Through the Desert is a game that just gets better and better the more I play it. It was among the first modern boardgames I tried, and it got lost in the shuffle for a few months. I found my thoughts repeatedly wandering back to it. I've since picked it up and logged almost 10 plays with my copy. Each play has improved my opinion of it. Additionally, it's quickly becoming my favorite gateway game right beside Ticket to Ride. I think a lot of gamers have been passing over this game when searching for something to introduce a new player to the hobby.
Description
Through the Desert is a game about placing very cute camels in the desert. Each player is represented by a set of caravan leaders. Each player has a caravan leader in each of five common colors. You setup the board in a random fashion, take turns placing your leaders, and then take turns expanding your caravans from your leaders. You score points by:
1. Connecting caravans to Oasis
2. Picking up watering whole tokens
3. Enclosing areas
4. Having the largest caravan in each of the colors.
The end game is triggered whenever any one of the camel colors is exhausted.
1. Analysis Paralysis / Downtime
This is one place that TtD just shines for me. There are a ton of possible moves each turn, but only a handful of good moves. In addition, you can try and predict what your opponents will do, but that is a big uncertainty in this game. TtD is a game of incremental advances; no move is going to set you back and no single move is going to steal the game. The focus on the few good moves each turn and the knowledge that you can't predict for certain what your opponents will do keeps the analysis paralysis to a minimum. I really seldom notice any downtime in TtD. Additionally, what your opponents do directly affects your own position, so you generally want to pay attention during everyone's turns.
2. Multiplayer Solitaire / Player Interaction / (Competitive / Casual)
I do not believe anyone should accuse TtD of being multiplayer solitaire. 629
You all have caravans and you are all trying to expand them into a limited set of resources. Blocking is an inherent part of the game. There's not even the question of "mean-spirited" blocking like in Ticket to Ride. In TtD, you are going to block someone and someone is going to block you. There just isn't enough room for everyone's little camels to make it to the party.
At the same time, I find TtD a great hit with the casual crowd still. It's true you are going to be blocked, but being blocked isn't the end of the world in TtD. There is always something you can do to advance your score. There's not some big destination ticket you can get hosed on.
Another aspect that highlights the player interaction is the player controlled game end trigger. When the camel supply starts running low for a few colors, players who perceive themselves in the lead will start to actively pursue ending the game. During this time is when the largest caravan bonuses will be hotly contested.
3. Skill / Luck / (Competitive / Casual)
TtD is definitely a game of skill. The only randomness occurs during the setup of the board. For each game you randomize the location and value of the the oasis and water hole markers. This makes sure that the same area of the board isn't emphasized every time.
The largest skill to learn is where to place your leaders during the setup phase. Unfortunately, this means many beginners are going to be making their biggest mistake at the very start of the game. I highly recommend lending some friendly advice for a new player in placing their leaders. Having said that, I've also seen many beginners have no problems running away with the whole game.
I find that there is room for skillful play, but competitive and casual players can play at the same time and both enjoy themselves. The game play is dynamic enough to reward different styles depending on the way the game plays out.
4. Runaway Leader / Effective Elimination / Catch-Up Mechanics / Score Obfuscation
TtD does a great job of keeping everyone feeling like they have a chance of winning. Played by the rules, you keep your water hole scores hidden until the end of the game. It also isn't until the end of the game that you hand out points for enclosing areas and having the largest caravan in each of the five colors. You can have a general idea of who is winning, but nobody will know for certain until the scores are tallied.
Additionally, end scores are usually in the same ball park across the players. Every turn will earn you a few points, the winner just manages to earn more points during their turns. 629