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Gentes box art

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: 4
This page: 4
Sentiment: pos 3 · mix 0 · neu 1 · neg 0
Mentions per page
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Showing 1–4 of 4
Video BKRv9Jdqd2c Totally Tabled top_10_list at 5:21 sentiment: positive
video_pk 42882 · mention_pk 130333
Totally Tabled - Gentes video thumbnail
Click to watch at 5:21 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Scales incredibly well; great solo support
  • AI opponent runs smoothly and competes realistically
  • Strong city-building mechanistic core
Cons
  • Not highly ranked on People’s Choice; solo mode under the radar
Thematic elements
  • city-building and territorial control via area majority
  • abstract city-building with regional influence in multiple colors
  • highly strategic yet streamlined urban development
Comparison games
none
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
No key topics recorded for this video.
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)
No references stored for this video.
Video ab8fjygn_6Q OneStop Co-op Shop game_review at 0:03 sentiment: positive
video_pk 37994 · mention_pk 114193
OneStop Co-op Shop - Gentes video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • 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
Cons
  • Prototype rules are still being refined
  • Bot swinginess and randomness can heavily influence outcomes
  • Balancing across factions may be challenging in early protos
Thematic elements
  • 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
Comparison games
  • 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
No key topics recorded for this video.
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)
No references stored for this video.
Video i7hhZ3Q09MI Heavy Cardboard interview at 12:00 sentiment: neutral
video_pk 6597 · mention_pk 19582
Heavy Cardboard - Gentes video thumbnail
Click to watch at 12:00 · YouTube ↗
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 ro3tAtuEp-M Before You Play game_overview at 0:05 sentiment: positive
video_pk 3964 · mention_pk 113334
Before You Play - Gentes video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Asymmetric gameplay
  • Unique character mechanics
  • Dynamic board interaction
  • Interesting scoring system
Cons
  • Complexity might be challenging for new players
  • Many rules to learn
Thematic elements
  • Crime and urban conflict
  • New York City
  • Comic book-inspired
Comparison games
none
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
No key topics recorded for this video.
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
References (from this video)
No references stored for this video.
Transcript Navigation
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