Skip to main content

Gentes

Game ID: GID0140791
Collection Status
Description

Gentes is an interesting civilization game with an innovative timing mechanism.

"Gentes" is a pleonasm of the Latin plural word for greater groups of human beings (e.g., tribes, nations, people; singular: "gens"). In this game, players take the role of an ancient people who are attempting to develop by building monuments and colonizing or founding new cities in the Mediterranean sea.

The game is played in six rounds, each consisting of two phases: action phase, and tidying up. There are three eras — rounds 1-2, 3-4, 5-6 — with new monument cards entering the game at the beginning of rounds 1, 3 and 5. Each player has a personal player mat with a time track for action markers and sand timer markers. In the action phase of a round, the players take their turns in clockwise order, conducting one action per turn. Each action requires an action marker from the main board that is placed on the time track. Depending on the information on the action marker, you have to also pay some money or take sand timers that are placed on the time track. When you have no free spaces on your time track, you must pass for the remainder of the round. Therefore, the number of actions per player in a single round may vary significantly if, for example, you choose double sand timers instead of two single ones or take action markers that require more money but fewer sand timers. Single sand timers are dropped in the tidying up phase, while double sand timers are flipped to become single sand timer markers and stay for another round. The actions are:

Buy new cards from the common display
Build monuments (playing cards from your hand to your personal display for victory points and new options)
Train/Educate your people
Build/found cities
Take money

To play a card, you must meet the requirements printed on that card, such as having specific persons on your personal board (e.g., two priests and four soldiers). These requirements are why training — i.e., getting specific people — is important, but that is not that easy because there are six different types of people — three on the left and three on the right side of your personal player board — and you have only six spaces in total for the two types in the same line. If you have three merchants, for example, you move your marker for counting merchants three spaces toward the side of the soldiers and thus you have only three spaces left for soldiers. By educating a fourth soldier and moving your soldier marker forward to its fourth space, you automatically lose one merchant because that marker is pushed back to its second space.

It is crucial to generate additional actions by using the specific functions of monuments in your display and cities you have built. Cities are expensive, but they create benefits at the end of each round or provide new options for taking an action without acquiring an action marker, gaining only a sand timer marker instead.

Try to have a steady income to avoid wasting actions to take money. Pay attention to the display of common cards, which is new in every single game, because the monument cards are shuffled randomly within the decks of eras I, II and III. Collect identical achievement symbols on the cards to benefit from the increasing victory points for a series of symbols. Build cities to enlarge your options!

The differences between the Deluxified and regular edition:

Includes "New Cities" Expansion
A foil stamped box
6 oversized meeples
24 normal sized meeples
89 metal coins
28 wood action tokens
21 wood lock tokens
60 wood hourglass tokens
4 dual layered player boards
4 custom shaped score tokens
folded space custom insert
1 drawstring bag
1 upgraded round token

Year Published
2017
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment: pos 0 · mix 1 · neu 1 · neg 0
Mentions per page
Top
Showing 1–2 of 2
Video i7hhZ3Q09MI Heavy Cardboard interview at 12:00 sentiment: neutral
video_pk 6597 · mention_pk 19582
Video thumbnail
Click to watch at 12:00
Overall sentiment (raw)
neutral
Pros
  • potentially strong thematic integration
  • varied strategic options
Cons
  • early availability and clarity may vary
  • not as widely known as other titles
Thematic elements
  • multifaceted historical themes with a strategic overlay
  • historical or cultural focus, depending on the edition
  • historical-cultural strategy
Comparison games
  • Colony
  • Colonialism
Mechanics (from transcript analysis)
  • Area Control — control regions to gain influence and resources.
  • Variable player powers — each faction has unique abilities affecting strategy.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "There is a golden age of gaming for every taste; the challenge is standing out as a publisher."
  • "A game needs a soul; polish should not erase character or narrative voice."
  • "Gateway games can turn people away from the hobby if they imply other games are beyond reach."
  • "Rulebooks are the first impression; getting them right matters more than most other components."
  • "The journey matters more than simply harvesting victory points."
References (from this video)
No references stored for this video.
Video -sz4LxixkAg John Gates Games playthrough at 0:00 sentiment: mixed
video_pk 5815 · mention_pk 17188
Video thumbnail
Click to watch at 0:00
Overall sentiment (raw)
mixed
Pros
  • Deep engine with multiple viable strategies and paths to victory
  • Card-driven action economy creates meaningful and evolving choices
  • Endgame scoring objectives add tension and long-term planning
Cons
  • Rule complexity and numerous interacting systems can be daunting to new players
  • Money generation can lag in certain lines, creating potential balance tension
  • Three-player balance demands careful pacing and turn order management
Thematic elements
  • civilization development, population management, monumental building
  • Ancient Eastern Mediterranean civilizations
  • historical simulation with strong thematic cues
Comparison games
none
Mechanics (from transcript analysis)
  • action economy with board zones — Four main zones on the board drive players’ primary actions (purple gather, orange play, blue build, teal recruit), providing spatial structure for decisions.
  • card drafting — Players draft cards to acquire abilities and fulfill card prerequisites, forming the core engine for actions.
  • card-based engine and discounts — Cards provide ongoing bonuses and training effects, including the concept of virtual workers that persist for future actions.
  • end-of-round phase mechanics — Heyday and decline phases manage timing, token flow (hourglasses), and era progression, shaping when players gain momentum or must recalibrate.
  • endgame scoring and penalties — Scoring is driven by cards, buildings, temples, and oracles; penalties apply for having too many cards in hand and for remaining hourglasses at game end.
  • population track and workers — A shared population track tracks Nobles, Soldiers, Priests, Artisans, Merchants, and Scholars; players manage these counts to meet card requirements and unlock effects.
  • region-based scoring and hometowns — Hometown buildings activate all buildings in a region, creating region-wide scoring opportunities and synergies with existing structures.
  • temple/oracle cubes and activation — Building activations grant cubes that unlock new actions and allow shifting population; cubes also enable temple/oracle related options.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Gentes is all about playing cards and it does have a big board but it's very much a card game.
  • This is a victory point style game where whoever has the most points at the end is the winner.
  • The theatre of this game comes from the card-driven engine and the endgame scoring.
References (from this video)
No references stored for this video.
Transcript Navigation
Top
Showing 1–2 of 2
View on BoardGameGeek