In a post-apocalyptic world, the tribes of the wind are going to rebuild the world on the polluted ruins from the past.
Players will have to plant forests, build new villages and temples, and decontaminate surrounding areas.
They will be able to play cards from their hand. But be careful! The effect or even the possibility of playing the card may vary depending on... the back of your surrounding opponents' cards.
Players may also send their wind riders to explore the area, plant forests, or build villages and temples using all the gathered resources.
As the game progresses, you strive to complete objectives that will allow you to unlock your guide's special abilities, and to improve your tribe's powers.
When someone builds their 5th village, the end of the game is triggered. The player with the most points, depending on pollution, villages, temples, layout of their forests, and other various objectives, wins!
—description from the publisher
Tribes of the Wind Review!
- Deep, multi-use card interactions and strong thematic coherence
- Clear, compact playtime with a lot of strategic depth
- Strong player interaction through hidden neighbor cards and resource competition
- Engaging balance between building, population movement, and temple/shrine actions
- Exciting card variety and potential for multiple viable strategies
- Steep learning curve due to complex symbol interactions and card text
- Some information asymmetry can be challenging for new players
- Luck of the draw can influence short-term options, potentially affecting early decisions
- environmental restoration and community-building
- Distant future or an ambiguous post-pollution era where pockets of civilization exist as tribes of the wind trying to rebuild the world
- procedural, card-driven village-building with thematic storytelling through actions and progression
Mechanics (from transcript analysis)
- Drafting and row dynamics — Players draft cards from a shared row; you can see the backs of neighbors' cards but not their fronts, creating hidden information strategy and interaction.
- End-game and scoring structure — Game ends when one player completes all five villages; scoring combines cards, shrine/tower bonuses, forest population, and pollution control.
- Front/Back card duality and visibility — There are four card types with backs indicating action types; players see the backs of opponents' cards, while fronts are private.
- Pollution management — Red cards primarily deal with pollution; clearing pollution is a prerequisite for taking other actions.
- tile placement — Blue/green/yellow/red cards dictate costs (water, pollution) and adjacency rules for placing tiles and building villages.
- tile placement and resource management — Blue/green/yellow/red cards dictate costs (water, pollution) and adjacency rules for placing tiles and building villages.
- Village and shrine/tower actions — Building villages provides left/right side bonuses and triggers special abilities or scoring opportunities; shrines provide alternative, powerful actions.
- Wind Riders (tokens) and movement — Wind Riders populate villages and move around the board to unlock further actions and building opportunities.
Video topics + discussion points
Quotes (from this video)
- cards are the game
- this is a keeper
- one of the best games I've played in a little while
- the cards are the game I love it
References (from this video)
- Beautiful artwork by Vincent Detroit
- Solid production quality
- Nice wooden components
- Good pictorial rulebook
- Wind tribes
- Card play
- Cooperative elements
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I don't normally do unboxing videos it's not normally my thing
- this is my game room there's a bunch of games and some of those are buried underneath other games
- I'm not going to fully unbox every single one of these games tonight
- the idea of a co-op version of Kinder Tokyo was enough to make me go yay
- this could be a good way to start playing Spirit Island
- the advanced guide to quantum physics is what Spirit Island is
- give respect to composers
- those tokens are very basic and they're really boring
- caberner is already a heavy game and forgotten folk made it a little bit more heavier
- not everything fits in the base box
- 80 euro is too much
- this is too many games
- I mean I've got North guard Vengeance roll and fight endless winter
References (from this video)
- Beautiful artwork
- Challenging but approachable
- Not as widely available
- Birds and ecosystems
- Nature/airborne habitats
- Beautiful artwork and diverse components
- Aqua
- Life in Ter
Mechanics (from transcript analysis)
- set collection — Collect different bird/element sets for points.
- tile drafting/placement — Draft and place tiles to shape habitats.
Video topics + discussion points
Quotes (from this video)
- Everybody lies.
- Don't trust nobody.
- We love doing the streams but keep on coming back.
- It's a beautiful game.
- Paint the minis.
- The robots are cute.
References (from this video)
- Deep, puzzly weight with high strategic density
- Asymmetric abilities add depth and variety
- Satisfying end-game scoring with multiple paths to victory
- Can feel heavy or slow for newcomers
- Longer playtime; better with experienced players
- environmental stewardship and community-building with a mystic, nature-forward vibe
- a mythic forest world where players build forests, transform them into villages, and manage pollution
- story-driven forest civilization with a strong emphasis on timing and strategic play
- Honu Honu
- Hokkaido
Mechanics (from transcript analysis)
- asymmetric player boards and guide cards — Each player has a unique guide card granting a strong, theme-fitting ability; these drive diverse strategies and replayability.
- deck of elements with hidden information — Each card shows an element on one side and an action on the other; players position their cards on a personal stand to influence others' decisions.
- element-based actions and neighbor interaction — Actions depend on the elemental balance of your hand and the elements held by your left and right neighbors, incentivizing awareness and timing.
- pollution management and scoring — Clearing pollution and achieving forest/village configurations provide end-game scoring, reinforcing durable strategy layers.
- tile placement to build forests and villages — Players place forest tiles that offer bonuses, then convert them to villages, guided by temple and village placement goals.
Video topics + discussion points
Quotes (from this video)
- it's very light but still with enough strategy
- the art is very nice
- Unique because in most trick-taking games you have to follow the leader
- I think it's very puzzly and that's the sweet spot for me
- the look of the board when you're placing out fire it's scary
- it's quiet; a tense environment knowing there are dire consequences for these cats
References (from this video)
- Carnival drafting concepts
- Area majority
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- spreading the gospel of board games
- it's a must-have
- don't sleep on this
- we love talking about gateway games
- we're taking the game out to people
References (from this video)
- smooth to learn
- beautiful visuals
- thematic depth could be stronger
- aesthetic, elegant card/board interplay
- fantasy world with floating treetop villages
- thematic but abstract
- Everdell
- Tribes of the Wind itself
Mechanics (from transcript analysis)
- card_play — cards provide actions and resources; card backs reveal information used as currency
- Multi-use cards — cards provide actions and resources; card backs reveal information used as currency
- set_building — build towards goals via card-driven 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.
References (from this video)
- Beautiful game components
- Tile placement mechanic
- Post-apocalyptic rebuilding theme
- Endorsed by respected players
- rebuilding civilization
- post-apocalyptic
- exploration
Mechanics (from transcript analysis)
- Resource gathering — Send wind riders to explore, plant forests, build villages and temples using gathered resources
- tile placement — Players place tiles to build the world
Video topics + discussion points
Quotes (from this video)
- it was one of the coolest experiences I had at Pax
- anything that involves tile placement I am here for
- it is just a freaking blast
- the mechanics are just so good that none of the other stuff really kind of like matters to me
- I've fallen so much in love with undaunted
- if you put a cute cover on a game I will buy it I will play it and there's a very good chance that I will love it
- it looks incredible
- final girl is definitely one of my favorite games of all time
- the cover art drew me in it reminded me of like old war propaganda posters
- if anyone out there wild has red red ball or seen the red wall artwork this game is that