Days of Wonder Five Tribes the Djinns of Naqala Board Game

£9.9
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Days of Wonder Five Tribes the Djinns of Naqala Board Game

Days of Wonder Five Tribes the Djinns of Naqala Board Game

RRP: £99
Price: £9.9
£9.9 FREE Shipping

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Also, the rulebook advises those unboxing the game for the first time to keep the punchcard frames and put them beneath the plastic insert to prevent pieces from spilling out of their holes while in storage. Neat. How to Play Five Tribes Setup

Play continues until a player places their last camel, or there are no legal moves left. Scores are then tallied with gold coins and yellow and white meeples being worth points, and additional points available for palm trees, players with fewer meeples than you, Djinns, palaces, and controlled tiles. Merchandise is also sold off and that gold is added to the final points. The player with the most points wins. [2] Expansions [ edit ] Yellow Meeples are part of the Viziers Tribe. Place any yellow Meeples in front of you as these will be worth victory points at the end of the game.

Before wrapping up your actions for this turn, once all your Tribe and Tile Actions are done, you may, IF YOU WISH, sell some Merchandise (but not Fakirs) before ending your turn. We have not reviewed this game yet but we can tell you that this is a beloved game because it is such an interesting take on the worker placement genre. Instead of placing, all the meeples are already in place and need to be removed. This meshes with the mancala and set collection mechanics well. Read Our Five Tribes Review (Coming Soon) Go to Top

Five Tribes is a game for 2-4 players and plays in about 60 minutes. Five Tribes plays best with any number of players. Game Overview: Place all the White Meeples in front of you. If you have some left at Game End, they will score you VPS. You may also choose to "spend" some of these Elders instead during the game, to gain some Djinns and/or invoke their power. Green Merchants Tribe

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In Five Tribes, you play the role of a stranger venturing into the legendary city-state of Naqala to maneuver the local Tribes, invoke old Djinns and gain influence. At the end of the game, the player with the most Victory Points is declared The Great Sultan and wins. Victory Points Designed by Bruno Cathala, Five Tribes builds on a long tradition of German-style games that feature wooden meeples. Here, in a unique twist on the now-standard "worker placement" genre, the game begins with the meeples already in place – and players must cleverly maneuver them over the villages, markets, oases, and sacred places tiles that make up Naqala. How, when, and where you dis-place these Five Tribes of Assassins, Elders, Builders, Merchants, and Viziers determine your victory or failure. Five Tribes is a medium-to-heavy weight eurogame, but doesn’t necessarily feel like. That may not sound like much, but I consider that to be extremely high praise. The rules are clear and its fairly easy to explain enough of the rules to get a new game underway within 10-15 minutes. There are plenty of ways to earn victory points, and most of all, the strategies seem viable. Games can be won off of the powers of really powerful Djinn abilities. But, just as often, games can be won by collecting viziers and resource cards to cash in.

Make use of the Djinns. Not only are these worth victory points, their special abilities can be really valuable too. It might seem that using Elders to gain Djinns is throwing away points (as Elders are worth points at the end of the game) but often the Djinns more than make up for any lost points. Of course, where possible use Fakir cards too. It may thus sometime be possible to take control of 2 Tiles in the same turn: a first Tile when you end your move on a Tile that only had Assassins Meeples left on it; and a second Tile when performing the Action of your Assassins, killing a Meeple on a Tile with a single Meeple, within reach of your Assassins. Also, don’t make the mistake of thinking that you can end your turn on an empty tile. If it’s empty, then there isn’t a Meeple that matches the color of the Meeples you’re moving. So, it would be an invalid move. YELLOW: Everybody has to kill one of their (yellow) Viziers. The Thief gets to claim one of these Viziers for themselves. In a unique twist on the now-standard “worker placement” genre, the game begins with the meeples already in place – and players must cleverly maneuver them over the villages, markets, oases, and sacred places tiles that make up Naqala. How, when, and where you dis-place these Five Tribes of Assassins, Elders, Builders, Merchants, and Viziers determine your victory or failure. How to Play Five Tribes Step-By-Step (Coming Soon) Go to TopThe 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. Each player also gets 50 Gold Coins (9 coins worth "5" each + 5 worth "1" each) 2. Players should keep the value of Gold Coins they hold face down (so that the exact amount remains secret from other players) until the end of the game.

When it is your turn, you choose one tile and take all the meeples from it. Then you place them on other tiles making a path, i.e. you are only allowed to put meeples on adjacent tiles. The last meeple you put down has to go on a tile that has at least one meeple of the same color. You take all of the meeples of that color from the tile and then act depending on the particular color. If there are no meeples left on that tile, now you are in control of it, and at the end of the game you will get points for that. Mix all 30 Tiles and place them randomly face up, to form a rectangle of 5 x6 Tiles: This is the Sultanate 3.

An Arabian Nights-inspired City-state of Naqala board game

The game ends at the end of the turn where either a player places his last camel on a tile, or there are no more legal moves. If there are no more moves, players can still use Djinn abilities until the end of the turn. As I alluded to already, Days of Wonder is known for quality games, and Five Tribes is no different. Setup consists of randomly placing the modular board, which consists of 30 double-sided tiles. Then meeples are drawn randomly out of an included cloth bag to start the game. If this is the first play, punch out all the pieces from the game's punchboards. Rather than discarding the empty frames, insert them under the vacuum tray inside your game box. This will help your tray stay flush with your game's box top, preventing pieces inside from spilling over when storing your game. Place all the Yellow Meeples you just collected in front of you. These will be worth some VPS at Game End. White Elders Tribe 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!



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