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My big birthday present this year was the board game 12 Rivers, and we played it for the first time tonight. We spent 2 1/2 hours on it. About 30-45 minutes of that was setup like punching out the components, reading the extensive manual, and arranging the pieces on the table.


Players: 2–4
The cap is rigid, as the game includes 4 alpaca boards and play uses 3 rivers per player.

Play Time: 45–75 Min
I suspect this is optimistic, as it took us a long time, although experience may speed play. We only had 2 players, so more may increase the time.

Age: 10+
Apt for experienced gamers or nerds. Otherwise, probably older players will have more success.

Complexity: 1.67 / 5
I have no idea what Board Game Geek is comparing this to, but 12 Rivers is a lot more complicated than most other games we own. Each round has multiple phases, there are a lot of pieces, and different methods to pursue winning (although it all comes down to points in the end).

Designer: Romain Caterdjian
Publisher: Good Games Publishing


The artwork is gorgeous. If you like pretty games, this will appeal. It has kind of an anime/manga style that reminds me of Studio Ghibli.

The construction excels. Most of the components are very heavy cardboard. All the punch-out items released easily. (Note that you get a lot of small colored dots left over that you could use as counters in another game.) The pearls are plastic but pretty enough. If you prefer other materials, you could replace them with glass or even stone in appropriate colors. Take care with the pieces because many of them are small, especially if you have young children or if some players have lower dexterity.

It takes some finagling to assemble the board, but its kinetic aspect sold me on the game and is just as fun in practice as I thought it would be. As the story goes, you are collecting magical pearls that originate in a mountain and wash down the titular 12 rivers to a lake by a village. The game board therefore folds and fastens at an angle. The mountain backboard is at the top. Then there is a wide cardboard floodgate that holds up to 12 pearls, one in each river. Those rivers join as they flow downward until one large river enters the lake. The board is 3D so that when you lift the floodgate, the pearls roll down the rivers -- and we never had one jump out -- until blocked by little tribe tokens that you get to stick in the rivers at various sections to catch the pearls. The village has more spaces where you can put a tribe token to recruit villagers.

Be advised that you need a lot of space to lay out all the elements of the game, because there are so many pieces. The board faces one way. If possible, set it up facing all the players in a row. If you have four people around a table, one of them will be stuck looking at the back side, which is a real handicap. Even sideways made it hard for me to read things at the bottom of the board like the available villagers. The illustration in the manual calls for putting two players on each side of the board, but then the stuff at the bottom would be hard for everyone to read.

However, it's a diceless game so there is no throwing or dropping things, thus no need for even more space to roll in. The only things that might escape are the pearls after you put them on the alpaca boards or villager tiles. I only knocked one loose once, and it didn't get very far.


Each game plays five rounds. A round has three phases: Preparation, Exploration, Collection. The Preparation phase sets up the newly available random elements of pearls, fairy tokens, and villagers. During Exploration, players take turns placing their tribe tokens in the path of desired pearls, and playing any relevant camp cards as desired. In the Collection phase, first release the pearls. Work from left to right across the top section, then the section below that, and so on. Claim the pearls you can (usually one at each of your tribe tokens) and put them on your alpaca board. If you have a tribe token in the village, recruit new villagers. Finally, move pearls from alpaca to relevant villagers, matching pearl colors to the colored squares on villager tiles (except for wild card squares that can hold any pearl).

After the last round, tally the scores. You may want pencil and paper to keep notes. Score pearls on villager tiles (alpacas don't count, and pearl colors have different values). Score villager tile abilities. Score alpaca goals. The highest score wins. They're marked on the game pieces as stars, but we just called them points.

