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Nekonyancer

Let's learn how to play Five Tribes!

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This tutorial exists thanks to: Nekonyancer
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Nekonyancer[img]https://x.boardgamearena.net/data/tutorials/img6785edf5cb1695.81359271.jpg[/img] The oracles foretold of strangers who would maneuver the Five Tribes to gain influence over the Sultanate of Naqala. Will you fulfill the prophecy? [green][tip] This tutorial is best viewed on a computer![/green]1maintitlebar_content000
NekonyancerIn *Five Tribes,* players will maneuver the local tribes (meeples) to trigger actions. In so doing, they will acquire resource cards, enlist the aid of powerful djinns, gain control of spaces, and improve those spaces with palm trees and palaces, all of which are worth points. [green]At the end of the game, whoever has the most points wins![/green]2maintitlebar_content000
NekonyancerIn the top-left corner, you should be able to see four discs. These are [red]*turn markers.*[/red] The black ones belong to us, and the blue ones belong to our opponent. Since this is a 2-player game, each player gets *two* turn markers and *two* turns per round. In 3 or 4-player games, each player only gets *one.*3ft_pawn_11941354000ft_pawn_92143487 1 ft_pawn_11941354 1 ft_pawn_11941354_2 1 ft_pawn_92143487_2 1
NekonyancerAt the beginning of each round, the players must bid for turn order using the *bidding track.* BGA laid out the four turn markers randomly to determine the order in which we bid.4ft_bid5000
Nekonyancer[green]Looks like one of our markers is first![/green] To bid, all we have to do is click on one of the numbers at the top of the screen. We will then pay that amount in *coins* and place our turn marker on the corresponding space on the bidding track.6ft_pawn_92143487000ft_pawn_92143487 3
NekonyancerEach player started with [red]*50 coins*[/red] in their inventory. It sounds like a lot, but each coin is worth a point at the end of the game, so we shouldn't spend too much! We'll start on the conservative side. *Click on [red]"1"[/red] at the top!*7ft_coin_count_92143487010ft_btn_bid_1 16 ft_coin_count_92143487 1
Nekonyancer*Good!* Our opponent's turn marker is next...1ft_pawn_119413546716ef85138af00
NekonyancerThey bid "0." Their second turn marker is next, so they have to bid again. [green]Watch this part carefully...[/green]1ft_pawn_11941354_26716ef8c4bdf700
NekonyancerThey bid "0" again! But when they did, the new turn marker actually took the *first* "0" space, bumping the other turn marker further down the track. Hmm, this works out very well for us. You see, there's one *"0"* space remaining... *Bid "0" with our last turn marker!*1ft_pawn_92143487_26716ef8d4d7e910ft_btn_bid_0 16
Nekonyancer*Excellent!* We're now occupying the first "0" space. Our opponent's discs got bumped down! Next, all the turn markers will be moved from the bidding track to the turn order track, keeping the same relative positions.1ft_turn16716ef907ccb400
NekonyancerOkay, the turn order for the first round has been established: 1. Us. 2. Us. 3. [blue]Nekonyancer.[/blue] 4. [blue]Nekonyancer.[/blue] And we only had to pay one coin! :)2ft_pawn_92143487_26716ef908088600
NekonyancerTime for the *Action Phase* of the round! In this phase, players will take turns according to the established turn order. There are many little steps in each turn, but I'll break them down for you as we go along.3ft_tile_66716ef908088600
NekonyancerFirst, we must select a tile and pick up all the meeples on it. We cannot select a tile with no meeples. *Click on [red]this tile[/red] to select it!*1ft_tile_66716f0004f73910ft_tile_6 1
Nekonyancer*Good!* Next, we have to use those meeples to make a *path* from our selected tile to a destination. Each tile in the path must be *orthogonally adjacent* (left/right/up/down) to the previous one. We must drop one meeple onto each tile we pass through. *1.* Select [red]*this space.*[/red] *2.* Select the *red meeple* at the top.1ft_tile_106716f00729b5210ft_tile_10 1
NekonyancerWe have more meeples to drop, so our path must continue to another adjacent tile. Note that the tile we just came from is not an option - [red]we can't go backward.[/red] If you have enough meeples, you can loop back to one though. *1.* Select [red]*this tile.*[/red] *2.* Place the *yellow* meeple here!1ft_tile_146716f00cd0ad610ft_tile_14 1
NekonyancerWe have one meeple left, and there's a special rule for it. It must be placed on a space where there is [blue]at least one other meeple of the same color.[/blue] Afterward, all the meeples of that color must be *picked up* again. *Click [red]here[/red] to place our final meeple!*1ft_tile_176716f00f734c410ft_tile_17 1
Nekonyancer*Good!* We put down the white meeple and then picked up all the white meeples on the space. After that, BGA went through a few steps on its own. First, it checked to see if, by picking up all the white meeples, we completely *cleared* this tile of meeples.2ft_tile_176716f010a2a0500
