Five Tribes

| 1-4 Players| 40 – 80 Minutes| Ages 13+ |

 

Crossing into the Land of 1001 Nights, your caravan arrives at the fabled Sultanate of Naqala. The old sultan just died and control of Naqala is up for grabs! The oracles foretold of strangers who would maneuver the Five Tribes to gain influence over the legendary city-state. Will you fulfill the prophecy? Invoke the old Djinns and move the Tribes into position at the right time, and the Sultanate may become yours!

Five Tribes is an unique twist on the worker placement genre, the game begins with the meeples already in place, and players must maneuver them over the villages, markets, oases, and sacred places tiles that make up Naqala. How, when, and where you displace these Five Tribes of Assassins, Elders, Builders, Merchants, and Viziers determine your victory or failure.

The Gameplay:

On a player’s turn they will pick up all the meeples in a section and begin placing the meeples back down on the board, leaving one meeples per square they travel. There’s a catch, if you pick up 6 meeples you must travel 6 spaces, having dropped a meeples in each space as you pass, and the last meeples you place must have a matching color meeple where it is placed. No matching is necessary or advised for the other meeples you place down. Depending on the color of the meeple placed a different action is taken. Ref meeples assassinate other meeples,

5-TRIBES-promo-Djinn-Dehnim-600x600.jpgYou need to weigh many different pathways to victory, including the summoning of powerful Djinns that may help your cause as you attempt to control this legendary Sultanate

The Review:

Five tribes  is crazy fun and has a pretty mild learning curve so anyone can pick it up and play.  I really enjoy this game and do consider it a good introductory game for those just getting in to the hobby.  Now there is some “controversy” surrounding some copies of this game, I have a first edition, and it includes wild cards that are slaves.  Some people took great offense to the inclusion of slaves in a game, based in like the early years AD, and they expressed their displeasure. In later copies Days of Wonder changed the “offending” card to Fakirs. OK enough of the games goofy history in the Market. This is an awesome game and i do hope that you give it a go. It has simple mechanics even kids can learn, the cutest camel meeples that you will use to make territories you contort, and really nice artwork to boot.