The random length of your turn & cards, also makes this game very interesting.

I like this game better than risk. If you like Risk, Axis & Allies or Civilazion. I recommend this game. The only down side to me, is that I would have liked a bigger board & more player options than 4.

awesome game
April 29, 2003

This game is the best boardgame around except for chess. It is geniously built and makes you rethink your strategy all the time depending on what is happening in the game. And also to add to this you have to take in account the eventcards that appears, this is the one drawback, and that is that when you become an experienced player you know what cards are left...of course you can always make up your own event cards

Great game after a few tweaks
December 28, 2001

I was always intrigued with Targui's subject matter and had to buy it after hearing it was being released in a new edition. I am happy to say that I was not disappointed. Targui is exciting to play, with a lot of player interaction and strategy in an easy to learn format.

I will not reiterate the play mechanics as they are covered elsewhere on this page. What I would like to do is mention a couple of minor changes we play with that greatly increase our enjoyment of Targui:

  1. Limit movement to orthogonal (horizontal and vertical) only; do not allow diagonal movement. This essentially increases the importance of maneuver and position on the gameboard.
  2. Limit camel production each turn to double the economic value of the territory in which they are being placed. This emphasizes the importance of the salt-mines and oases and encourages more advance planning. I don't like the idea of huge armies popping up in the middle of nowhere.

If you like abstract territorial games like [page scan/se=0033/sf=category/fi=stockall.asc/ml=20]Risk but want a more thematic feel and quicker playing time, then Targui is for you. The fortune cards and random turn order provide a level of excitement that is often missing from games of this genre.

"You see, I've been thru the desert on a horse..."
October 10, 1999

When I attended college in the late Seventies, my old Avalon Hill war games held little interest to most of my dormies. Too long, complicated, etc... BUT, my old RISK game (remember, the original with little wooden boxes and oblongs) would always get everyone 'warring'. Lost a country? Do a shot... but that's another story. TARGUI is simply RISK in the desert, but with some nice twists.

TARGUI offers an ever-changing gameboard, and straightforward rules. Actually, there are only two rules; move/attack and add camels. Each square on the board offers either strategic value (bonus for attack / defend), economic (money to buy more camels), or both. Like RISK, the goal of the game is simple, total desert domination. Unlike RISK, the unique twist lies in the turn sequence and (mis)fortune cards. Players shuffle their tribe's card(s) in with everyone else's, plus one (mis)fortune card. The number of tribe cards added is determined by a simple die roll. Cards are then turned over, and that tribe may make one move/attack, then add camels.

Violent, ruthless and excruciating, each player waits desperately for their tribe card(s) to come up to launch an attack. Banter is always on-going, and players constantly form alliances, then change with the turn of every card. The (mis)fortune card (like 'chance' in Monopoly) adds an element of uncertainity, as it can aid or hurt any or all players on the board.

One complaint though: the playing pieces. If Kosmos can produce 'Durch Die Wuste' with over a hundred actual camel pieces and palm trees at a reasonable price, why not Jumbo Int? The pieces are light, plastic half domes (they look like jujubes) that are at times difficult to pick up. This made game play a bit sloppy at times and was the one drawback to the game.

Playing pieces aside, TARGUI is the perfect beer & pretzels game. Easy to teach, lots of action, cussing, and fist-shaking, it should be added to anyone's 'desert games' collection.

Camel warfare in your living room
August 28, 1999

The original edition of TARGUI was published in 1989; the game is once again available in a reprinted edition. The name is taken from the Toureg tribe, a warrior race that lived in the central area of the Sahara Desert. It is also the name of a colored piece of cloth worn by the men of the tribe. These tribes gained their power and money from robbery, both of their neighbors and from caravans passing through their territory.

The game board consists of territorial cards dealt out at random onto a plastic gridded board (keeps the tiles from shifting around like sand dunes!) Some territories are mere barriers and offer nothing for their occupation. Others provide bonus points for battle or for gaining more silver coins (to buy more camels for future battles).

The object of the game is to capture the entire board! Each player (up to 4) takes a color and establishes his/her tribe typically in a corner of the board. Each starts with 10 camels and some pieces of silver and gold to buy more camels.

The driving mechanism in this game is rather clever. Each player has 5 tribal cards with their color on it. There are also 16 action cards. Players can decide on the length of the game by using all or part of the 16 cards or by using them all, two in each cycle of turns. The action cards usually cause camels to be added or subtracted from the board somewhere or money to be given or taken away.

The active player rolls 1 die. If a number from 1 to 5 is thrown, each player contributes that many tribal cards to the 'turn deck' along with 1 (or 2) action cards selected randomly. If the active player rolls a '6', each player puts in only 1 tribal card, but gets to have a second move in their turn.

In your turn you can do 1 or 2 actions: move camels (or attack) and add more camels. You don't have to do either one, but the order is mandatory.

If you choose to move camels, you slide them from one of your territories to another, occupying a vacant territory if possible. If you are moving to an occupied square, you have begun an attack.

Unlike Risk, each side, attacker and defender, are going to have casualties. The resolution is unique and lets players examine risk/rewards ratios and probabilities in an interesting fashion. Adding camels means you buy them and stick them on the board somewhere belonging to you.

What makes this a rather nasty game is the driving mechanism. Remember all of the those tribal cards plus the action card(s) we shuffled together? In each cycle, the top card is turned up. Whoever is that color takes their turn. If the next card is theirs, they take another turn (and so on). You may be sitting on the sidelines for several of the opponent's turns before you get to do something (and by then you could be hurting!) If an action card is drawn, instructions are followed.

Because of the non-linear turn cycles, your planning for attack and defense is very challenging. In addition, you really get the feel of an environment where opportunism likely played an important role.

This game might not do well as a 'family' type because you must wipe out your opposition ruthlessly in order to win. But, it's only a game.

Targui is a lot of fun and plays fairly quickly after you play it 2 or 3 times. The randomly generated board means the game won't go stale after just a few plays. The bits are good quality and the rules are clear. Highly recommended.

Other Resources for Targui:

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