YORKTON – So the day after Rivages hit The Meeple Guild table I admit I was searching for what the title meant.
For those like me it is apparently ‘middle English’ from the late 1200s meaning a bank, shore, or coast.
That fits as in Rivages from designer Joachim Thome and Catch Up Games, players are exploring islands.
The publisher explains, “each player starts with their own map of an island that's divided into several coloured areas. Every turn, they strike out the available symbols from one of the two cards in their hand, check matching fields on their map, then pass the cards along to their neighbour. (The use one, pass along reminded immediately of a similar aspect in 7 Wonders).
“By exploring certain areas, achieving goals on the island, looting treasures, and progressing on their own wisdom tree, they gather valuable parchments. Reaching a boat allows them to move to a new island full of new opportunities.”
The cards and island boards are marked with erasable markers so you can play repeatedly.
In the marking as you move around the island Rivages takes on a ‘feel’ of a roll ‘n write game, but of course you are not actually rolling dice here – you use cards.
On a turn players have two cards – so two choices of what to mark off. Play in instantaneous for all players (solo-to-five), so it’s quick – at times too quick. A player making decisions more slowly can backlog card movement as everyone doesn’t take a breath to ensure all players are done before passing cards – the lull that can (likely will) occur is Rivages greatest stumbling block, and it’s a minor one.
As you move around islands you trigger ways to collect parchment scrolls. Whoever has the most parchments at the end of the game wins.
Everything about Rivages screams solid.
The art is fine but not exactly eye-catching.
The game play is fine but it does remind of a typical R ’n W as noted, and other games as well.
It’s easy to learn, and with its collective play, it’s quick.
In the end Rivages is a game which was more gratifying than the individual elements might suggest. It is the sort of game that will satisfy most – one that come year end will tickle the memories of The Meeple Guild as we pick our top-five of 2025, which still makes it a highly recommended game.