My favorite mechanic, after the gravity-driven pearls themselves, is the turn track. This is a little squiggle in the bottom right corner of the board, opposite the village in the bottom left, with 12 spaces. In the first round, you place your tribe tokens in the order of your starting characters, beginning at the top of the track, repeating that pattern until all have been placed. So Villager 1 goes first and Villager 4 goes last. But for later rounds, the order changes based on how you play. After the pearls are released, players claim their tribe tokens and pearls working from top left toward bottom right. As you pick up each tribe token, you place it in the last open space of the turn track, working up from the bottom. That is, the first player to pick up a tribe token in this round will be the last to pick up one in the next round. So you might wind up having two or three turns in a row when picking up pearls or villagers; you might go first or last in different rounds. This malleable order is different from most games, so it can be tricky to remember at first, but the game does give you physical markers to track it. If people are just sitting around for several minutes, look at the top tribe token on the turn track and ask if that person is thinking what to do or just forgot that it is their turn. That's most likely to happen where one player has two or three turns in a row. It's just a really clever way to jumble the play a bit, reducing the chance of any one person dominating too much -- and nobody gets stuck at the end forever.

This game involves a lot of choices -- where to put your tribe tokens, which pearls to take, which new villagers to recruit, where to put the pearls you catch, when to use fairy tokens or camp cards, which of the various available goals to chase, etc. If you are a strategic player, you can calculate all that stuff. This makes the game take longer, but is more interesting if you have those skills. If you are not so great at strategy, you can just do stuff, which makes it go ... slightly faster. This is what I did, and I actually won by a landslide anyhow. There are generally clear steps that you could take, whether or not you can tell which would be the "better play." In this regard, 12 Rivers is a lot more playable than some more abstract strategy games where, without a plan of action that you have to build in your head, you have no idea what to do next. The rules are complicated but do provide sequential guidance. And by complicated, I mean that we started cracking jokes about Dragon Poker. This is likely fun for intermediate to advanced gamers, but might be too confusing for newer ones.

There are also aspects of chance. The pearls are drawn randomly from a nice drawstring bag, then placed from left to right in the active rivers (3 rivers per player). This is probably the most influential, because the pearl colors have different values and the villagers call for different colors of pearls. Fairy tokens and camp cards are drawn at random, but there are also camp cards you can buy if you like using those. After the first villager tiles (which are numbered) at the beginning of the game, more are drawn randomly from the stack and set face-up for players to recruit. These aspects of chance greatly enhance the replayability of the game -- it will never be exactly the same twice. If you don't like chance messing with your strategy, this may not be the game for you. However, not many games have a really nice balance between skill and chance like this.

There were a few places where the rules weren't 100% clear. For instance, the fairy tokens are shown in the end scoring, but it never gives a way to score them, nor does it say they are not scored (as pearls on the alpacas are not scored). If you're not sure, you could just make a house rule. In this case, options include: 1) Ignore the leftover fairy tokens. 2) Give them a score, such as 1 point. 3) Use them only to break a tie, in which the player with more leftover fairy tokens wins. However, the instruction manual is relatively clear and complete overall, with pretty illustrations that mostly make sense. You might need to read it more than once. Helpfully there is a list of game pieces and a game layout in the front, and a summary of play steps on the back. There are also 2 cards that list the fairy token properties.


On the whole, I enjoyed playing 12 Rivers. I'm not sure how often we'll actually have that big a chunk of time to play it, but it would make a great "main game" in a game night. I really like how well it plays with 2 players, though. We don't have a lot of folks that we could sit down and game with, and not all games play equally well at the low end of their range. I also adore the mechanics. Highly recommended.

You will probably like this game if:
* You have a good head for strategy, because there are a lot of decisions.
* You are not great at strategy, but are happy just grabbing choices among several options.
* Your gaming group includes people with different levels of strategic skill, as this game include plenty of opportunities for strategic choices but also elements of chance and some very clever mechanics that help even the playing field.
* Your gaming group tends to be small (2-4 players).
* You love games with a kinetic element and/or your other board games are mostly flat.
* You favor games that tell a great story that drives the mechanics and/or you admire clever mechanics that really fit the gameplay and make it different.
* You have moderate to high experience with board games.

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