NekonyancerIn this case, we did not clear the tile (there's still a red meeple there), so nothing happened. [blue]More on this later.[/blue]3ft_tile_176716f010a2a0500
NekonyancerNext, BGA triggered the effect of the *tribe* we picked up. As you've probably guessed, there are five tribes in the game, each represented by a different color: White: Elders. Yellow: Viziers. Green: Merchants. Blue: Builders. Red: Assassins.4ft_tile_176716f010a2a0500
NekonyancerWe picked up *Elders* (white). [img]https://x.boardgamearena.net/data/tutorials/img6785edf5ea0f19.74400193.jpg[/img] The *Elder* effect is simple: they are all moved to the player's [blue]*inventory.*[/blue] Each Elder is worth [green]2 points[/green] at the end of the game, but they can be used for something else that I'll show you later.7ft_wit_count_921434876716f010a2a0500ft_wit_count_92143487 2
NekonyancerAfter the Tribe's effect, BGA triggered the effect of the Tile where we picked up those Elders. Each tile has an icon in the bottom-left corner. This particular one indicates an *oasis:* [img]https://x.boardgamearena.net/data/tutorials/img6785edf60ce4c5.72170545.jpg[/img] Whenever this effect is triggered, BGA places a *palm tree* on the tile.8ft_tile_176716f010a2a0500
NekonyancerAs you can see, there is now *1* tree on the tile. Each tree is worth [green]3 points[/green] for whoever controls the tile at the end of the game.9ft_tile_176716f010a2a0500
NekonyancerThe last step in our turn is optional: *sell merchandise.* If you scroll down a little, you'll find a row of [red]*nine available merchandise cards.*[/red] If we acquire many of them, we can sell them as sets. We'll see this in action later. Since we don't have any cards yet, we'll skip this. *Click on "Skip" at the top!*10maintitlebar_content6716f010a2a0510ft_resources 6
NekonyancerLastly, we must [blue]*confirm*[/blue] our turn!1ft_btn_confirm6716f0143e44010ft_btn_confirm 2
Nekonyancer[blue]Okay, that was our first full turn![/blue] I know that was a lot to take in, so let's review as I take you through our second turn. First, we'll select a tile and pick up all the meeples on it. *Select [red]this tile.[/red]*1ft_tile_136716f016876f210ft_tile_13 1
NekonyancerNext, we'll make a path of orthogonally adjacent tiles, dropping one meeple on each. *Put the [blue]blue meeple[/blue] [red]here.[/red]*1ft_tile_106716f017bf60f10mpl_button_40 2 ft_tile_10 1
Nekonyancer*Next, put the white meeple [red]here.[/red]*1ft_tile_66716f01b5cfb310ft_tile_6 1
NekonyancerWhen we place our last meeple, we'll pick up all meeples of that meeple's color from the last tile. *Click [red]here.[/red]*1ft_tile_176716f01dc001910ft_tile_17 8
NekonyancerOkay, we picked up 2 red meeples! Next, BGA checked to see if, by doing that, we completely *cleared* the tile. [green]This time, we did![/green]1ft_tile_176716f01eebf2300
NekonyancerWhenever a player clears a tile of meeples, BGA place's one of that player's *camels* in the bottom-right corner of the tile, showing that they *control* it. Camels cannot be reallocated, and control of a tile can never be lost or stolen. [green]At the end of the game, the tile's controller will gain points equal to the number in the top-right corner![/green]2ft_tile_176716f01eebf2300
NekonyancerIn this case, we'll earn *8* points, plus another *3* because there's a palm tree on the tile!3ft_tile_176716f01eebf2300
NekonyancerNext is the *Tribe's effect,* and we picked up [red]2 assassins.[/red] [img]https://x.boardgamearena.net/data/tutorials/img6785edf629c3f1.17512792.jpg[/img] [red]Assassins grant a choice:[/red] - Remove one meeple from a tile up to *X* tiles away, depending on how many we picked up. *OR* - Remove one Elder (white) or Vizier (yellow) from a player's inventory.4maintitlebar_content6716f01eebf2300
NekonyancerIn this case, we picked up two assassins, so we can remove one meeple that is up to *two* spaces away. *Click on this [red]Elder[/red] to remove it!*5ft_mpl_386716f01eebf2310ft_mpl_38 1
NekonyancerExcellent! By removing that Elder, we *cleared* the tile, so BGA placed another of our camels on it! That's another 6 points for us!1ft_tile_66716f02440af600
Nekonyancer[green]Actually, make that 9.[/green] After the *Tribe effect,* BGA triggered the effect of the tile where we picked up the assassins. A second palm tree grew, which is worth another 3!2ft_tile_176716f02440af600
NekonyancerAfter the Tile effect, we have the option to sell merchandise. [red]*Skip!*[/red]3ft_btn_skip6716f02440af610ft_btn_skip 1
Nekonyancer[blue]*And confirm!*[/blue]1ft_btn_confirm6716f02a52c9810ft_btn_confirm 2
Nekonyancer[green]And that's our second turn![/green] [blue]Did you get everything? Here's one last recap:[/blue] - Select a tile, pick up meeples. - Drop meeples on a path. - Pick up meeples from final tile. - Check for tile clear. - Tribe effect. - Check for tile clear. - Tile effect. - Sell merchandise. - Confirm!1maintitlebar_content6716f02b738d100
NekonyancerOur opponent will take their two turns now. [blue]I'll just fast-forward through them...[/blue]2ft_tile_306716f02b738d100
