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Days of Wonder Five Tribes

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1. A place one of your Camels onto it to mark your ownership At the end of the game you will score the VPs associated with each Tile your Camels sit on _ from Here Moving onto the Tile already containing 2 White Meeples and none others you end with 3 White Meeples in hand and take control of that Tile if you d opted to end your move on the Tile containing 3 White Meeples and I Blue one you d have 4 White Meeples in hand but no control of the Tile Note During your moves you can pass through Tiles already controlled by others or yourself dropping 1 Meeple on each as you pass through If as part of these moves you end up finishing your move on and emptying a Tile already under the control of a player from all of its Meeples again the control of that Tile doesn t change it remains under the control of its previous owner Once a player s Camel sits on a Tile that Tile will never change ownership 2 4 Tribes Actions Now do the Actions of the Tribe the Meeples you hold in your hand belong to You perform these Actions regardless of whether you took control of the final Tile or not Yellow Viziers Tribe Place all the Yellow Meeples you just collected in front of you These will be worth some VPs at Game End g J White Elders Tribe a Place all the White Meeples in front of you If you have some left at Game End they will score you VPs You may also choose to spend some of these Elders instead
2. o Oliver wants to play early this turn but he doesn t want to pay too much he remembers Gold Coins are worth Victory Points at the end of the game So he decides to go for spot marked 3 paying 3 gold to the bank and placing his Turn marker there The player whose Turn Marker is next on the Bid Order Track goes next paying for the spot of their choice and so on until all Turn Markers have been placed on the Turn Order Track Except when bidding 0 players cannot bid for nor place their Turn Marker on the same spot as any other Turn marker already on the Turn Order Track Sam goes next she can t go for spot 3 since Oliver s Turn Marker is already there and 5 seems too much to pay for the privilege of playing before Oliver Sam decides to pay I gold to the bank and places her Turn Marker on 1 on the Turn Order Track Anna goes next she wants to keep her gold for later and chooses to bid 0 she pays nothing and places her Turn marker on the 0 spot closest to the length of the Turn Order track If a player chooses to bid zero and there are already some Turn Markers on 0s these Turn markers are laterally pushed down the aisle of Os to make room for the new Turn Marker so whoever bids last on 0 will be the first of the Turn Markers on 0 s to play and whoever chooses to bid first on O will always play last this Turn Peter goes last and sees that if he bids
3. Mo rote La E a Saaie a ve a Cy E5 e f b f lt stranders n how would i ART Yi it Me pr 30 Tiles 12 Blue valued Tiles Villages amp Sacred Places with a Blue point value 18 Red valued Tiles Markets amp Oasis with a Red point value 5 Turn Order and Djinns Summary Sheets A Pad of Scoring Sheets 2 Player sets of 8 Camels and 1 Player s Turn marker each 2 Player sets of 11 Camels and 2 Player s Turn markers each 1 Bid Order Track amp 1 Turn Order Track 22 Djinn cards 96 Gold Coins 48 worth 5 and 48 worth 1 each 54 Resource cards 36 Merchandise and 18 Fakirs 90 Wooden Tribe Meeples Turn Or der Track 16 Yellow 20 White gt Viziers Elders y 18 Green a 3 _ a k Merchants Assassins Jewels Gold Papyrus Silk Spice k A Meeples bag 12 Palm Trees and 10 Palaces k 12 Palm Trees 10 Palaces Meeples bag wtih Wheaties Pottery _ Setting up the game If this is the first play punch out all the pieces from the game s punchboards Rather than discarding the empty frames insert them under the vacuum tray inside your game box This will help your tray stay flush with your game s box top preventing pieces inside from spilling over when storing your game In 3 and 4 player games each player takes 8 Camels and 1 Turn marker of the color of his choice The extra pink and blue Camels and Tu
4. during the game to gain some Djinns and or invoke their power Green Merchants Tribe Put these Green Meeples immediately back in the bag and take a matching number of Resource cards from those lined face up starting at the beginning of the line Do not replace any of the Resource cards you took yet see Clean Up p 7 T Pe S al F 5 I hy ch Y S Ay l _ Put these Blue Meeples immediately back in the bag fl and immediately gain as many Gold Coins as follows Count the surrounding number of Blue valued Tiles including the Tile you ended your turn on Multiply this number by the number of Blue i Meeples you just dropped back in the bag a Ji BONUS You can discard as many Fakir cards from your p P x hand as you wish to increment that multiplier factor _ by 1 for each Fakir discarded There are 4 Blue valued Tiles surrounding the Red valued Tile you ended your move on Your last Meeple was Blue and there were already 2 Blue Meeples on that Tile so you put 3 Blue Meeples in the bag You also decide to discard 2 Fakirs You immediately gain 4 x 3 2 20 Gold Coins If the tile you finished your move on had also been Blue valued then you would have gained 5 x 3 2 25 Gold Coins Red Assassins Tribe Put these Red Meeples immediately back in the bag Kill ONE other Meeple Remove it and immediately place it back in the bag This Meeple could either be 1
