In ancient prehistoric times, you have discovered a new land with plentiful lakes, mountains and forests (and apparently many stone rocks that shall be called dice). Your people can develop new things like basketry or find oxen or simply GROW and conquer.
In Rise of Tribes, players control a tribal faction in prehistoric times looking to GROW, MOVE, GATHER, and LEAD their people. The board is modular, composed of hexes in various terrain types. Each hex has a population limit. Players manage the number of tribe members they place on any one hex to either trigger or avoid conflict.
Each turn the active player rolls two dice, then selects two of the four actions to take - GROW, MOVE, GATHER, and/or LEAD. Each action is resolved one action at a time. The power of each action taken depends on the die roll plus the last couple of dice placed onto the action board on the selected action by other players. Once both actions are taken, the active player resolves any Conflicts. The final step of each turn is the time to build villages and complete goal cards.
Victory is possible in a couple ways: gathering resources to build villages and/or completing development and achievement goal cards for your civilization. Villages (limited to 1 per hex) score 1 point for the tribe that built them at the start of that tribe's turn. Goal cards will score points immediately when completed. Every tribe's ambition is to score 15 points. The tribe to score 15 points first wins the game.
Solo mode, with the addition of Rise of Tribes: The Vul'Keth Invasion (required and sold separately), is a very challenging way to play Rise of Tribes.
Rise of Tribes - Microbadges
Rise of Tribes fan
Rise of Tribes fan
- Beginner players liked Rise of Tribes
- Art is absolutely stunning
- Thematically the game has succeeded very much
- Advanced players didn't find there was enough tactics or strategy
- Chieftain abilities and tribe abilities were a little imbalanced
- Luck will be a factor
- At the mercy of the dice roll, where previous players place their dice, and when and where events might take place
- Limit to mitigating luck
- Game suffers a lot at three players as one player might end up policing the others
- Tokens were a little flimsy
- Seam on the board really bothered me
- Just a little too chaotic
- Pioneering the earliest attempts at civilization by warring tribes
- Prehistoric times
Mechanics (from transcript analysis)
- Action modification (dice icons) — Based on the dice icons shown, the intensity of each action will differ. Suns represent favorable blessings from the gods, making your action more powerful, while moons represent disfavor and makes the chosen action weaker. If neither are doubles, then the standard action applies.
- action selection — Then, you'll use the god's gift to select two different actions. You'll slide it over from left to right and do the action you chose.
- area control/placement — Grow will populate your tribe in tiles where you already have some. Move will allow you to move tribes to an adjacent tile.
- building — Resources will be needed to not only complete these for victory points and in-game abilities, but to start building villages.
- Combat/Conflict Resolution — There is enough space for all the tribes in the land, but have more than five in one tile and you'll have to resolve a conflict. Humans haven't changed that much regardless of eras. Each player in the conflict will remove one tribe each until only one tribe remains.
- Dice Rolling — On your turn, you will roll two dice and see what the prehistoric gods have in store for you. Doubles will trigger an event and or create a new one.
- Resource gathering — Gather will allow you to gather a certain amount of resources from a certain amount of tiles, stone for mountains, wood for forests, or fish for lakes.
- Set collection/card drafting — Lead will make you draw a certain number of gold cards.
- Variable player powers — You can also add advanced rules to the game by flipping over tribe mats and choosing one of their two abilities, adding and replacing special terrains, or using tribe elders, which can give a resource to any player to do the effect of a single development they own.
Video topics + discussion points
Quotes (from this video)
- The whole prehistoric feel and events with the warring and resource management was spot on.
- But, it wasn't enough for it to garner a great score.
- Entry-level gamers might like it more, but for us it was just a little too chaotic.
References (from this video)
- Works well as a two-player game.
- Surprising conflict due to board presence.
- Loved the 15-point hard ending for its surprise and potential for big point swings.
- Enough luck in dice rolls to not be frustrating.
- Clean and simple mechanics that are quick to teach.
- Advanced rules and tribe powers add replayability and depth.
- Good length, around 60 minutes as stated on the box.
- Considered a good gateway game.
- Cheap material quality, feeling like prototypes.
- Deluxe upgrade kit is almost a 'must' and should have been included.
- The hard ending might be discouraging for players far behind.
- Blood Rage
Mechanics (from transcript analysis)
- Area Control — Players place units on hexes, and conflict can arise when players move into the same spots.
- Dice Rolling — Players roll two dice, with outcomes like doubles (suns) or moons affecting resource gathering and events.
- End game scoring — The game has a hard 15-point ending, and scoring is also based on villages gathered throughout the game.
- Resource Management — Players gather resources like stone and wood to build villages.
