Thank you for checking review #120 by Cardboard Clash. My aim is to focus on reviewing board games and how they play for two people and, on occasion, how they play for one person. Because my wife is my primary gaming partner, a lot of consideration goes into finding those games that play well with 2 players, and we typically prefer to find those games that do not require a variant (official or otherwise) in order to play it with just the two of us.
**Note: The publisher provided a copy of the game in exchange for an honest review. All opinions remain my own.
An overview of Targi
Targi is a board game designed by Andreas Steiger that is published by Kosmos Games. The box state it plays 2 players and has a playtime of 60 minutes.
Theme and overview:
Unlike in other cultures, the desert Tuareg men, known as Targi, cover their faces whereas women of the tribe do not wear veils. They run the household and they have the last word at home in the tents. Different families are divided into tribes, headed by the ‘Imascheren’ (or nobles). As leader of a Tuareg tribe, players trade goods from near (such as dates and salt) and far (like pepper), in order to obtain gold and other benefits, and enlarge their family. In each round their new offerings are made. Cards are a means to an end, in order to obtain the popular tribe cards.
The board consists of a 5×5 grid: a border of 16 squares with printed action symbols and then 9 blank squares in the centre onto which cards are dealt. Meeples are placed one at a time on the spaces at the edges of the board (not including corner squares). You cannot place a meeple on a square the opponent has a meeple on already, nor on a square facing opponent’s meeple. Once all meeples are placed, players then execute the actions on the border squares the meeples are on and also take the cards from the centre that match the row and column of the border meeples.
The game is predominantly scored and won by playing tribal cards to your display. These give advantages during the game and victory points at the end. Usually cards are played (or discarded) immediately once drawn. A single card can be kept in hand but then requires a special action to play it (or to discard it to free the hand spot for another card). Each card has a cost in goods to play. Goods are obtained either from border spaces or from goods cards.
The display (for scoring) consists of 3 rows of 4 cards that are filled from left to right and cannot be moved once placed (barring some special cards). There is also a balance to be found between the victory point score on the cards themselves (1-3 VP per tribal card) and in the combinations per row (a full row of 4 identical card types gets you an additional 4 VP, and a full row of 4 distinct card types gets you 2 VP).
The winner at the end of the game is the player with the most victory points.
This game provides incredible brain burn. It won’t seem like it at first, but there is more to this game than the average game because there is a huge spatial aspect to the game. Your workers are placed along the borders, and the points where your workers “intersect” in the center of the grid of cards will give you 1-2 additional actions to execute that round. That in itself is really clever. However, the ruthlessness of being unable to place a worker across from your opponents’ workers means the grid of cards shrinks quickly. Which means your first placement isn’t necessarily on a card you want the action for, but rather to hopefully lock down the center card you are banking on this turn. But, oh no, your opponent unwittingly (maybe) just put their worker on the other card you needed to make that perfect intersection, so now you’re trying to figure out how to salvage the rest of this turn without ruining your attempt to get that card next round instead. This is the brilliance of Targi.
The set collection aspect of the game adds a great layer of decisions into what you are choosing for actions. You are strongly incentivized to fill a row with 4 cards of the same type, as that is an extra 4 points. However, failing that you want to get a row of 4 unique card types for 2 points. Anything else is a wasted opportunity for bonus end-game points in a game that is often tight enough to where even 2 points can make all the difference. Neither of those sets are easy to collect, and there will be times when you seriously consider whether or not to take that card which will ruin said collection you are working toward, since you only have 3 rows to work with.