5. Meeple of the color of your choice located on _a Tile no farther away from your final Tile than 1 Tile per Assassin you just dropped in the bag always counting sideways never diagonally for distance purposes 4 Or1 Yellow or 1 White Meeple currently held by one of your Opponents in front of him her _ BONUS You can discard as many Fakir cards from your 3 hand as you wish to increase the range of your Assassins 1 more Tile in distance for each Fakir IMPORTANT If as a result of your Assassins Action you completely empty a new Tile out of ALL its Meeples you immediately gain control of that Tile Place one of your Camels on it to show your ownership It may thus sometime be possible to take control of 2 Tiles in the same turn a first Tile when you end your move on a Tile that only had Assassins Meeples left on it and a second Tile when performing the Action of your Assassins killing a Meeple ona Tile with a single Meeple within reach of your Assassins from Here 4 In a single Turn these Assassins give their player control of not just 1 but 2 Tiles Ifyou happen to run out of Camels while taking control of 2 Tiles this way you cannot take control of the Tile you assassinated some Meeple in You cannot choose which of the two Tiles you take control of you must take control of the Tile you ended your move on first 2 5 Tile Actions Once your Meeples Tribe actions are over perform the Action for the Tile y
6. and all those who convinced me with their enthusiasm that was on the right track with a special thought for all the players met at Alan Moon s and Bruno Faidutti s Gatherings Tllustrations Cl ment Masson Graphic Design Cyrille Daujean Days of Wonder the Days of Wonder logo and Five Tribes are all trademarks or registered trademarks of Days of Wonder Inc and copyrights 2014 2015 Days of Wonder Inc All Rights Reserved JNDIINCE We invite you to join our online community of players at Days of Wonder Online where we host a number of online versions of our games To use your Days of Wonder Online number add it to your existing Days of Wonder Online account or create a new account at www daysofwonder com five tribes and click on the New Player Signup button on the home page Then just follow the instructions You can also learn about other Days of Wonder games or visit us at i WWU DAYSOFWONDER C com
7. these 2 events occur A player drops his last Camel on a Tile The player takes control of the Tile by placing his last Camel and finishes his actions as normal the game ends once ALL players have had a chance to take their actions for this turn too The game then ends and final scores are computed No more legal Meeples movement is possible This player and all players after him can no longer make any move they may still be able and want to take some other actions i e invoke the special powers of some of the Djinns they own and can do so before passing to the next player Note Correctly betting on your last turn can thus be crucial An imprudent player may bid some Gold Coins but still find himself unable to make any moves when his turn comes to play depending on what others did and thus wasting some valuable VPs STOTINS Use the enclosed score sheets to compute each player s score if in doubt see Victory Points on p 3 The player with the most VPs wins the game and becomes Great Sultan of Nagala In the unlikely event two or more players are tied they will have to learn how to share power as Sultans or play again Once all players have played the Actions they could still take or passed the Turn finishes the game ends and scores are computed Credits Game Design Bruno Cathala would like to thank my favorite playtesting team Francois Blanc S bastien Gaspard Ma l Cathala
8. within easy reach of the players The game can now start p Object of the game In Five Tribes you play the role of a stranger venturing into the legendary city state of Nagala to maneuver the local Tribes invoke old Djinns and gain influence At the end of the game the player with the most Victory Points is declared The Great Sultan and wins Viclory Points You score Victory Points VPs at game end in the following ways 1VP for each Gold Coin GC you own 1VP for each Vizier Yellow Meeple you own 10 VPs for each opponent who has strictly less Viziers than you do 2 VPs per Elder White Meeple you own lt Sum of VPs for all your Djinns lt 3 VPs for each Palm Tree on all of your Tiles those with one of your Camels on it 5 VPs for each Palace on all of your Tiles lt Sum of VPs for all of your Tiles Sum of VPs for each series of Merchandise but not Fakirs you own that are all different Game turn At the start of the game and the beginning of all new turns all players must bid for Turn Order to determine the order in which they will play this turn SE Bid for Jorn Order The player whose Turn marker is in first position spot marked T on the Bid Order track goes first and announces which spot of the Turn Order Track she wishes to place her Turn Marker on she immediately pays to the bank the amount of Gold Coins indicated on that spot and places her Turn Marker there
9. Meeple cannot be dropped on the Small Market Tile as this would be a backtracking move It takes at least 5 Meeples to complete a loop Taking all the Meeples from the Small Market tile in hand the player then drops a green Meeple on the Oasis 1 a blue Meeple on the Big Market 2 a red aah on the Sacred Place 3 a yellow Meeple on the Small Market 4 and the last green Meeple on the Oasis 5 This move let the player regroup 3 green Meeples in the Oasis he can now use these Merchants The other Meeples were dropped on the other tiles during the move When discovering the game we recommend laying the Meeples you drop down sideways rather than up as you plan your move so as to be able to back up if need be during the planning stage of your move Just remember to stand the Meeples back up once your move is complete 2 3 Tile Control Check Once you finish moving the Meeples take the last Meeple you dropped on the final Tile back in your hand along with ALL other Meeples of same color that were already on that Tile before your move You should now have at least 2 Meeples of identical color in your hand the one you dropped last and at least 1 Meeple of same color that was already on that Tile before otherwise you didn t follow the Last Meeple Same Color rule on p 4 Try again If removing all the Meeples of this color from that Tile empties it of all its Meeples you immediately take control of the Tile
