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Tabletop games

Five Tribes

Days of WonderBruno Cathala2014

players
2–4
minutes
60
years
13+

In the box

Terrain tiles forming the sultanate · Wooden meeples of the five tribes · Djinn cards · Goods cards · Wooden palm trees, palaces and camels · Coins

Official rules (PDF, publisher's site)

Box details
Designer
Bruno Cathala
Artwork
Clément Masson
Publisher
Days of Wonder
Mechanics
SowingAuctionSet CollectionArea MajorityModular Board
Expansions
  • Five Tribes: The Artisans of Naqala · 2015
  • Five Tribes: The Thieves of Naqala · 2016
  • Five Tribes: Whims of the Sultan · 2017

score sheets for this game →

Where to buy it

Near you and online

In a shop

Within 50 km.

The basics

Each player tries to gather the most gold coins by moving the tribes of the Sultanate of Naqala. After a bid for turn order, pick up all the meeples on a tile and drop them one by one on neighbouring tiles; on the last one, pick up those matching the last meeple's colour to take their tribe's action, and a tile left empty receives one of your camels. The game ends at the end of the turn in which a player places their last camel, or when no move is possible; the most coins wins.

The rules, step by step

Setup

30 tiles, 5 × 6, 3 meeples per tile, 50 coins each
  • Form a board of 30 tiles, five rows of six.
  • Place three meeples drawn at random on each tile.
  • Reveal the Resource and Djinn cards; each player receives 50 gold coins and their camels.

How to play

Bid for turn order, Drop the meeples, Tribe and tile action
  • Each turn begins with a bid in gold coins for turn order.
  • On your turn, pick up all the meeples on a tile and drop them one by one on neighbouring tiles, without doubling back.
  • The last meeple dropped must match a colour already on the destination tile: pick up all the meeples of that colour there and take their tribe's action.
  • Yellow Viziers and white Elders: you keep them. Green Merchants: take Resources. Blue Builders: coins according to the blue tiles around. Red Assassins: kill a meeple.
  • If the tile is left empty, place a camel on it: it is yours. Then you may take the tile's action (Market, Oasis palm tree, Village palace, Sacred Place).

Scoring

Gold coins, Palm tree 3, palace 5, Sets 1 to 60 coins
  • Gold coins, plus 1 per Vizier and 10 per opponent who has strictly fewer Viziers.
  • 2 per Elder, the value of your Djinns, 3 per palm tree and 5 per palace on your tiles, and the value of your tiles.
  • Resources: each set of different cards scores 1, 3, 7, 13, 21, 30, 40, 50 or 60 coins depending on its size.

End of the game

Last camel placed, Or no move possible, Most coins
  • The game ends at the end of the turn in which a player places their last camel, or when no move is possible any more.
  • The most coins wins.

Going further

Frequently asked questions · In the same family

Frequently asked questions

Can you pass over a tile again?

Yes, but never by going straight back to the tile you have just left. Moves are orthogonal, not diagonal.

In the same family

see all →