There are three great spots on the outer board that are worth mentioning, because they open up flexibility and, at times, some push-your-luck. First, there is an action space which will let you move one of your central cylinders to an open central card that round, meaning it is a valuable place to go when your opponent blocks you out of a row or column you really wanted – assuming they don’t mark that very card you wanted. Second, there is a space which allows you to take the top Goods card off the deck. This is a strong risk-reward play, but it can provide a great feeling when it gives you a coin for the gamble. Last is the space which lets you take the top Tribes card and either buy it immediately, add it to your hand, or discard it. However, there are several reasons this can be risky because…
You have a hand size of 1 for the Tribes cards. If you have one in hand, you need to use the space on the board which allows you to play or discard that hand card, otherwise you’re going to have to buy or discard any Tribes cards gained until that card is gone from your hand. And with only one space to play/discard that card, it is entirely possible your opponent may block you out from using that spot on the turn when you wanted to play the card, forcing you to pivot your entire plan. Anyone claiming worker placement games have no interaction has clearly never played Targi, because there is constant interference in this one with such a tight board and limited actions per round.
There is a neutral piece that moves around the outside perimeter, advancing 1 space each round. This is great for two reasons: it is the timer for the game (although players CAN trigger it early), and it blocks one space from placement each round. In addition, the four corners contain Raid spaces where players immediately lose either goods or points and then the piece advances to the next space. So while there are 16 cards making up the border, it’ll really be a 12-round game at most with up to 4 penalties paid – which can be a lot less forgiving than you’d think. This game can be TIGHT.
A “board” made of cards where the center 9 cards are constantly changing definitely creates a dynamic game experience. However, it also creates the issue of needing to remove and replace cards constantly, alternating which type of cards goes into that spot (i.e. if the card used/removed is a Goods card, a Tribes card replaces it). These cards are initially placed face-down as the actions are resolved for both players, and then flipped to end the round. Okay, fine. Except that’s a lot of placing and flipping over the course of the game, and if you have even the slightest ounce of perfectionism in your body you will get a nervous tic every time a card slides askew from the others. A small board or playmat to place the cards on might be a nice way to “deluxify” the game experience and help provide a small amount of control to the layout of cards. I learned the hard way in our first play, when I had the cards tight together. Ever since there has been a nice cushioned gap in every direction.
Targi is one of those games I always hoped to try because it was a 2-player worker placement game – something I know is up my wife’s alley for gaming. I expected a game that was extremely overhyped, because I’ve heard numerous times just how excellent Targi is as a game. No game, especially one so small in size, could be that good, right? Let’s just get this out of the way now: Targi doesn’t hit the expectations from word of mouth. It exceeds them. This little game is, somehow, even more impressive than I had been led to believe.
At its heart, Targi is just like most worker placement games: you put out workers each round to gain resources which you then convert into points. It adds set collection, which also isn’t that uncommon to worker placement games. It doesn’t allow you to place a worker where your opponents are, just like many other worker placement games. So what is it about Targi that sets it apart from so many other games?
This game provides incredible brain burn. It won’t seem like it at first, but there is more to this game than the average game because there is a huge spatial aspect to the game. Your workers are placed along the borders, and the cards in the center where they intersect will provide 1-2 more actions to execute for 4-5 total per round. Clever, but still not special. However, the restriction to prevent you from placing directly across from an opponent is what elevates this from small worker placement game to mind-melting puzzle. This is the brilliance of Targi. This is what sets it apart from most vanilla worker placement games, and what makes it an incredible experience that sets it up as one of the absolute best games to play with 2 players.
When I get the itch for a worker placement game (which isn’t often, since they almost always end in defeat against my genius wife), this is one of the first games that will come to mind going forward. It is quick to set up, plays in well under an hour, provides incredibly crunchy decisions, and has a fast teardown time. Even more importantly, it has a moderate table presence, meaning it isn’t a game that needs a ton of real estate to play. It probably isn’t the best coffee shop game to take along, although the small box is nice, but it does work fine on almost any sized table.
All in all, Targi is easily one of the best new-to-me games I have played this year. And I’ve played some really amazing gems, even in the 2-player only market with hits like Bushido, Skulk Hollow, and Exceed Street Fighter making it to my table this year. Don’t make me have to choose which one is best – I’ll be struggling with that come June when I refresh my Top 100 (where I expect Targi to easily place on there somewhere). If you haven’t tried Targi and you like thinky 2-player games, this is definitely one of the more unique and worthwhile titles to add to your collection.