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 and move the Tribes into position at the right time, and the Sultanate may become yours!
Designed by Bruno Cathala, Five Tribes builds on a long tradition of German-style games that feature wooden meeples. Here, 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.
As befitting a Days of Wonder game, the rules are straightforward and easy to learn. But devising a winning strategy will take a more calculated approach than our standard fare. You need to carefully consider what moves can score you well and put your opponents at a disadvantage. You need to weigh many different pathways to victory, including the summoning of powerful Djinns that may help your cause as you attempt to control this legendary Sultanate.
- Clever bidding system that creates early tension.
- Diverse tribal effects offer multiple thematic channels.
- Dominant path to win emerges (early Jin cards) with cascading effects.
- Many viable-looking paths fail to stay balanced; some routes underperform.
- Mancala movement can feel constraint-driven rather than elegant.
- Resource control, tribal effects, and strategic positioning
- Ancient North African market with a mancala movement mechanic
- Strategic puzzle with multiple effect triggers
- Ticket to Ride
- Dominion
Mechanics (from transcript analysis)
- bidding for turn order — Gamble coins for initiative that affects endgame scoring.
- Mancala — Distribute tokens/meeples across a grid to trigger actions and scoring.
- Mancala Movement — Distribute tokens/meeples across a grid to trigger actions and scoring.
- Tripe Tribe Effects — Merchants, Builders, and Vizers grant different benefits and scoring paths.
Video topics + discussion points
Quotes (from this video)
- BGG's rating system struggles with distinguishing between this is an excellent party game and this offers repeated strategic depth.
- Accessibility isn't the same as complexity. Beautiful components aren't the same as mechanical richness.
- Memorable first plays aren't the same as longevity. These games are genuinely excellent gateways.
- If you're brand new to modern board gaming, many of these are fantastic entry points. They teach mechanics painlessly and generate fun.
References (from this video)
- hidden bidding tension
- two-player mode is tight
- bidding mechanics can be tough in new plays
- mechanized bidding, movement, and resource control
- Arabian Nights-Tiles with traders and meeples
- abstract but flavorful with strong strategic depth
Mechanics (from transcript analysis)
- Area Control — placing meeples to influence tiles and bonuses
- Area control / placement — placing meeples to influence tiles and bonuses
- Auction / Bidding — gamestate money bids dictate actions and turns
- bidding/auction — gamestate money bids dictate actions and turns
Video topics + discussion points
Quotes (from this video)
- it's the long game versus the short game
- it's a really fun dice puzzle
- the depth grows the more you play
- it's a legacy you can actually finish in a campaign
References (from this video)
- lots of paths to score and broken strategies to explore
- two-player mode allows high-skill, high-variance play
- AP can be insane due to many options
- rules are dense and require careful learning
- multi-path scoring through chaining actions
- ancient North Africa-like setting with shifting tiles
- tightly interwoven, with AP-heavy decision trees
Mechanics (from transcript analysis)
- action-bidding and turn order — bid for turns to maximize action chains
- tile-laying and chaining — chain actions across rounds with tiles
Video topics + discussion points
Quotes (from this video)
- This pseudo tileing auction game is an absolute banger.
- Spirit Island is the best cooperative experience you will ever have.
- A Feast for Odin is my number one, but other games in his catalogue are almost as good.
- In a two-player game, this is one of the tightest board games you can play.
- The push your luck aspect in RAW is absolutely wonderful.
References (from this video)
- Innovative mancala-inspired movement
- Strong thematic flavor in Naqala setting
- High interaction and variety of options
- Can lead to analysis paralysis (AP) due to many options
- Steep learning curve for new players
- Rule clarity can be demanding in spots
- mancala-inspired movement, worker placement, area control in a desert trading city
- Naqala-like ancient market city inspired by North African/Middle Eastern cultures
Mechanics (from transcript analysis)
- Mancala — Seeds (tokens) are picked up and sown around a circular track to determine actions and rewards.
- Mancala-inspired movement — Seeds (tokens) are picked up and sown around a circular track to determine actions and rewards.
- Rondel — A circular board (rondelle) guides the order and type of actions each turn.
- Rondelle-like action selection — A circular board (rondelle) guides the order and type of actions each turn.
- worker placement — Players place tribes on action tiles to gain effects and influence resource flows.
Video topics + discussion points
Quotes (from this video)
- One of our favorites. We love this game.
- Great game. Love Five Tribes.
- Patchwork is a great runale game. It never occurred to me, but that's what it is.
- Patchwork is a great dating game.
- Five Tribes is a great game.
