The sought rubies, a highly prized stone for which we will compete in the TCG Factory publisher's dice game in Istanbul, are coveted by all merchants in the Istanbul bazaar.

The dice game in Istanbul, in pursuit of the greatest trader


Istanbul the dice game

  • Publisher: TCG Factory
  • Design: RĂ¼diger Dorn
  • Illustration: Andreas Resch
  • 2-4 players
  • 20-40 minutes in length
  • +8 years

What exactly is it about?

Istanbul the dice game is a reimagining of Istanbul, a familiar-medium court game that is well-known in the world of modern board games.

Today, we'll discuss this revamp, which simplifies several concepts and incorporates dice as a key component in the game's evolution.

The dice game in Istanbul will depict a merchant who will conduct business until he has 6 rubies; once a player achieves this goal, the current round will end, and the player with the most rubies will win the game.

The gameplay is really easy; we'll have a center board on which we'll set the rubies, and this will inform us what the valuable stones give us or how much we can pay for them; we'll have:

  • Rubies are used as currency.
  • For money, rubies.
  • Rubies for successfully constructing several mosques.
The costs of the various routes to these rubies will rise as players gain more rubies.

The following is how each player's turn always goes:

Step 1: We charge or carry out the actions of the mosques we have constructed.

Step 2.- Actions: Unless we have a skill that increases our chances, we will roll five dice and do two actions based on the outcomes. These actions will allow us to:

  • Construct mosques at their expense.
  • Dice can be exchanged for physical resources.
  • Receive letters that will provide us with immediate benefits.
  • Make a profit.
We can get a ruby if we obtain the requisite things, money, or complete the goal.

This is the game sequence in which we must build an engine that will fuel our turns as needed in order to attain the coveted rubies.

As previously said, the current round ends at the sixth ruby, and the game is over.



We're dealing with a fast-paced game with very short turns, as well as a double-sided board that adapts the game to the number of participants. When we consider this, as well as the fact that there isn't much interaction during the game, we can see that 2 to 4 works fairly well.

If we want to give it a ranking, we'd say that the mosque market will fluctuate more the more participants there are in the game, which will usually prevent overly disruptive mosque combinations.

Components and aesthetics

If you're new to the hobby, we'll tell you that this is an old-school creation that works well in the game and, most importantly, goes like clockwork iconographically.

If you've been following this for a while, you'll see that Istanbul makes extensive use of vintage euro/family art. It's comfy and handles nicely, although it's not really distinctive.


We can let them control the game with ease after 10 years because it is a family game par excellence that allows us to introduce practically any group to what has been combo scenarios without too much fuss and with great ease to observe them.

Combo mechanics are usually very appreciative, but it is true that in a family context it may be overwhelming. This does not happen with Istanbul the dice game, and there is not an excessively long chain of combos; at best, one event leads to another and little else.

We're dealing with a game that we propose in the most familiar setting; playing it with the little ones to whom we already wish to add one more management point will be a breeze with this title.

Of course, we must keep in mind that the limited diversity of paths may be insufficient for more experienced gamers.



Istanbul the dice game is like to an old rocker in that it will not surprise you with anything completely new, but if you appreciate its style, it will always leave you with a positive sensation.

In this scenario, we're dealing with a Rudiger Dorn game that re-implements Istanbul, a game with more complexity in terms of mechanics and development.

We have a dice roll management system to feed this family game that will combine two concepts: a certain chance that creates a better balance between more experienced and newer players, and the necessity to respond to what is coming.

In the end, we've created an engine creation game in which we'll try to increase the number of actions and resources we achieve during the rounds; this will almost certainly determine the game's winner, and aside from the ruby fight, we don't have many tools to stop another player's development, which is a negative point.

On the plus side, it's a straightforward development that'll show newer players what a strong engine can do; it's simple, direct, and easy to comprehend, but if you enjoy it, you'll want more.

Furthermore, once we have a few games, we will see how important it is to get the most accessible rubies as soon as possible, even if it means slowing down the process of our engine, because things will become increasingly demanding, especially in games with four players, and the requirements for rubies will be difficult.

In general, a very grateful family member that we can take even with children who are just starting to take that first step, a very comfortable place where TCG factory has already demonstrated that it can handle other titles like the great Fertility.



The dice game Istanbul is a reflection of Rudiger Dorn's creations, a familiar game built on a very appreciative mechanic that allows us to delve deeper into the engine creative games. It will never be difficult, but it will always leave us with positive feelings.

Readers Note1 Vote


  • Engine build mechanics are simple and familiar, with few chains, allowing the game to function well as an input.
  • We're already playing after less than a minute of initial installation.
  • The game's description is straightforward, and many of the game's mechanics are learnt almost entirely during play.


  • The dice always have a chance element to them, which we must consider.
  • Finally, purchasing rubies is always contingent on collecting money or products, leaving us with only two options for triumph.
  • Other players have no way of stopping an engine after it has been developed.

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