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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Description

You can then get into the main part of your turn – moving Meeples. Choose a tile with Meeples on it. Take them all into your hand. Then, drop each Meeple off on an adjacent tile until you run out of Meeples.

Be flexible in your strategy. Five Tribes does have a point salad type feel so do not get caught up in trying to get the most Elders (for example). Also, because of the nature of the game it is difficult to plan ahead. If you have too much of a fixed strategy you are unlikely to be able to see this through. BLUE: Everybody has to remove 1x tree or 1x palace. The Thief gets to place one on any tile they control. Place 1 new Palm Tree on this Tile (there are no limits to the number of Palm Trees that can be on a Tile, unless you run out, in which case this action is ignored). 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 TopAll resource cards are shuffled into a draw pile. The Djinn cards are also shuffled into a draw pile, then the top three cards are placed face up next to it. Five Tribes takes place in the fabled Sultanate of Naqala. Players move meeples, representing the Five Tribes, to gain power and influence. The movement has often been referred to as “Mancala-like”. Players remove all meeples from a tile and distribute them one at a time, moving orthogonally. At the end of the game, whoever has accumulated the most influence and wealth will become the new ruler of Naqala. Components: As with most Days of Wonder games, the components are all high quality and will leave you satisfied. 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. The biggest potential problem for Five Tribes is how many options players are presented with, all at once. Five Tribes is not a game that starts off at a reasonable pace, and then ramps up as the game progresses. For the most part, from when the game begins, the number of choices for the players is gradually decreasing, as more meeples are removed from the board, and more tiles become owned by players. That not only can make the game intimidating and difficult to learn for new players, but it can also lead to a lotof analysis paralysis for experienced players. This can lead to awful amounts of downtime for the rest of the table. This also, however, means that player turns are almost never boring, and each point earned by players really feels like the result of proper planning and execution. Use the enclosed score sheets to compute each player's score (if in doubt, see Victory Points on p. 3). The player with the most VPS wins the game and becomes Great Sultan of Naqala! In the unlikely event two (or more players) are tied, they will have to learn how to share power as Sultans - or play again!

Five Tribes is a board game created by Bruno Cathala in which four players move and manipulate the five tribes in an attempt to gain control of the fictional Sultanate of Naqala. Unlike most worker placement games, Five Tribes begins with the Meeples already on the board. The rules are relatively simple, but the game requires complex strategies to outwit opponents and take control of the most land. [1] Now do the Actions of the Tribe the Meeples you hold in your hand belong to. You perform these Actions regardless of whether you took control of the final Tile or not. Yellow Viziers Tribe Artisans are a sixth tribe added to the basic five tribes. They are purple meeples who create magic items and precious goods. 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. In the unlikely event you run out of Resource cards in the Draw pile, reshuffle any discards; if there are no cards left, then none can be taken. Replenish The Row Of Djinns Cards: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:

Note: During your moves, you can pass through Tiles that contain no Meeples, dropping 1 Meeple on each as you pass through, but you can NEVER end your move on an empty Tile, since there must always be at least 1 Meeple of the same color as your last Meeple already on that nal Tile! Moving onto the Tile already containing 2 White Meeples and none others, you end with 3 White Meeples in hand and take control of that Tile; if you'd opted to end your move on the Tile containing 3 White Meeples and 1 Blue one, you'd have 4 White Meeples in hand, but no control of the Tile.This player, and all players after him, can no longer make any move; they may still be able, and want, to take some other actions, i.e. invoke the special powers of some of the Djinns they own, and can do so before passing to the next player. Tribe actions– the Meeples you collect in your hand represent tribes. At this point, you must resolve their actions. These are described below. 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, move the Tribes into position at the right time and the Sultanate may become yours! Tiles (12 Blue valued Tiles: Villages & Sacred Places with a Blue point value - 18 Red valued Tiles: Markets & Oasis with a Red point value)

Five Tribes is a deep strategy, yet it can be enjoyed by anyone from the very beginning: the rules are simple, the gameplay is dynamic and interactive. Shuffle the resource cards. Draw the top nine cards and lay them in a face up row next to the board. Shuffle the Djinn cards and place these next to the board too. Then draw the top three cards and lay them in a face up row. Place the palaces, palm trees and the remaining coins in a bank near the board.

Next, build the player board, known as the Sultanate, by randomly placing the tiles in a 5×6 grid. Then place three random Meeples on each one. If it is a topic that has not yet been covered, you can most likely find more information here on your topic of choice. From official Five Tribes useful links to very unofficial ones.



  • Fruugo ID: 258392218-563234582
  • EAN: 764486781913
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