References (from this video)
- deep strategic layers
- strong interaction with other players
- learning curve
- potential for analysis paralysis
- market control and color tile manipulation
- Marrakesh, ancient trading city
- puzzle-like, highly strategic
- Lords of Waterdeep
- Talisman
Mechanics (from transcript analysis)
- Pattern Building — arrange and activate tiles to score
- pattern-building — arrange and activate tiles to score
- set collection — collect tiles and colors for scoring opportunities
- set-collection — collect tiles and colors for scoring opportunities
- worker placement — place workers to trigger actions and affect the board
- worker-placement — place workers to trigger actions and affect the board
Video topics + discussion points
Quotes (from this video)
- Prelude expansion came out for this—game changer in expansions for me.
- The vineyards expansion expands the board so all of a sudden you don't just focus on the board as much—you go over to your little vineyard.
- This is one of those games that we went through all the effort to get every expansion and organize it, and we still pull it out.
References (from this video)
- deep strategic decisions for a mid-weight game
- color-driven worker interplay
- heavy for casual players
- international availability varies
- movement and control with color-based significance
- fantastical Arabian Nights-inspired market
- abstract-themed with a rich thematic veneer
Mechanics (from transcript analysis)
- darker polyglot resource management and scoring — score via tile-based scoring and region control
- worker placement — color-specific workers influence actions on a central board
- worker placement / Rondel style action selection — color-specific workers influence actions on a central board
Video topics + discussion points
Quotes (from this video)
- This is almost the perfect filler to me. This is Batswana.
- It's a 20 minute knife fight.
- You can play it with just about anybody.
- This is one of the most punchy games in the series.
References (from this video)
- classic, deep design with Brunos hallmark elegance
- longer strategic game with lots of micro-decisions
- replayable with various strategies and end-game interplay
- steep learning curve for new players
- long playtime; not ideal for casual sessions
- auction/tile-placement with mancala-inspired pathing
- Ancient desert city; magical jinns and city planning
- thematic and deep strategy
- Raw
- Shogo (reference to mancala-inspired games)
Mechanics (from transcript analysis)
- Auction / Bidding — Bid on turn order and action-dice to control the flow of the game.
- Auction/turn-order bidding — Bid on turn order and action-dice to control the flow of the game.
- Mancala-style action drafting — Move a row of tokens around a board-like path to execute actions.
- tile placement — Place tiles to build districts while bidding for turn order and actions.
- Tile placement and auction — Place tiles to build districts while bidding for turn order and actions.
Video topics + discussion points
Quotes (from this video)
- we are embarking on our top 50 journey
- the games for the most part are going to be shipped directly from the publishers
- we have excluded games that we've only played one time
- crossovers obviously because we share a collection a lot
- please keep in mind we are not here to sway you one way or the other but we do have to disclose
References (from this video)
- depth and multiple strategic entry points
- tactical richness and variability by setup
- potential for slow play in large groups
- learning curve can be steep
- area-control through strategic movement and bidding
- Marrakesh-inspired fantasy with tribes
- multi-path strategy with shifting board state
Mechanics (from transcript analysis)
- Mancala — sacrifice and redistribution of meeples to trigger actions
- mancala-like action distribution — sacrifice and redistribution of meeples to trigger actions
- mancala-style action selection — move pieces to distribute actions and plan ahead
- turn order bidding — pay to go earlier and influence future rounds
- Turn Order: Auction — pay to go earlier and influence future rounds
- worker placement — controlled by tiles and meeples
Video topics + discussion points
Quotes (from this video)
- the on the table game versus the above the table game were both very good and they were both drawing in different people
- I wrote a 40-page Avalon guide
- luck and skill are two very different axes
- the wake up system of Fresco is definitely the standout
- it has to be fun to lose
- stay humble
References (from this video)
- tactical depth
- fast setup and play
- steep learning curve for new players
- genies, power, and trade
- Arabian Nights-inspired Naqala
- mythic, strategic
- Carcassonne
- Marrakesh
Mechanics (from transcript analysis)
- Mancala — pick up and sow multiple colored meeples to activate actions
- mancala_style_distribution — pick up and sow multiple colored meeples to activate actions
- set collection — collect tiles/mezze to score
- set_collection — collect tiles/mezze to score
- tile placement — place and activate tiles for multi-step effects
- tile_placement — place and activate tiles for multi-step effects
Video topics + discussion points
Quotes (from this video)
- Magic the Gathering is a fantastic card game. It's a very complex card game.
- This is a rock solid game. It just has it has gone through some seriously tumultuous growth.
- Sea Salt and Paper... a delightful little card game that has really adorable origami art.
- Dune Imperium is a very stressful game. It's a game that after I'm done playing, I need a break.