Game Guide | Rules and editorial analysis

Targi: Rules, Strategy & Who It Suits

A tactical two-player worker-placement game built around crossing rows and columns of desert cards to collect goods and develop a tribe.

2 players60 minutesKOSMOS

A tactical two-player worker-placement game built around crossing rows and columns of desert cards to collect goods and develop a tribe.

This original independent guide covers components, steps of play, scoring or winning conditions, key examples, frequently asked questions and editions where relevant.

What makes it different?

Ideal for two players who enjoy low-luck spatial planning, blocking and resource conversion; more involved than a quick card duel such as Battle Line. The Expansion adds water and shifting dunes and must not be assumed part of the base rules.

Game at a glance

Getting started

Set out the game components and deal or prepare according to the base edition.

Core choices

At the beginning of a round move the robber along the border; corner raids demand payments. Players alternate placing their three Targi on eligib…

Win condition

Play toward the specific shared or competitive objective explained below.

Player fit

Read the tactical and audience guidance before choosing this game.

Prepare the border and central grid

Arrange sixteen permanent border cards around nine center cards according to the rulebook, with Goods and Tribe cards filling the center. Each player has three Targi figures, two tribe markers, starting goods and gold; place the robber before the first border space.

Robber and border placement

At the beginning of a round move the robber along the border; corner raids demand payments. Players alternate placing their three Targi on eligible border cards. You cannot occupy the robber’s card, raid corners, an occupied border, or a space directly opposite an opposing Targi.

Intersection actions

After the placements, each player places two tribe markers on central cards where lines from their own opposing Targi positions intersect. Resolve actions from figures and markers in your chosen order, taking goods and acquiring Tribe cards where affordable.

Buying and displaying Tribe cards

Pay the printed goods and gold, then build a display containing at most three rows of four Tribe cards. Cards add victory points and may provide one-off or ongoing effects. Within a row, build left to right and don’t create gaps.

End-of-game row bonuses

A complete row of four cards with the same tribe symbol earns four bonus points; a row containing four different tribe symbols earns two. Partly filled rows and mixed rows that fail either condition receive no such row bonus.

Robber raids and round limits

The robber triggers raids at corners; prepare to pay the required resource or victory-point cost. At the end of a round carry forward at most ten goods and three gold. The game ends after a player places their twelfth Tribe card or the robber reaches the final raid.

Strategy and example

An attractive border action can be strategically weak if it opens two strong intersections for the opponent. Prioritize placements that jointly secure needed Goods and a Tribe-card purchase, and build rows deliberately rather than buying only for immediate card points.

Who should play Targi?

Ideal for two players who enjoy low-luck spatial planning, blocking and resource conversion; more involved than a quick card duel such as Battle Line. The Expansion adds water and shifting dunes and must not be assumed part of the base rules.

More examples, decisions and edition guidance

Full example of intersections and blocking

Suppose you want the middle Tribe card. Placing one Targi on a top border card sets its column; placing another on the left border sets its row. Only their crossing creates the desired center action. Your opponent can block either border destination or occupy a square opposite a key Targi, which forces you to redesign your intersections. Place pieces with all three potential border actions in mind, since the same placement may secure resources and deny an attractive enemy combination.

How the tribe tableau changes your priorities

A printed three-point Tribe card is not necessarily better than a two-point card with the symbol you need for a row bonus. Four matching symbols add four points; four distinct symbols add two. An effect that grants future goods can also finance another Tribe card, while a one-time discount may help buy an expensive card immediately. Estimate the whole remaining game, including robber timing, instead of comparing only the printed score on available center cards.

Base game versus Expansion

Targi: The Expansion introduces additional systems including water and shifting sand dunes. These affect resource choices and how players use available action placements. They are not required to play the original game, and players should not apply expansion resource exchanges to basic Targi. For the base game, the key repeatable loop is border placement, intersecting center selection, action resolution and development of the 3-by-4 Tribe tableau.

Frequently asked questions

How many players?

Two.

How many Tribe cards fit in a display?

Twelve.

Can you place opposite an opposing Targi?

No.

How are row bonuses earned?

Four matching symbols score four; four different symbols score two.

Similar games and alternatives

These published guides cover related gameplay ideas but different experiences:

Supporting rules article

For more detailed examples, read Targi Scoring Explained: Tribe Rows, Goods & Endgame.

Sources and editorial disclosure

Rules researched October 12, 2026. This is original rules-based editorial writing, not a claim of first-hand playtesting. Publisher names and trademarks remain their owners’ property. For edition-specific exceptions, consult your included rulebook. Editorial policy and corrections.

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