Nekonyancer[green]Okay, time for Round 2![/green] First, we have to bid for turn order again. The order in which we bid is the same as the turn order from Round 1: us, us, Nekonyancer, Nekonyancer. *Bid 3!*1ft_pawn_921434876716f41cbb74910ft_btn_bid_3 16
NekonyancerFor our second marker, *bid 1!*1ft_pawn_92143487_26716f48f6c60410ft_btn_bid_1 16
NekonyancerOur opponent bid 0 twice again! What a cheapskate! For our first turn of the round, *select the tile in the [red]bottom-left corner.[/red]*1ft_tile_246716f4d63664f10ft_tile_15 1
Nekonyancer*Select [red]this tile![/red] Place the white meeple!*1ft_tile_266716f4fa3d50a10ft_tile_26 1
Nekonyancer*Select [red]this tile![/red] Place the yellow meeple!*1ft_tile_76716f509d397b10ft_tile_7 1
NekonyancerOur last meeple is green. We're going to place it [red]*here,*[/red] at which point we'll pick up all the green meeples on the tile.1ft_tile_256716f50c1ea9a00ft_tile_25 1
NekonyancerGreen meeples are [green]*Merchants.*[/green] [img]https://x.boardgamearena.net/data/tutorials/img6785edf72b9c66.57449060.jpg[/img] They grant a player the first *X* cards from the [red]*merchandise row,*[/red] depending on how many Merchants we pick up.2ft_tile_256716f50c1ea9a00ft_resources 1
Nekonyancer*Scroll down so you can see the [red]merchandise row.[/red] Then click [blue]here[/blue] to place and pick up green meeples.*3ft_tile_256716f50c1ea9a10ft_tile_25 2 ft_resources 1
NekonyancerGood! The first three cards went into [blue]*our hand.*[/blue] There is no limit to how many cards we can hold. Note that the other merchandise cards did not slide over, as they often do in other games. They will not be restocked until the round is over!1ft_resources6716f50d4aa2d00ft_player_hand 2
NekonyancerHey, wait a second. What's [blue]*this guy*[/blue] doing in here with all the merchandise? He's a *fakir,* which loosely translates to *monk.* Fakirs can't be sold along with merchandise. Instead, we can use them as extra Elders (white), Builders (blue), or Assassins (red). You'll see very soon!2ft_rsrc_476716f50d4aa2d00ft_rsrc_47 2
NekonyancerLet's move on to the *Tile action.* The tile we ended on has a *sacred place* icon: [img]https://x.boardgamearena.net/data/tutorials/img6785edf647ba22.29997439.jpg[/img] The action lets us buy a *Djinn* for 2 Elders OR 1 Elder and 1 Fakir.3ft_tile_256716f50d4aa2d00
NekonyancerThere will always be [green]*3 Djinns*[/green] available, randomly drawn from a deck of 22. Each one has a *victory point value* in the top-right corner and an *ability* just under it.4ft_tile_116716f50d4aa2d00ft_rsrc_8 3 ft_rsrc_9 3 ft_rsrc_20 3
NekonyancerSome abilities, like [blue]*Haurvatat's,*[/blue] grant extra points at the end of the game. Others, like [red]*Hagis's*[/red] and [red]*Sibittis's,*[/red] are activatable during the game.5ft_tile_116716f50d4aa2d00ft_rsrc_8 1 ft_rsrc_9 2 ft_rsrc_20 1
NekonyancerIt's almost always a good idea to buy a Djinn when you have the means and opportunity to do so. Even if you can't make use of their abilities, the points alone are worth it! [blue]Hover over the three Djinn to read about their abilities. Which one do you think we should take?[/blue]6ft_tile_116716f50d4aa2d00
NekonyancerThere's certainly an argument to be made for each of them. But since we already control a tile with [green]*two palm trees,*[/green] I think we should take [blue]*Haurvatat.*[/blue] *1.* Select [blue]*Haurvatat.*[/blue] *2.* At the top of the screen, click on the *left button* to pay 1 Fakir and 1 Elder.7ft_tile_176716f50d4aa2d10btn_djinn_fakir 16 ft_rsrc_9 2 ft_tile_17 3
Nekonyancer*Good!* If you scroll down, you'll see all the Djinns each player has purchased. Also, note that BGA did not reveal another Djinn to replace the one we bought. Like merchandise cards, Djinn are only replaced [red]at the end of each round.[/red]1maintitlebar_content6716f52a7668900
NekonyancerLet's play through one more turn together. *Pick up the meeples on [red]this tile.[/red]*1ft_tile_46716f53975d5810ft_tile_4 1
NekonyancerNext, we'll place the red meeple [red]*here.*[/red] Due to a bug in the replay, I'll have to do this step for you. Don't worry, you won't encounter problems like this in a real game.1ft_tile_96716f54d21f2b00ft_tile_9 1
Nekonyancer*Place the white meeple [red]here.[/red]*1ft_tile_256716f551e7f1110ft_tile_25 1
Nekonyancer*Finally, click [red]here[/red] to place and pick up yellow meeples (viziers)!*1ft_tile_76716f553c922210ft_tile_7 1
NekonyancerGood! When Viziers are picked up, they are immediately moved to the player's [green]*inventory,*[/green] just like Elders. [img]https://x.boardgamearena.net/data/tutorials/img6785edf65f1d07.42041434.jpg[/img] Each Vizier is worth 1 point at the end of the game. Each player will also earn 10 points for each opponent who has *fewer* Viziers!1ft_ylw_count_921434876716f55567a2700ft_ylw_count_92143487 3
NekonyancerThe tile we ended on has a *small market* icon on it: [img]https://x.boardgamearena.net/data/tutorials/img6785edf6769da7.21941956.jpg[/img] It lets us buy one of the three leftmost cards in the Merchandise row for [green]3 coins.[/green] 2ft_tile_76716f55567a2700
