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Through the Desert
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from 35 customer reviews
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In Through the Desert, two to five players each control a tribe of nomads vying for control of the desert. By establishing caravans and taking over oases, the players gain points as their tribes increase in power.
Strategy is essential in deciding how and where to build your tribe's caravans. There is more than one way to gain points, and several ways to win. Should you try to build the longest caravan? Or should you dominate the desert's oases? Don't forget to keep an eye on your opponents' caravans, or you may find your own tribe cut off from valuable water holes.
This new edition has the same plastic camels and trees as the first edition.
Players: 2 - 5
Time: 20 - 45 minutes
Ages: 10 and up
Est. time to learn: 10-20 minutes
Weight: 944 grams
Language Requirements: Game components are language-independent. Manufacturer's rules are printed in English. This is an international edition or domestic edition of an imported item.
- 1 game board
- 175 plastic camel playing pieces
- 30 plastic camel-rider playing pieces
- 45 water hole counters
- 5 plastic oasis trees
- 40 point-counting chips
Average Rating: 4.4 in 35 reviews
First things first, what are you gonna’ get and what’s it gonna’ cost you? Through the Desert comes with 1 game board, 175 plastic camels, 30 plastic riders, 45 watering hole counters, 5 plastic oasis trees, and 40 point chips. The game retails for $29.95. That comes out to be about 17 cents a camel, which may seem a bit steep at first. The components of this Fantasy Flight game may leave something to be desired, particularly the game board, which never lays entirely flat, but what it lacks in presentation, it more than makes up for in gameplay. In the end, I think you’ll find the pastel pieces and clip-on riders somewhat endearing, and part of the game’s charm.
So what are you doing for 45 minutes with all these camels splayed out before you? First, the game setup is pretty quick and painless, and is the only random part of the game (which is my favorite kind of game, increases replayability, but eliminates the role of luck). To setup the game all you have to do is randomly place the watering hole counters on the blue dots, so that the counters with values of 1, 2, and 3 are randomly distributed. Then all that’s left is to reattach the tree tops to their bases and distribute those randomly across the oasis spots. Second, the initial placement involves every play putting down a camel of each color. There are five camel colors (blue, green, yellow, purple, and peach), and every play will be building a caravan in each color. To begin the game everyone starts with one camel in each color, and this initial camel for each caravan is bearing a rider of that player’s color. This initial placement is actually an extremely important part of the game. You need to situate your riders near oases and watering holes. But there’s more involved because the game is really all about developing strong positions in relation to your opponents, so you’ll want to be sure to react to what your opponents do during initial placement. Third, the game proceeds with each player alternating placing two camels (of any colors of their choice) on the board. The rules for camel placement are very simple, and pretty much amount to the fact that you must grow your existing caravans, and not merge them with an opponent’s caravan of the same color.
How do you win this game anyway? The scoring is what really makes this game (as in all Knizia games). There are four different ways to score points, and thus many different strategies for coming out ahead in the end. The four ways to score points involve: 1) claiming water holes, which are worth between 1 and 3 points; 2) linking to oasis trees, which is worth 5 points; 3) enclosing areas, which is worth the number of hexagons enclosed; 4) having the most of a camel color, which is worth 10 points, and up to 50 points if you were to have the most in all five colors. The scores are tallied when any one of the five camel colors runs out. The game length varies because sometimes all players are using a lot of a single color, and other times placement is more evenly distributed across all of the colors.
The key to what makes Through the Desert great lies in the fact that the rules are simple and the playing time is short, but the gameplay is engrossing, interactive, and constantly presents difficult decisions. First, the game is engrossing because downtime is limited. Players can begin planning for their move on other player’s turns, developing contingency plans and the like. Moreover, all that anyone ever has to do on their turn is place two camels. Finally, the actions of other players can affect you significantly, so you’ll always want to be paying attention when others are going. Second, the game is interactive because a lot of the strategy revolves around blocking each other. In many circumstances it might be more worthwhile to prevent your opponent from getting points, rather than getting points yourself. The board is a tight space that quickly becomes congested, and players’ caravans will weave tangled webs, as they feint and counter-feint across the hexagonal desert.
So how many people can you play this with anyway? The game is designed for 2 to 5 players, with slight rules modifications depending on how many players there are. However, the game is at its best with only 2 players. The game works reasonably well with more, but predictability and control decline as the number of players increases, which can make it more frustrating and less strategic. As a head-to-head duel though, the game is an excellent battle of wits to dominate the desert through a variety of scoring methods.
