Targi
#1412012 · 2-2 players · 60min · weight 2.34
Core loop (v2)
Place workers on the border of a 5x5 card grid; intersections of your row and column workers grant the inner cards.
Mechanics (v3 deep)
You alternate placing your three Targi meeples one at a time on the 16-square border of a 5x5 grid, with two strict denial rules: never on a square your opponent already occupies, and never on a square directly across the board from an opponent's meeple. Then you place two Tribe markers at the row/column intersections inside the central 3x3 grid where two of your own meeples meet. Resolving the eight resulting actions in any order is the second tactile beat — claim goods, draw cards, place tribe cards into your 3x4 display tableau.
Each round: 1) alternate placement of 3 meeples on border (12 placements, with denial rules); 2) each player places 2 tribe markers at their meeple intersections inside the 3x3 card grid; 3) resolve all border and central actions in any order, paying goods costs to play tribe cards left-to-right into a 3x4 display; 4) the Robber advances 1 step around the border, periodically taxing players. The game ends when a player plays their 12th tribe card OR the Robber reaches border space 16. Score = VP printed on tribe cards (1-3 each) plus row bonuses (4 VP for a row of 4 identical types, 2 VP for a row of 4 distinct types).
Each meeple placement is a four-way decision: do I take the goods on this border square, do I claim the central card at the row/column intersection it creates, do I block my opponent from a key row, or do I block them from a key border action. With three meeples placed alternately the option space narrows turn by turn; by the third placement there are typically only 2-4 legal squares left. The deeper decision is the 3x4 display: cards lock in left-to-right and you can only hold one in hand, so committing a row-of-identical strategy three rounds out is a real bet. Tradeoffs: tempo (rushing to 12 cards) versus row bonuses (waiting for the right card types).
The dominant skill is two-player adversarial spatial planning — reading your opponent's intended intersections and placing to either steal them or deny them without sacrificing your own. Secondary is set-collection planning across the 3x4 display: committing early to a 'four identical' row is high-risk high-reward and rewards card-counting the small deck. Tertiary: managing the Robber clock. Almost no luck mitigation needed; the deck flow is the only randomness. Almost no math, no memory load beyond 'what types have come out.' This is a tight 2-player puzzle that rewards patience and adversarial geometry.
Theme
Be a Tuareg desert-trader caravanning between oases, accumulating dates, salt, and pepper to trade for tribe alliances — a tight 30-60 minute brain-burner for two.
Franz Vohwinkel illustration with painted desert-warm palette: ochres, sand, deep blues for the indigo Tuareg veils. Kosmos's house style — clean, slightly muted, functional iconography over evocative imagery. Reads as 'tasteful mid-2010s Kosmos,' not a visual standout but not pasted-on either.
Translation potential
- Async PvP duel ladder: Targi is a strict 2-player game and async digital play removes the awkward in-person 30-minute commitment — daily-paired matchmaking with ELO
- Daily puzzle mode: fixed grid + fixed deck order, both players play the same seed, score-attack vs the leaderboard — leans into the small deterministic state space
- Roguelite caravan campaign: a 7-stage solo journey where each stage is a Targi game vs an AI rival with progressively harsher deck constraints, with persistent caravan upgrades (extra meeple, free goods slot) between stages
- Tournament/season ladder with rotating rule modules (Targi has an official expansion adding extra columns) — ship one new module per season as live content