Tribe Guide Pdf - Days of Wonder

Tribe Guide Pdf - Days of Wonder
he rules of Five Tribes are quite simple, but each turn offers many possibilities. Clearly, there is a
learning curve, and the first game may be difficult as one can feel overwhelmed by the numerous
possibilities of moves available. In fact, you'll realize soon enough that trying to check all moves is a waste
of time, as the really interesting ones are far less numerous that you initially thought.
The simple tips described in this guide will help you find the best moves.
Now this does not include any secret recipe to victory, but it will help you making the right decisions!
Paying the right price
The first thing to do when bidding for the turn order is knowing
how much you can afford to spend in order to play first. The money
you spend to go first plays an important part in the final result, as
important (if not more) as the money or points that you will earn
in your turn.
It is critical to analyze the different available moves properly (see
below) to estimate how much is reasonable to pay for that turn.
In your first games, it can be very tempting not to pay at all and
bid 0 on each turn. If you are playing against beginners that randomly
drop their meeples and offer profitable moves to their opponents
without notice, this can indeed be an interesting strategy. Yet it
does not work with seasoned players and you will score less points
against them if you stick to that strategy. If you only play in reaction
to their moves, you cannot hope to achieve victory.
Using the Tribes
Even if they do not have any special effect, Viziers
can give many victory points at the end of the game.
Remember that each Vizier is worth 1 point, and you
will score 10 points per player that has less Viziers
than you.
In a 4-player game, the player with the most Viziers
usually scores more than 30 points, the second one
more than 20, the third, more than 10, and the last
one is left with almost nothing. Now if you know
that there is generally less than 10 points between
the first and the second player at the end of the
game, you'll understand that it is critical to finish the
game with the one more Vizier that will bring you
victory over your opponents.
2. Remove a Meeple from the board, as long as it
is in range of your Assassins (located on a Tile no
farther away from your final Tile than 1 Tile per
Assassin you just took).
At the very beginnintg of the game, check if there are
two Assassins on one of the high-valued Tiles (15-1210). If yes, you should try and bring a third Assassin
here. This will allow you to kill the last meeple and take
control of the Tile, placing one of your camels on it.
However it would be a mistake to focus on these
meeples only. In Naqala, you'll need the support of
several tribes. Spending too many turns to ensure the
Vizier majority and nothing else is a clear path to defeat!
Elders are necessary to summon the powerful Djinns.
They are worth some extra victory points, but their
true value resides in their power.
It is always a good move to finish with Elders on a
Sacred Place as this will allow you to take Elders AND
to summon a Djinn in the same turn (thanks to the
Tile action).
Such a move is even more interesting at the beginning
of the game, because you will have more time to
utilize the Djinn's profitable powers through the
remainder of the game.
Last, but not least, if you go for an Elder-based
strategy, know that you will need Slaves to activate
your Djinns, which will require the Merchants (green
meeples) for a trip to the market.
Starting position
Builders allow you to make money. Since a gold coin is
a victory coin, you'd better use them as much as possible.
The first thing to do, as soon as the setup is finished, is
analyzing the game board.
✦ Are there many Building tiles (blue-valued) in
the same spot?
✦ Are there many Builders on these tiles?
If yes, then you have the opportunity to play very
profitable moves. And if you manage to get some Slaves
thanks to the Merchants (green meeples) and/or own
the Djinn, Echidna, that doubles the amount of gold
coins that you score when you perform a Builder action,
then it's Christmas!
Later in the game, always keep an eye on lone Assassins.
With an Assassin alone on its Tile, you can use the
following technique:
Tribe Action: Assassins
Remove the Builder on the Sacred Place
Take control of the Oasis (8) and of the Sacred Place (15)
Tile Action: Oasis
Place a Palm Tree on the Oasis (+3)
The key here is analyzing the 9 Resource cards that
are available at the beginning of the turn, and counting
how many different Merchandise cards there are
among the first cards. At the beginning of the game,
targeting a Tile where there are two Merchants allows
you to take 3 Resource cards. If that Tile is a Big
Market, you may want to spend 6 Gold Coins to receive
2 extra cards. So in the end, you'd get 5 different cards
in a single turn!