NekonyancerIf you scroll down to the available cards, you'll see that our three options have already been [green]*highlighted.*[/green] Do you see the dots at the bottom of each Merchandise card? They indicate each card's *rarity.*3ft_rsrc_636716f55567a2700
NekonyancerThere are six [red]*pottery*[/red] cards in the game. But only two [blue]*ivory*[/blue] cards! When we sell sets of merchandise cards, each card must be *different.* The bigger the set, the greater the yield. That makes rare cards very valuable! [img]https://x.boardgamearena.net/data/tutorials/img6785edf697cd27.94602529.jpg[/img] *Buy the rare [blue]ivory![/blue]*4ft_rsrc_266716f55567a2710ft_rsrc_63 1 ft_rsrc_26 2
NekonyancerGood! By the way, we don't have to sell merchandise if we don't want to. BGA will convert them into points at the end of the game at the *same rate* as if they were sold. [red]With all that in mind, there's only one possible reason to sell earlier rather than later:[/red] you're running out of [green]*coins*[/green] and desperately need more to bid with!2ft_coin_count_921434876716f559c945100ft_coin_count_92143487 3
NekonyancerSelling our merchandise now would be a very stupid move... but let's do it anyway. :) 1. Select the three merchandise cards in the *indicated order.* 2. Click on [blue]*"Sell (7)"*[/blue] at the top!3ft_coin_count_921434876716f559c945110ft_rsrc_42 17 ft_rsrc_26 19 ft_rsrc_51 18
Nekonyancer[red]Okay, I think you've seen enough![/red] I just need to mention the last tribe and a couple more tile actions.1player_name_921434876716f5632427f00
Nekonyancer[blue]Blue meeples are Builders.[/blue] [img]https://x.boardgamearena.net/data/tutorials/img6785edf74487f3.13564755.jpg[/img] When the Builder tribe action is triggered, BGA counts the number of meeples picked up and the number of tiles with a [blue]blue victory point indicator[/blue] in a 1-tile radius (orthogonal or diagonal) of the relevant tile.2player_name_921434876716f5632427f00
NekonyancerFor example, let's suppose that we picked up [green]*these meeples,*[/green] saved the blue meeple for last, and dropped it on [red]*this tile.*[/red]3ft_tile_126716f5632427f00ft_tile_29 9 ft_tile_12 9 ft_tile_5 9 ft_tile_27 1 ft_tile_9 3
NekonyancerWe would pick up 3 blue meeples, right? And there are 3 blue tiles in a 1-tile radius of the last tile: [img]https://x.boardgamearena.net/data/tutorials/img6785edf6ba7348.11727923.jpg[/img] [red]3 x 3 = 9.[/red] We would earn 9 coins!4pagemaintitletext6716f5632427f00
NekonyancerEarlier, I showed you how Fakirs can be used instead of Elders when buying Djinns. Fakirs can also be used... • during [blue]Builder[/blue] tribe actions. Each discarded Fakir counts as an extra Builder, granting more coins. • during [red]Assassin[/red] tribe actions. Each discarded Fakir counts as an extra Assassin, extending the assassination range.5maintitlebar_content6716f5632427f00
NekonyancerLet's move on to the remaining tile actions. I already showed you *small markets.* There are also [green]*large markets!*[/green] [img]https://x.boardgamearena.net/data/tutorials/img6785edf6d7e327.98219400.jpg[/img] If we pay *6* coins, we can take *2* cards from the *6* leftmost cards in the supply.6ft_tile_16716f5632427f00ft_tile_2 3 ft_tile_1 3 ft_tile_3 3
NekonyancerThese are [blue]*villages.*[/blue] [img]https://x.boardgamearena.net/data/tutorials/img6785edf702e6a5.37925454.jpg[/img] When we trigger the action, the villagers there will construct a new *palace!* They're a lot like palm trees. Each palace is worth [green]*5 points*[/green] at the end of the game for whoever *controls* the tile.7ft_tile_236716f5632427f00ft_tile_21 2 ft_tile_23 2 ft_tile_20 2 ft_tile_22 2
Nekonyancer[green]Okay, that's everything![/green] The end of the game is triggered when *one* of the following conditions is met: [red]- One player places their last camel on a tile. - There are no more possible meeple movements.[/red] Either way, the game will last until the end of that round.8maintitlebar_content6716f5632427f00
Nekonyancer[blue]Each player's total score comprises the following:[/blue] • 1 point per coin. • 1 point per Vizier. • 10 points per opponent with fewer Viziers than you. • 2 points per Elder. • 3 points per palm tree. • 5 points per palace. • Points from Djinns and controlled tiles. • Points for unsold merchandise (same as when sold during game) [green]Whoever has the most points wins![/green]9maintitlebar_content6716f5632427f00
Nekonyancer[blue]*Thank you for playing through this tutorial for Five Tribes!*[/blue] If you have any questions or comments about the tutorial, feel free to send *Nekonyancer* a message! Big thank yous go out to *Bruno Cathala* for designing this game, *Days of Wonder* for publishing, and *Fletcheese* for bringing it to BGA! Have fun! :D10maintitlebar_content6716f5632427f00
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Terms of Sale Security & privacy

