Review
Bridges of Shangri-La by Mike Petty
Components
Printed in Germany, the board and components are of the usual high quality we'd expect. There is a large,
colorful gameboard depicting a landscape of deep gorges connected by broken bridges. Twenty-three
small wooden bridges are set out to complete the paths between the 13 villages. Each player gets a set of
42 "master" tokens. There are also 12 glass stones used to mark villages that become isolated when all
their surrounding bridges collapse. So, you can see there's not a ton of different little bits and many sets
of cards. As it is, though, the game sets up very quickly and that's a big plus for me when it comes to
replayability.
Rules Summary
The rules are very simple and the basics can be explained in about two minutes. After a round of initial
placement of masters on the board, players will have three options on a turn.
First, a player can add a master to a village where he already has at least one master. Master tokens
come in seven varieties--Healers, Dragonbreeders, Firekeepers, Priests, Rainmakers, Astrologers and
Yeti-whisperers. All masters have the same effects and are only distinguished by which square they are
placed on in a village. No more one master of each type can reside in the same village.
A second option a player has is to recruit students. A student is a master token placed on top of a master
token already in play and a player choosing this action can place up to two of his tokens anywhere on the
board where he has a master. A master can only have at most one student. These students will eventually
travel to neighboring villages and hopefully become masters themselves.
And that leads to the third option on a turn--the journey of students. When a journey takes place, the
active player chooses a village all students (regardless of their controlling players) move to a new village
that is still connected to it by a bridge. The strength of a village is determined by the total number of
tokens in the villages at the start of the turn. If the village they travel from is strongest, all students move
into empty squares in the new village or displace opponents' masters who may already reside there.
Displaced masters are returned to the player who controls them for later use. In rare cases a player may
choose to move from a weaker village to a stronger village. In this case, only empty squares are taken
over by students. Squares that are already occupied by a master cause incoming students to be returned
to their owners' supplies. These rules for traveling students are the hardest to learn, but they are quite
intuitive. Players have picked them up quickly in the games I've led so far.
After students travel over a bridge, the bridge breaks and is removed from the board and no further travels
will take place over that path. When a village is totally isolated from the others, a "stone of the wise men"
is placed on the village to indicate no further actions may take place there. From this aspect of the game,
it should be clear how timing becomes so important during the game. With only one action to choose from
each turn, this adds a nice sense of urgency on each turn.
As soon as the eleventh stone is placed on the board, the game ends. Players count their masters (not
students) on the board and the player with the most wins.
Conclusion
With simple rules and a quality presentation, The Bridges of Shangri-La is an excellent addition to the
Uberplay line. From what Jeremy Young has told us, his goal with Uberplay is to make families and
gamers in the US more aware of the great games being designed in Europe. I have no doubt this game is
accessible to a wide range of gaming tastes and it should help to further that goal. It was a hit with the
high school club this week and I'm looking forward to playing it much more myself!