Assassins have two functions:
1. Remove a Vizier or an Elder that belongs to an
A powerful option at the end of the game, because
killing a Vizier may gain you a majority and thus give
you 10 more points (which also makes for 10 less points
for your opponent).
In the end, you've just scored 26 Victory Points!
With Assassins, you can choose a rush strategy. The
objective is to take control of many tiles, placing as
many camels as possible to end the game quickly.
Combining your actions
This is the first step. After that, once you found your starting
Tile, take some time to consider which path you should follow.
Always keep in mind that you will perform two actions during
your turn
1. The Tribe Action
2. The Tile Action
When choosing a target Tile, choose one that allow you to use
your Meeples instantly and get a nice bonus effect.
As we saw before, combining Elders and a Sacred Place or
Merchants and a Big Market is always a good move.
Generally speaking, targeting a Tile where there are only Meeples
of the same color allows you to perform the Tribe action, the Tile
action AND gives you control of that Tile. Do not miss your chance
when you see it!
Djinns may also play an important part. Always try to combine
their effect with your move! Some of them reveal their power early
in the game, others are very specific to a given situation -- make
the best of it!
Dropping your Meeples
3 Meeple move
Also think about the order in which you want to drop the Meeples:
you don't want to open profitable moves to your opponents after
In this regard, you should never:
Now that you've read the previous paragraphs, you know how
to properly analyze the game board. In game, on each turn, you will
be able to see the Tile on which you want to finish your move. Now
you need to learn how to optimize that move.
✦ Accumulate Meeples of the same color on the same Tile ;
✦ Drop a lone Meeple on an empty Tile: a lone Meeple is
simply too tempting as it offers the Tile control to an
opponent. Sometimes, you don't have a choice though.
For that, ask yourself the following questions:
✦ From which Tile should I start my move to reach this Tile?
✦ Which path should I follow?
✦ In what order should I drop the Meeples?
To analyze fast, count odd and even Tiles. Think of checkers:
the board is a black and white checkers board. If you start your
move from a Tile that has an odd number of meeples, then you
will finish your move on a Tile of the opposite color. And if you
start your move from a Tile that has an even number of Meeples,
then you will finish your move on a Tile of the same color. It is as
simple as that.
Tiles with 5 or more Meeples:
the loop
When Meeples of various colors are accumulated on the same
Tile, it becomes possible to take control of Tiles that were empty
before your move. To do that, you need to make a loop. This is a
crucial strategic element that can be very useful.
In that situation, you can drop the Meeples clockwise...
2 Meeple move
Final tips
from Here
Now you know how to properly analyze the game board. In game,
on each turn, you will be able to see the Tile on which you want to
finish your move. Now you need to learn how to optimize that
To sum up what we covered in this Guide:
You drop the Assassin in the first Tile, then the Merchant in the
second Tile, the Builder in the third Tile, the Vizier in the starting Tile,
and close your loop with the second Assassin (the fifth Meeple) that
joins the first one.
✦ Analyze the board at the beginning of each turn
✦ Estimate the reasonable amount of money that you can
spend on your bid
✦ Be careful not to open profitable moves to the players
after you
✦ If your opponents make a mistake, know how to use it
in your advantage
✦ Make a good use of the powers of your Djinns
This should put you on the path to victory!
Naqala is waiting for you!
Good luck...
- Bruno Cathala
Such a move allows you to take control of two Tiles at once:
the one with the Assassins, and the one of their victim
(the Builder here).
Game Design: Bruno Cathala
Illustrations: Clément Masson
Days of Wonder, the Days of Wonder logo and Five Tribes are all trademarks
or registered trademarks of Days of Wonder, Inc. and copyrights
© 2014 Days of Wonder, Inc. All Rights Reserved.
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