![]() The rules are clear and its fairly easy to explain enough of the rules to get a new game underway within 10-15 minutes. That may not sound like much, but I consider that to be extremely high praise. If you’ve played the ancient game Mancala, then the base mechanics in Five Tribes will feel similar to you.įive Tribes is a medium-to-heavy weight eurogame, but doesn’t necessarily feel like. Once that point is reached, points are tallied immediately and a winner is declared. Play continues until a player is out of camels or there are no legal moves remaining. As meeples are removed the board, the options become less diverse and players may be left with little to no profitable moves. A move is only legal if you can end by dropping a meeple where a like-colored meeple already exists. And finally, red assassins can remove meeples from nearby tiles on the board, or knock off some of your opponent’s viziers.Īt the outset, there are tens or hundreds of possible legal moves. Green merchants allow you to collect resource cards. Blue builders score victory points based on the number of meeples collected and the number of nearby blue tiles. White elders can also be victory points or used to buy Djinns that give a player a special ability. Yellow viziers score basically as victory points, giving you a bonus if you have more than other players. The meeples you collect also have special abilities. ![]() The tile you end on also has an action – sometimes mandatory like adding a palm tree or palace that increase the value of that area, or voluntary, like buying resources or Djinns. If the tile is now empty, the player puts a camel on it to claim that area. When the last meeple is placed, all meeples of that color are removed from the end tile. Then, starting on an adjacent tile, drop meeples one at a time (one per tile). Once turn order is worked out, each player removes all meeples from one tile. Resource cards can be used in two ways, to collect victory points or to buy Djinns for a cheaper price. The next player to bid zero will take their turn ahead of each other player who chose not to pay to play. The first player to bid zero will always go last. The real key to the auction element is how bidding zero works. The player who went first the previous round will bid first the next round. Each gold coin is essentially a victory point, so over bidding has significant risks. Players bid for turn order, any amount from 0 to 18 gold coins. How To Play:Įvery round of Five Tribes starts with an auction. But let’s just get it out-of-the-way here, this is a eurogame, theme isn’t really what it’s about. Its well drawn, but doesn’t really do much to draw you into the world. If there is any negative, the art is a little cartoon-like for my tastes. Even the player bid markers are large wooden spires. Many of these pieces could be cardboard chits, but instead are beautiful, thick wooden pieces. The best components are the remaining wooden bits camels in each player’s color, palm trees, and palaces. Then meeples are drawn randomly out of an included cloth bag to start the game. Setup consists of randomly placing the modular board, which consists of 30 double-sided tiles. Components: As with most Days of Wonder games, the components are all high quality and will leave you satisfied.Īs I alluded to already, Days of Wonder is known for quality games, and Five Tribes is no different. At the end of the game, whoever has accumulated the most influence and wealth will become the new ruler of Naqala. Players remove all meeples from a tile and distribute them one at a time, moving orthogonally. The movement has often been referred to as “Mancala-like”. Players move meeples, representing the Five Tribes, to gain power and influence. Game Overview:įive Tribes takes place in the fabled Sultanate of Naqala. Five Tribes plays best with any number of players. The result of this sort of Dream Team is a well designed, easy to play, hard to master, strategy game.įive Tribes is a game for 2-4 players and plays in about 60 minutes. Not only are their games easy to get into, but they are filled with beautiful and well-made components.įive Tribes is being touted as Days of Wonder’s first “gamer’s game.” They have teamed up with Bruno Cathala designer of Cyclades, Mr. Publisher of incredibly successful entry-level games like Ticket to Ride, Small World, and Memoir ’44, almost everyone has played something from Days of Wonder. Days of Wonder is a big name in the board game business.
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