- Set Collection — Players can gather resources and cards, which provide advantages.
- Variable player powers — The game includes advanced rules that give tribes unique abilities, making them feel unique.
Video topics + discussion points
Quotes (from this video)
- I think the game is kind of cheap like the materials are kind of chief like these tiles are just like really unnaturally like thin
- I love having that surprise but it also can lead to some very narrow like wins or losses
- it's not but then at the same time you're placing Suns someone else can then yep so um yeah it's an interesting mechanic I think it's yeah I think it's just enough luck that it's not frustrating
- I think it's clean I think it's simple the game takes ten minutes to teach if that
- it's just enough like worker placement not even really work replacement like area control reefs or management for as light of a game as it is I think it's I think this could be an early gateway game for these these styles of games
- I really like the events and I love how they don't just constantly come out every turn
- like there are some days I mean most days I do want to play games like an acronym or other worker placement aims that I can't pull off the top of my head right now but there are other days we're on this like I don't even want to set that game up and this one says quick get it out there boom let's start playing and have some fun while we're at it
References (from this video)
- Likes prehistoric theme
- Likes area control, dice rolling, modular board, variable player powers
- Cover art looks nice and cool
- Hasn't found a prehistoric game they've liked so far
- Control a tribal faction
- Prehistoric times
Mechanics (from transcript analysis)
- Area Control — Mentioned as a liked mechanic.
- Dice Rolling — Mentioned as a liked mechanic.
- Modular Board — Mentioned as a liked mechanic.
- Variable player powers — Mentioned as a liked mechanic.
Video topics + discussion points
Quotes (from this video)
- Do not be afraid to say hello and tell me how much you love my channel
- I have not played any of these games so now obviously a iliza games I actually know about um prior to doing research
- Oh My gods like I when I first saw this I creamed like it was just amazing
- I will [ __ ] my pants and cry if I don't get my own copy of scythe rise of Fenris
References (from this video)
- Strong family-friendly introduction to area control and resource puzzle solving
- Modular board ensures high replayability and varied game states
- Asymmetric tribe abilities keep repeated plays feeling fresh
- Compact footprint and clever component fit means everything can be stored neatly
- Accessible 30–60 minute play window with escalating depth via goals and technologies
- Becomes more interesting when combined with expansions and optional solo rules
- Dice-driven randomness can feel punishing or swingy at times
- Balance can shift with expansions, potentially increasing setup and rule overhead
- Two-player dynamics can escalate interactions and lead to tighter, less forgiving play
- Young players still require guidance to coordinate with others while pursuing individual goals
- tribal expansion, resource management, and area control with evolving technologies and asymmetric tribe powers.
- Stone Age tribal competition on a modular hex map where players found villages, gather basic resources (food, wood, stone) and pursue goals to score victory.
- puzzle-driven strategy with evolving player power and goals; each game feels like a fresh scenario due to modular setup and variable tribes.
Mechanics (from transcript analysis)
- Area Control — Players compete to control hexes and key resources by placing tribe members and maximizing majority on locations with lakes, mountains, and forests. Control influences scoring and goal progression.
- area_control — Players compete to control hexes and key resources by placing tribe members and maximizing majority on locations with lakes, mountains, and forests. Control influences scoring and goal progression.
- asymmetric_tribal_abilities — Different tribes have unique double-sided leader cards that grant special abilities, affecting how resources are gathered, how conflicts unfold, or how villages are defended.
- conflict_and_population_limits — When a hex would exceed its population limit, battles occur and excess tribe members are removed; control of hexes is essential for long-term scoring and goal fulfillment.
- Dice Rolling — Each turn begins with rolling two action dice that determine available actions; suns, moons, and blanks modify action strength, introducing strategic risk and planning considerations.
- dice_driven_actions — Each turn begins with rolling two action dice that determine available actions; suns, moons, and blanks modify action strength, introducing strategic risk and planning considerations.
- goals_and_technology_development — Villages and goals interact with an in-progress goal system; cards from a 'lead' action deck offer technologies that can be invented by paying resources, expanding capabilities and end-game options.
- Modular Board — The board is built from shuffled tiles that can include standard terrain as well as advanced tiles that alter the tactical landscape. This makes every session distinct and raises replayability.
- modular_board_and_tile_variability — The board is built from shuffled tiles that can include standard terrain as well as advanced tiles that alter the tactical landscape. This makes every session distinct and raises replayability.
- Resource Management — Players gather three core resources—food, stone, and wood—from terrain to construct villages, complete goals, and pay for developing technologies.
- resource_management — Players gather three core resources—food, stone, and wood—from terrain to construct villages, complete goals, and pay for developing technologies.
