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
- Shines at three and four players.
- Different factions play very differently.
- Unique tower mechanism for aggression and scoring.
- Accessible yet deep gameplay.
- Great combo potential with upgrades.
- Hidden information in scoring areas.
- Two-player game is good but not as dynamic as higher player counts.
- May have triggered scoring early in Manhattan.
- Losing card abilities when discarding for aggression can be a bummer.
- Crime and mayhem, factions vying for control of New York City
- New York City
- Root
- El Grande
Mechanics (from transcript analysis)
- Area Control — Players compete for presence and control in different city neighborhoods.
- bag building — Grenle is described as a bag builder where players draw tokens from a bag to perform actions.
- Dice allocation — The mob faction uses dice allocation to determine available actions.
- hand management — Players manage cards drawn for use during specific phases of the game.
- Push Your Luck — The Argent faction utilizes a push-your-luck mechanism with action cards.
- Rondelle — The police faction uses a rondelle mechanism, moving cars around a track to take actions.
- set collection — Players collect cards and tokens to use during the mayhem phase for combat and other actions.
- worker placement — Implied through placing tokens and figures on the board to claim areas and take actions.
Video topics + discussion points
Quotes (from this video)
- Friends, I love this game. Grenle has been a hit. I really enjoy it.
- It's the different factions, the asymmetric, um, um, play.
- Such a terrific game. Again, I would highly recommend you checking it out at three or four if you can.
- I really like that because it reminded me of Al Grande in this sense, right?
- So, um, I should also mention there is a solo mode as well.
References (from this video)
- The asymmetry in factions and mechanics is a key strength.
- The tower mechanism for triggering scoring is unique and creates tension.
- High replayability due to varied factions and scoring.
- Good design with layered mechanics that still create tension.
- Solid idea overall.
- The push-your-luck element might not appeal to all players.
- In a two-player game, dummy pieces are used, which function as obstacles to overcome.
- vigilante assassin
- city
Mechanics (from transcript analysis)
- Area Control — Players are looking at the main board and thinking it's an area control game, and it is described as kind of like an area control game.
- asymmetry — There's a lot of asymmetry that starts with what players are doing on the board and kicks in with the player factions, which play completely different.
- bag building — Grenle has a bag building mechanic where players pull chits out of a bag to activate powers and can upgrade these.
- dice placement — The mob faction uses dice placement, where players roll dice and then place them to take actions.
- Dropping/Timing Mechanism — Aggression tokens are dropped into towers, and when the tower reaches a certain threshold or weight, it triggers a 'mayhem phase' which involves scoring the region. This mechanism is compared to Don't Break the Ice and Kerplunk.
- hand management — Cards in the mayhem phase are multifunctional: they can be played for effects, costing aggression, or discarded to gain more aggression.
- Push Your Luck — Argent uses a push-your-luck element with a deck of cards where players flip cards with actions and a number of skulls; busting on four skulls means losing bonus abilities.
- Rondel — The police faction uses a rondelle mechanic, placing police cars on the rondelle to take actions in adjacent sectors.
Video topics + discussion points
Quotes (from this video)
- The asymmetry and the way those tower works I think are probably the two big stars of the show.
- I've seen asymmetry. I've never seen a timer mechanism like these towers.
- It should be noted that there is a fifth faction too that's going to be available in the campaign. I think they're the news, the press basically.
- And the fact that they were able to layer these different mechanics on top of each other and still have a very tense game where everyone's trying to do such different things.
References (from this video)
- Scales incredibly well; great solo support
- AI opponent runs smoothly and competes realistically
- Strong city-building mechanistic core
- Not highly ranked on People’s Choice; solo mode under the radar
- city-building and territorial control via area majority
- abstract city-building with regional influence in multiple colors
- highly strategic yet streamlined urban development
Mechanics (from transcript analysis)
- area majority — Score by controlling large regions via influence and placement.
- tile placement — Cards and tiles are used to place and upgrade city tiles, representing regional influence.
- Tile placement with TI (tiles/influence) — Cards and tiles are used to place and upgrade city tiles, representing regional influence.
- two-player efficiency — Scales well and plays smoothly at two players; AI is integrated for solo.
Video topics + discussion points
Quotes (from this video)
- it's crazy it sounds downright ridiculous but it's incredibly fun
- Time Track in order to determine turn order
- zombies are represented by wooden cubes
- the solo mode is very well done
- it's wild and crazy and swingy and really leans into the pirate theme
- you can screw yourself over you can have just an absolutely horrendous game
- it's one of my favorite rolling rights
- cooperative pick up and deliver puzzle that is deceptively crunchy
- this auction system is brutal but incredibly satisfying
- the zombies feel scary the system is just incredible
References (from this video)
- Strong thematic integration with the Grendel IP
- Engaging solo mode with distinct bots (e.g., Argent) and enemy NPCs
- NPCs provide meaningful shields and scoring dynamics
- Tower/aggro mechanic creates tense, player-interactive pacing
- Prototype rules are still being refined
- Bot swinginess and randomness can heavily influence outcomes
- Balancing across factions may be challenging in early protos
- asymmetric faction battles in a crime-underworld setting with Grendel-inspired lore
- Manhattan, Queens, and Brooklyn during an underworld power struggle inspired by the Grendel IP
- noir, urban fantasy with antihero antagonists
- Root
Mechanics (from transcript analysis)
- Area Control — Tokens are placed to control districts; towers serve as scoring and aggression reservoirs.
- area_control — Tokens are placed to control districts; towers serve as scoring and aggression reservoirs.
- Asymmetric Mechanics — Each faction has unique scoring methods and actions; Grenle and Argent are the core factions with distinct abilities.
- asymmetric_factions — Each faction has unique scoring methods and actions; Grenle and Argent are the core factions with distinct abilities.
- deck_upgrade — Bots (and players) can upgrade decks; skulls and upgrade cards modify future draws and actions.
- lure_dash_move — Special actions like dash and lure allow moving and influencing distant spaces or multiple tokens.
- mayhem_phase — Players draw mayhem cards to determine actions; skulls can cause penalties or truncated bonuses.
- shield_mechanic — Tokens can be shielded; destroying shielded tokens requires multiple hits or specific actions.
- solo_bot — A programmable solo bot mirrors faction behavior and executes multiple actions per turn.
- token_and_tower_mechanic — Aggression tokens fill towers; when a tower 'pops', tokens are spent to perform actions in that area.
Video topics + discussion points
Quotes (from this video)
- The solo mode works really smoothly.
- I think this game is really, really cool.
- This game is really great.
- The NPCs are basically your shields in this mode.
References (from this video)
- potentially strong thematic integration
- varied strategic options
- early availability and clarity may vary
- not as widely known as other titles
- multifaceted historical themes with a strategic overlay
- historical or cultural focus, depending on the edition
- historical-cultural strategy
- 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
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)
- Asymmetric gameplay
- Unique character mechanics
- Dynamic board interaction
- Interesting scoring system
- Complexity might be challenging for new players
- Many rules to learn
- Crime and urban conflict
- New York City
- Comic book-inspired
Mechanics (from transcript analysis)
- bag building — Players draw and place chits on tracks to perform actions
- Dice allocation — Mob player rolls and allocates dice to perform actions
- Push Your Luck — Argent player draws cards and manages skull risk
- Rondel — Police player moves squad cars to take actions
- Rondelle — Police player moves squad cars to take actions
Video topics + discussion points
Quotes (from this video)
- Each character has a way of upgrading their abilities
- Everything leading up to each mayhem phase is just considered to be planning for this very moment