The Great Zimbabwe
The Great Zimbabwe is a strategy game built around artisan networks, cattle economics, and raising monuments. Players bid with cattle to determine turn order, build craftsmen, buy ritual goods, and develop monuments while managing their personal Victory Requirement. Stronger development can also raise the score needed to win, so income, initiative, and growth must stay in balance.
The Great Zimbabwe supports 2–5 players; community best: 4 players; playing time: 90–150 minutes. A WANGO browser trial has not been confirmed.
Background & introduction
The Great Zimbabwe places players on a map of land, resources, and water, competing through artisan production and monument growth. Cattle pay costs, determine turn order, and purchase goods produced by craftsmen; players then use those goods to build or raise monuments. Different craftsmen depend on different resources. Some produce basic goods, while others refine them. Who owns a craftsman, who controls a resource, and who is willing to pay its price all shape what can be built in a later turn.
The economic systems are tightly connected. At the start of each round, players bid with escalating gifts of cattle to compete for turn order. Those gifts are distributed among the players’ empire plaques and then returned to their owners. Earlier initiative may secure a resource or building opportunity, but it can require a higher bid. Each player also has a Victory Requirement, or VR: it begins at twenty and is modified by cards for gods, specialists, or technologies. Powerful options can speed development while also increasing the target needed to win.
During the main action phase, players may build one new monument, place craftsmen, or raise existing monuments, choosing one development category for the turn. Raising a monument requires different types of ritual goods bought from craftsmen within reach. Goods consume map resources and cost cattle at prices set by their owners. Monument location determines which craftsmen and resources can be reached, while adjacency restrictions shape expansion. Artisan placement, resource competition, and transport distance create a production network that changes as players build.
Victory is not simply a race for the highest VP total; players watch whether their VP reaches their own VR. During the revenue phase, players collect cattle placed on their cards and receive income based on their highest monument level, then the game checks whether anyone has reached the threshold. If multiple players do so in the same round, the rules compare how far each player exceeded their VR, then total VP, then turn order. The threshold system makes ability costs, market prices, initiative, and scoring pace part of one plan. This entry describes the game’s abstract competition and is not a guide to Zimbabwean history or African culture.
Core rules & scoring
Objective and victory requirement: Players score Victory Points (VP) by owning craftsmen and building monuments, and try to reach their personal Victory Requirement (VR). Each player begins at 20 VR. Choosing a god or specialist and taking a technology card modifies the requirement as shown; VR cannot exceed 40. At each round’s victory check, the game ends if a player’s VP has reached or passed their VR. A powerful option may increase the threshold as well as improve your economy.
Map and currency: The map contains land areas, water, resources, and empty spaces; land spaces are adjacent horizontally, vertically, and diagonally. Cattle pay most costs. Silver cattle are worth one, while gold cattle are worth three. Cattle paid to a craftsman are placed on its technology card and cannot be spent by that owner until returned in the Revenue phase. Resources feed craftsmen, and their goods are then used to raise monuments.
Four-phase round: Each round follows Generosity of Kings, Religion and Culture, Revenues, and Let Us Compare Mythologies. The first two phases proceed in turn order; Revenue and victory checking resolve quickly. If no one wins, clear used-resource markers and begin another round. The effects of a player’s chosen god or specialists can alter some phase procedures.
Cattle gifts and turn order: Arrange empire plaques in descending order of players’ current VR, then proceed along the queue as players give cattle or pass. The first gift must be at least one cattle; each later gift must exceed the previous one by at least one, and is paid immediately. Gifts are distributed evenly across the plaques in queue order. Once all but one player have passed, everyone retrieves the cattle on their plaque. Players who pass later receive an earlier turn position. Cattle are both the bidding cost and the funds available for later construction and purchases.
