In Five Tribes contend 2-4 players around the throne of the sultan in Naquala. We use Meeple which however are already start the game on the board. Gradually we leave the field and receive the help of assassins and jinn, collect merchandise and money, and take up valuable land in possession.
The Basics
The kingdom Naquala is to kick-off of 30 plates each of which is populated by 3 Meeplen random colors. In the style of Mancala, a player takes during his turn on all the characters of a field and moves them through the realm. Here any figure must be placed on each field passed. The field on which the last figure is placed, is activated. This means that on one hand all the characters are cashed that match the color of the settled figure. This triggers depending on the color of different effects. On the other hand the ability of the field is activated and this, if it has been completely cleared, repossessed.
The Details
As simple as the basic mechanism fails here, so varied are the induced effects. Thus collected Meeple provide about points or merchandise, Assassination opponent's pieces or directly ankarren money which also provides points is used to offer to the turn order. The situation is similar in the field triggered actions. Some only increase the value of the field, bring other products or allow the hire of jinn. This in turn can immediately effects or re-supply points at game end. This usually occurs as soon as a player has a certain number of cleared fields and has thus taken possession.
Conclusion
While the basic rules of Five Tribes are comparatively simple, but offers the plethora of various special functions, a surprisingly varied range of game. And this fact is blessing and a curse. The wide range of options makes for a very varied game and many different approaches. Each train is significant, every decision important. In groups which can also be a problem tend to musings just that but. Each round offer players literally hundreds of options. Who goes there is always looking for the best train which can quickly spiral minutes to ponder. If several such players each other, the specified running time of around 60 Mnuten can be more than doubled without any problems. In particular, in full occupation makes it unbearable for long breaks.
Fortunately, very few of my team-mates tend to longer ruminations, Five Tribes played with me mostly afloat and could captivate consistently. In such groups, the various options are not a problem but a welcome challenge.
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