Got a chance to play Babylonia against a real live human before my parents got on a plane to head back home.
If you’ll spare me a moment for my thoughts, it really is a brilliantly designed game, and I’ve now put my finger on something. So Yellow & Yangtze is obviously a renovated Tigris & Euphrates. Blue Lagoon, the same for Through the Desert. Babylonia was expected to be the renovation of Samurai. However, many comments call it more of a mixture of all three - a statement I’ve agreed with but couldn’t articulate why.
The Samurai reference is obvious; surrounding cities and capturing via majority. Likewise the TtD/DdW reference is obvious, as you link up your pieces and snatch up farms for bigger and bigger scoring opportunities. For T&E, yes you have four types of tiles (Noble, Priest, Farmer, Merchant) and play two per turn, and a map with two rivers, but those are all superficial similarities.
Here’s where I now think Babylonia evokes T&E: Tigris has four games going on at once. The Blue game, the Black game, and the Red and Green games. You have to monitor all four at once. And as monuments appear and kingdoms form, those four games take on different tenors. Babylonia also has four games going on at once - the Farm game, the City Capture game, the Ziggurat game, and the Link Up All Your Tiles game. As in Tigris, you have to monitor all four and approach the game with balance.
In a twist, (everyone plug your ears), Tigris accomplishes this with a inelegant, tacked on rule - score your lowest color. I’m not complaining, just noting that the balance between colors is overtly enforced by a rule designed specifically to do that. What makes Babylonia so remarkable is that there is no such rule. All four games contribute to a single pool of points; you can choose to diversify or specialize however you want. This is a nice degree of freedom. However, the game still finds a way to enforce the four-game principle, with a much more elegant solution. The scoring of each of the four areas accelerates through the game. So if I ignore one of the games and give my opponents free rein, they will start racking up massive 10 or 20 point turns every round toward the end. If I fall behind in city capturing, for the rest of the game I can’t score a city without benefiting you more than me. In this way, the game organically forces you to dabble in all four areas, either to keep abreast of the accelerating scoring or to disrupt your opponents’ momentum.
It’s really remarkable.
Now, I still prefer Tigris as the better overall game. But I find this deep, deep respect for Babylonia, in the genius of its design and how it drives the experience from an almost invisible ruleset. (and I still peg it as a darn fine game in its own right).