Five Tribes is a board game by Days of Wonder and is for 2-4 players, ages 13 and up.
The player tries to gain power in the sultanate of Naqala by using one of the five tribes to help him or by conjuring a djinn and have access to his special powers.
The board consists of 5x6 little cardboard tiles that you can mix up each time you play for a little more diversity. On each of the tiles are three randomly picked figures from the five available colours (tribes in this case).
Each player has 8 camels in their own colour and some gold coins to start the game.
You get points for each of the 30 tiles you own, for each palm tree and each village that are on the tiles you own. Gold gets converted into points at the end of the game and djinns also give you points plus some little extra bits.
It’s actually complicated enough that you get a tally paper, so you can write down all the points first and then add them up.
Before the first round can start the starting player gets randomly selected, but wait, he or she isn’t really the starting player... only the first one to bid for the starting position!
If you really want to be the first one to go you can bid up to 18 gold for that position, or if you don’t care: 0, but then you might also end up being last.
Each round you have to bid in the order of the previous round.
When it is your turn you pick up one pile of the little figures on the playing board and for the very first turn there are three on each tile, so you pick up three. Then you can “move” three tiles into any direction but diagonally, on each tile you pass you put one of the three figures down,. On the last tile, in this case the third, because you only had three figures, you pick up all the figures on that tile in the same colour as the one still in your hand.
There has to be one in that colour, otherwise that move would be illegal!
The number of figures that you now have and the colour are important.
Technically for the very first move you could have four from the same colour, if one tile had three of the same colour. More likely that you’ll have 2 or 3 now.
On to the colours:
Green: The merchants!
Next to the board are up to 9 ressources including slaves, these get filled up before each new round (not each turn!).
When you end your move with green figures you can take as many ressources as you have green figures, but you have to take them from the top of the line.
Each set of ressources can win you a lot of points, depending on how many different ressources you have for each set.
White: The wise man!
With one wise man plus either a second wise man or a slave you can buy one djinn (only on certain tiles, see further down). Before each round three djinn cards are turned around and you can buy one of those. There is a little info sheet with all the different abilities of the djinns. Some djinns are useful especially at the end of the game, others can be used during your turn, but those usually cost another wise man plus slave.
Each wise man you still own at the end of the game gains you more points.
Yellow:
I don’t remember what yellow stands for, but you just keep them.
The one with the majority of yellow men gets 10 points for each player he or she trumps. With 4 players you could get over 30 points if you have the most.
If you have the second most yellow men, so more than two other players, you’d still get 20+ points.
Plus one point for each yellow man.
Red: The assassin!
An assassin can kill yellow or white men that belong to another player or kill of one of the figures still on the playing board. Any colour, but as far from the tile the player landed on as the number of red men they got.
Blue:
When you end up with blue figures in your hand you can count the tiles around the one you just ended on. Count all the ones that have blue numbers on them and then multiply that with the number of blue men.
So if you have three blue men in your hand and there are 2 blue tiles around the one you ended on, you get 2x3=6 gold.
When you end on a tile and there are no figures left on it, because you just picked up the last one(s), then you can place one of your camels on this tile.
You then own this particular tile and the number written in the right hand corner are winning points.
Now all the tiles have one additional action: Place a palm tree or place a village on that tile. This you have to do, even if you do not own this tile.
Other actions are optional: buying a djinn - you can only do this if you can pay for a djinn! - the small and the big market.
On the small market you can pay 3 gold and pick one of the first three ressources.
On the big market you can pay 6 gold and pick two of the first six ressources.
This can help you to complete your set of ressources!
You can also sell ressources during the game, if you need money for the bid.
But the more different ressources you have at the end, the more points you’ll get.
The game time is probably around 40-70 minutes.
What we noticed was that we didn’t have any clue about how many points the others have, not even a ball park. And at the end of the game we were all very close. That probably means that the game is pretty well balanced and it doesn’t matter if you concentrate on ressources or buying djinns etc.
It was a lot of fun, not my favourite game, but I’d play it again!