Religion and Culture actions: Players act in the order set by the cattle phase. Each turn, choose either one god or one specialist, use specialists already owned and affordable, and choose one of three development actions: build a new monument, place craftsmen, or raise monuments. You may place multiple craftsmen that meet their conditions or raise multiple monuments, but cannot combine these development categories in one turn. Specialist use follows its card and is generally limited once per turn.
Gods, specialists, and technologies: In the game’s setting, a player may choose only one god and cannot later replace it. Specialists can be acquired over time, generally no more than one new specialist per turn. Both cards and technology adjust VR while providing abilities. To place a craftsman, you must have its technology; if you do not, you may acquire that technology while building the corresponding craftsman and adjust your VR. You may not exceed 40 VR or take a technology without building at least one matching craftsman. Check that the new threshold fits your VP plan before acquiring an ability.
Craftsmen and resource networks: There are seven types of craftsmen: four primary craftsmen produce basic goods and three secondary craftsmen refine related goods. Placement requires the matching technology, a legal location, an available craftsman piece, a cost, and an eligible resource. The resource must be within the craftsman’s range and not already within range of another craftsman of the same type when placed. A secondary craftsman must also reach the corresponding primary craftsman. Owners set goods prices; buyers pay cattle to the craftsman card, and resource markers are used according to the rules.
Monuments and ritual goods: You may build a new level-one monument on a legal empty space or raise an existing monument. A new monument cannot be adjacent horizontally, vertically, or diagonally to another monument unless a specialist effect permits it. Raising a monument requires different types of ritual goods, with the quantity based on its level before the raise. Buy goods from craftsmen that can reach the monument; monuments can serve as hubs to extend the route to craftsmen, but cattle are paid for each hub use. Raising monuments grants VP and increases future income, up to level five.
Revenue phase: First collect cattle on your gods, specialists, and technology cards. Then gain base income according to your highest monument level; the number of monuments does not matter for this basic income. Payments for goods are already included among the cattle collected from technology cards; do not count them twice. Revenue does not end the game by itself; it prepares players for another bidding round before the victory threshold is checked. If nobody has reached their VR, clear used-resource markers and continue.
Victory check and ties: The game ends when at least one player’s VP equals or exceeds their VR. If only one player qualifies, that player wins. If multiple players qualify, compare how far each has exceeded their own VR; the greatest margin wins. If tied, compare total VP, then the current round’s turn order. Reaching the threshold first is not the only concern: initiative and the amount by which you can finish above your requirement can decide the result.
Rules & gameplay questions
How do you win The Great Zimbabwe?
Each player has a personal Victory Requirement, or VR, starting at twenty. Players earn Victory Points from craftsmen and monuments. The game ends at the victory check if anyone’s VP reaches or passes their VR. When several players qualify, the rules compare how far each has exceeded their own requirement, then total VP and turn order. This means players can have different targets by the time the game ends.
Why does the VR change during play?
God, specialist, and technology cards modify a player’s VR, often increasing the target when they grant a useful ability. The requirement begins at twenty and may not exceed forty. Before choosing an option, estimate whether its benefit to production, construction, or initiative is enough to offset a higher threshold. If your requirement rises without a matching increase in VP production, the ability may delay your victory instead of accelerating it.
How does the cattle phase decide turn order?
Players arrange their empire plaques by current VR, then take turns offering a gift at least one cattle larger than the previous gift or passing. Gifts are distributed across all plaques, and players collect the cattle on their own plaque after the bidding ends. Players who pass later receive earlier turns. Initiative can help secure a craftsman or monument action, but the bid also temporarily commits cattle needed for purchases and construction.
Why are gifted cattle returned to players?
The cattle gifts are not simply paid to the bank: they are distributed across the empire plaques in order, and each player later retrieves the cattle on their own plaque. The bidding phase redistributes cattle while determining turn order. A later pass gives you an earlier position, but your gift must be paid immediately and its cattle are unavailable while you bid. Plan for both the timing and the cash needed in the action phase.
How many kinds of buildings can I do in one turn?