Five Tribes rules: interactive tutorial
Five Tribes rules: interactive tutorial
Five Tribes rules: interactive tutorial
I agree with the Terms of Services and ask for the immediate activation of my Premium account.
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Five Tribes

How to play?
Competition
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Complete rules:

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(en)
Five Tribes Rulebook - ENG
0
(en)
Complete Player Aid (ENG)
1
(es)
Reglas en Español
1
(pt)
Regras em PT-BR
1
(ru)
Правила PDF
1
(ja)
『ファイブ・トライブズ-ナカラの魔法使い-』の遊び方・魅力をご紹介!
1
(uk)
Правила - П'ять Каст
0
(fr)
Règles FR
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(de)
Spielanleitung
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(de)
Spielhilfe
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(pl)
Instrukcja
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(ja)
和訳BGG
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(ko)
공식 규칙서
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(ru)
Правила игра на русском языке от Crowd Games
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(de)
Kurzspielregel hall9000
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(pl)
Karta pomocy
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(ru)
Памятка на русском языке от Crowd Games
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(it)
Regolamento italiano
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(uk)
ПРАВИЛА УКРАЇНСЬКОЮ

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Game mode
Normal mode
Game speed
Turn-based • 2 moves per day (+43200 per turn (maximum 129600))

publisher

Designer: Bruno Cathala

Artist: Clément Masson

Developed by: Fletcheese

Release 241018-0252

Ambient music for Five Tribes

Ambient music provided by our partner Melodice.org



Note: 3D is experimental

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