- village_building_and_scoring — Villages are the primary engine for scoring and for enabling certain actions; building villages unlocks point gain and can unlock ways to discard or replace in-progress goals.
Video topics + discussion points
Quotes (from this video)
- it's a great introduction to area control games
- everything fits into the box and this box closes up tightly and it fits into the main game box
- it's a puzzly strategy game with complexity that can be adjusted depending on the experience and age of the players
- you are managing resources and you never have enough to do all the things that you might like to do
- a different puzzle for you every time
- solo rules for this game are provided by the vulkath invasion expansion
References (from this video)
- deliberate design and credible publishing footprint
- manageable depth for a mass-market audience
- complex rules may be intimidating for casual players
- longer playtime
- civilization building and growth
- prehistory tribal world
- strategic, Euro-style
- Herbaceous
Mechanics (from transcript analysis)
- Area Control — Players compete to control territories and resources.
- area_control — Players compete to control territories and resources.
- Resource Management — Managing resources to advance your tribe.
- resource_management — Managing resources to advance your tribe.
- Tile Placement — Tiles are placed to expand settlements and unlock abilities.
- tile_placement — Tiles are placed to expand settlements and unlock abilities.
Video topics + discussion points
Quotes (from this video)
- Rise of Tribes was a very deliberate move on our part
- you have to find the right people and you can't push that
- let's do it now
- we want to make evergreen games
- it's not that I have a personal vendetta against Hasbro
References (from this video)
- kickstarter-backed potential
- interesting theme for civilization-building fans
- not fully explored in the video; speaker has not played yet
- tribal growth and development
- prehistoric tribal conquest (civilization-building theme)
- evolutionary progression
Mechanics (from transcript analysis)
- Area Control — players claim territories or influence areas to gain points
- tile drafting — players select tiles to develop their tribes
Video topics + discussion points
Quotes (from this video)
- Walmart is not going to have a great variety of games that you might have at your local game store
- this is my climbing walmart shelf must-have game
- I still love this game because this is one of the biggest games that helped me learn about all the games that we're looking at today
- these games seem to be accepted very well and I'd expected they are good games to play
- comment and let us know what board games you would recommend for others
- Walmart again this is board game Brodie I hope you enjoyed this video
References (from this video)
- thematic premise appealing to civilization gamers
- engages strategic planning
- not widely known to the speaker; little personal play data
- civilization-building
- prehistoric tribal development
- evolving civilization through choices
Mechanics (from transcript analysis)
- Area Control — control territories to gain influence and points
- tile drafting — select and place tiles to develop your tribal board
Video topics + discussion points
Quotes (from this video)
- Walmart is not going to have a great variety of games that you might have at your local game store
- this is my climbing walmart shelf must-have game
- I still love this game because this is one of the biggest games that helped me learn about all the games that we're looking at today
- these games seem to be accepted very well and I'd expected they are good games to play
- comment and let us know what board games you would recommend for others
- Walmart again this is board game Brodie I hope you enjoyed this video
References (from this video)
- Beautiful art and thematic tribe variety
- Approachable gateway to heavier area-control games
- Fast, 30–60 minute play windows with multiple strategies
- Dice-driven randomness can influence outcomes
- Depth may be shallower than heavier titles
- Tribe leadership and territorial development
- Prehistoric tribal civilizations; city-building and expansion
- Accessible gateway to heavier area-control themes
- Dominant Species
Mechanics (from transcript analysis)
- Area control / development — Grow your tribe by building villages and developing territories.
- Unique dice pushing — Dice-driven action economy; two actions per turn depending on dice outcomes.
- Victory-point pacing — Earn points by constructing villages and achieving milestones; first to 15 wins.
Video topics + discussion points
Quotes (from this video)
- "it's a two-player game but you can also play solo and it's rather quick"
- "not collectible; it recreates the Battle of Hastings and all the events of 1066"
- "it's a beautiful and strategic Carcassonne style game for two to four players"
- "Minerva is a unique tiling resource management strategy game that relies on cunning spatial strategy and intense competition for timing of actions"
- "the main system is formed by a sandbox of Fighters bosses rivals allies and stages for the players to mix and match"
- "arcade mode for a quick game with a lot of variety and story mode which links your games together"
- "art is beautiful especially the different tribes each tribe is unique"
- "unique dice pushing mechanic which activates two actions per turn"
- "you could say maybe it's like a very very light Dominant Species"
- "it's an atmospheric adventure and it's inspired by 80s fantasy nostalgia"
- "it is a cooperative board game for 1 to 6 players where players control a party of medieval fantasy survivors"