Through the Desert is very deceptive, with its pastel pieces, simple rules, and short playing time, the game may appear to be a light filler, but what you’re really getting is an excellent strategy game that gives players an enormous amount of control, presents them with many difficult decisions, and rewards them with far more than meets the eye.
I do not know what the previous gamers reviewing this game are thinking. This is a great game of pure strategy- there is no luck involved. You have to keep one eye on your opponents moves and possibilities and one eye on your situation. Hem an opponent in, close him off from an oasis, capture territory, and strive to have the longest caravan in at least three of the five colors (in a two player game-10 bonus points per color to the longest caravan is huge- often game deciding). This game is a GREAT two player game and does play differently with three or more. Depending on experience, a third or fourth player can wreck your plans or unwittingly play into them. You must keep your eyes on the camel supply, because when one color runs out, the game is over. This is harder to project with multiple players. I cannot speak highly enough of this game - it is awesome strategy- and you are never sure who is going to win. I suggest that the reviewers giving this game a poor review should try playing an experienced player in this game and see how dull or boring it is- There is so much to do and so little time- prioritizing is paramount and you are planning many moves and possibilities at all times. One of the best for a pure strategy two player game.
Through the Desert is one of Knizia's best works. As with many of his games, it is fairly abstract - the camels have no real realationship to the the game; the theme is an overlay to a great system. The game system is a derivative of Go. As such, the mechanics are minimal but the strategic and tactical possibilities are near infinite.
This is not a game with a lot of player interaction (like Res Publica, High Society or Modern Art). It is very chess-like in nature yet simple enough to teach in a few minutes. Of all of Kinizia's games, I feel this one is the one that should be mass marketed; it easily surpasses Othello and Mastermind in possibilities and yet is no more difficult to teach. This is a classic.
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I didn't know what to make of the gaudy, toylike little camels when I first saw them. But I soon fell in love with this delightful territorial game, in which 170 camels and 30 camel riders roam a desert in search of oases, water holes, and space. After camel riders are placed strategically on the board, preferably near the point-scoring oases, the battle continues as you place your other camels to build caravans connected to your riders. Caravans cannot cross each other, so you will aim to create the largest ones possible to surround the greatest areas of territory, and thus earn points. Reaching water holes also earns points, and deprives others from getting there. The player with the highest score after the last camel is placed wins.
Durch die Wüste is Knizia's game of deserts, camels and water. The game comprises a hexed board showing the desert, camels in 5 pastel colours, oases and various waterholes. In a nutshell, the game is one of placing camels to score points by connecting to oases or waterholes, encompassing areas and having the longest chain of camels in a colour.
To set up, each player is given a brown camel with a rider of his chosen (primary) colour on it and one camel of each of the 5 pastel colours, also with a rider of his colour on it (the 'camel-rider'). First, the oases, represented by palm trees, are placed on the board. In the final reckoning, having a camel adjacent to a palm tree scores 5. Next place the waterholes. These vary in value from 1 to 3 and should be distributed randomly on marked hexes. Having set up the board, each player takes it in turn to place one of their 5 camel-riders on the board until they have all been placed. This initial placement is subject to a few restrictions, namely that you may not place a camel next to an oasis, nor may you place a camel next to a camel of the same colour. From then on, players take it in turn to place any two camels so that they are connected to their camel chain of the same colour, ensuring that camel chains belonging to different players never come into contact. Effectively each player (and his primary colour camel-riders) ends up with one chain of camels in each of the five pastel colours and it must be obvious which camel belongs to which player. Placing a camel on one of the six spaces round a palm-tree gives 5 points for each player achieving this, while the waterholes score from 1 to 3 points but only for the player who places the camel and then removes the waterhole. The game ends when all camels of one colour have been placed. Then it's time for the reckoning. As said, an oasis is worth 5 for each chain connected to it, waterholes are from 1 to 3, longest chain per colour scores 10. For areas enclosed you score the number of unoccupied hexes within that area and also get any waterholes within it. Most points wins.
When I first got the game, read the rules and then played by myself, the immediate comparisons were favourably with Shark, Acquire and Manhattan but with fewer placement restrictions (there's even more than a hint of Blazing Camels/Wurmeln in it). I thought then that the greater flexibility would make it a better game but I can't help feeling now that it doesn't. If my group plays again, we reckon we'll probably start imposing some limitations such as drawing 5 camels unseen from a bag and having to play 2 of those. Having said that, while this game may not have the depth or complexity of Tigris, it is good, quick, fun and to be recommended.
SWD: The trouble with that as a variant, Neil, is that it loses one of the game end conditions -- the one which says that the game ends when one of the colours has been exhausted. In our games, that has been the condition that has actually finished the game and this has added quite a lot to the tactics.