During Religion and Culture, choose one of three development categories: build a new monument, place craftsmen, or raise monuments. The place-craftsmen action can add multiple craftsmen if their resource, technology, and space requirements are met; the raise action may improve multiple monuments. You may also choose a god or specialist and use specialists you already own, subject to the limits and costs on the rules or card.
How do craftsmen make and sell goods?
A craftsman needs the matching technology and an eligible resource within its range; at placement that resource cannot already be within range of another craftsman of the same type. Secondary craftsmen must also connect to the relevant primary craftsman. The owner sets a price, and another player who buys the good pays cattle onto the craftsman’s card. Resource markers are then used according to the rules. The owner collects the cattle later, so the market is both a construction cost and an income source.
What do I need to raise a monument?
The level before the raise determines how many ritual goods are required, and the goods must be different types. Buy them from craftsmen that can reach the monument and pay the cattle price printed on each card. Monuments can function as hubs to extend transport range, but each use of a hub costs cattle. A successful raise grants VP and increases future income through the level of your highest monument.
How do craftsmen and monuments score points?
Placing a craftsman grants the number of VP shown by laurel wreaths on its technology card. Building a new level-one monument also scores, and raising monuments to higher levels awards increasing VP. Craftsmen create ritual goods that other players may need, while monuments produce income and affect transport. Balancing points, a potentially higher VR, market prices, and turn order is central to developing efficiently.
Where does income come from in the Revenue phase?
Players collect cattle on their god, specialist, and technology cards, then receive base income according to the level of their highest monument. The number of monuments does not increase that basic income; the highest level is what matters. Payments for goods sit on technology cards and are collected only once in this step. This income funds the next round’s bidding, market purchases, and construction plans.
Who wins if several players reach their VR in one round?
If several players meet or exceed their own VR, first compare the number of VP by which each has exceeded their requirement. The player with the largest margin wins. If the margin is tied, compare total VP; if still tied, the player earlier in the round’s turn order wins. This tie procedure rewards planning for a strong finish above the threshold, not just reaching the minimum score.
Rules & introduction sources
- Edition
- This entry covers the Splotter base game. The BGG 111341 listing gives 2–5 players and about 120–180 minutes; rules follow the publisher’s PDF. The game uses an abstract historical-inspired setting. This text explains tabletop mechanisms only and does not present its gods, kingdoms, rituals, or economy as factual history about Great Zimbabwe or African societies. The separate solo add-on is outside scope.
- Rule references
- Introduction source
- BoardGameGeek
WANGO editorial
| Parameter | Recorded value |
|---|---|
| BGG overall rank (snapshot) | #366 |
| Complexity Weight | 3.69 / 5 |
| Best player count (community) | 4 |
| Player range | 2–5 |
| Playing time (minutes) | 90–150 |
| Core mechanisms | Auction / Bidding · Income · Market · Modular Board · Network and Route Building · Open Drafting · Ownership · Square Grid · Tile Placement · Turn Order: Auction · Variable Player Powers · Variable Set-up |
| Chinese publication | Unconfirmed |
| WANGO browser play | No confirmed WANGO trial |
| Year published | 2012 |
| Suggested age | 14+ |
BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27
Player questions
What is the best player count for The Great Zimbabwe, and can I play online?
The Great Zimbabwe supports 2–5 players; community best: 4 players; playing time: 90–150 minutes. A WANGO browser trial has not been confirmed.
How complex is The Great Zimbabwe, and which mechanisms does it use?
Weight: 3.69 / 5. Mechanisms: Auction / Bidding · Income · Market · Modular Board · Network and Route Building · Open Drafting · Ownership · Square Grid · Tile Placement · Turn Order: Auction · Variable Player Powers · Variable Set-up. Chinese publication: Unconfirmed.
Where can I learn The Great Zimbabwe?
No rule guide, strategy article or WANGO trial has been confirmed for this record.