10. as you pass through until you run out of Meeples There are 3 rules you must respect while moving these Meeples Last Meeple Same Color rule No Diagonal rule No Immediate Backtracking rule lt Last Meeple Same Color rule You choose the order in which you drop Meeples from your hand as you move from Tile to Tile but you must make sure the last Meeple you drop goes on a Tile that already contains at least 1 Meeple of that same color Seeing an interesting move the player takes the 2 Meeples from the left tile in hand Drop the Vizier Drop the Elder He then drops the yellow Meeple on an adjacent tile and the white Meeple on the following one this move is legal because the last tile already contained 1 white Meeple Note During your moves you can pass through Tiles that contain no Meeples dropping 1 Meeple on each as you pass through but you can NEVER end your move on an empty Tile since there must always be at least 1 Meeple of the same color as your last Meeple already on that final Tile No Diagonal rule All Meeples moves must be done sideways from Tile to adjacent Tile never in diagonal This green Meeple cannot reach the Oasis No Immediate Backtracking rule You can never immediately backtrack onto a Tile you just passed through though you may go on that Tile again later during the same move if you have enough Meeples to complete a loop Start from Here The second red
11. lace any of the Resource cards you took yet J Pay either 2 Elders OR 1 Elder 1 Fakir to take the Djinn of your choice from among those visible place these Elders back in the bag and discard the Fakir Do not replace the Djinn card you take yet see Clean Up The Djinns grant you VPs at game end but can also have useful special powers Some special powers have a cost to use in this case they can only be used once per turn only during the turn of the player who controls the Djinn You can use the special powers of any Djinn you took right away without waiting however if there is a cost you must be able to pay that cost now See the Djinns side of the Summary Sheet for a complete description of their powers 2 6 Merchandise Sale Optional Before wrapping up your actions for this turn once all your Tribe and Tile Actions are done you may IF YOU WISH sell some Merchandise but not Fakirs before ending your turn To do so discard one or more suits of Merchandise cards all different from each other and immediately take from the bank the corresponding number of Gold Coins 1 3 7 13 21 30 40 50 or 60 depending on how many different Merchandise cards you hold in a suit cards in your suit 50099996 Gold Coins earned sacreppracs OOOO Wanting to bid high in future turns to make sure you play first for the rest of the game you decide to sell all your Merchandise n
12. our last Meeple ended on regardless of whether you then took control of that Tile or not If you took control of a second Tile this turn using Assassins you do not get to perform the actions of that Tile only those of the Tile you ended your move on Each Tile has a small symbol indicating the type of action possible When the symbol is marked with a Red arrow the Tile s Action is COMPULSORY OASIS Place 1 new Palm Tree on this Tile there are no limits to the number of Palm Trees that can be ona Tile unless you run out in which case this action is ignored VILLAGE Place 1 new Palace on this Tile there are no limits to the number of Palaces that can be ona Tile unless you run out in which case this action is ignored Ba qt ie o 8 ogee SO For all other symbols the Tile s Action is NOT compulsory You can take this action if you wish provided you are able and willing to pay its corresponding cost SMALL MARKET Pay 3 Gold Coins and pick one Resource card of your choice from among the first 3 visible at the start of the line As always do not replace any of the Resource cards you took yet LARGE MARKET Pay 6 Gold Coins and pick 2 Resource cards of your choice from among the first 6 visible at the start of the line In the unlikely event there is only 1 Resource card left to pick you must still pay 6 Gold Coins if you wish to pick it in a Large Market As always do not rep
13. ow You collect 30 Gold Coins for your first suit of Resource cards another for the 3 Resources you had in duplicate The Fakirs can t be sold Note Only sell when you are desperately short on Gold Coins to bet on your turn order Otherwise you are usually better off keeping Merchandise to try and sell a larger suit later on Even if you don t succeed in accumulating more Merchandise cards of other types you will be able to at least sell your suit s at the same price on your last turn BE Clean Up Once all players have taken turns playing all their Actions before moving on to the next Bid for Turn Order Phase the player closest to the piles of Djinns and Resource cards must Replenish the row of Resource cards Shift any Resource card that may still be face up to the front of the row and draw new ones to make a total of 9 face up available Inthe unlikely event you run out of Resource cards in the Draw pile reshuffle any discards if there are no cards left then none can be taken Replenish the row of Djinns cards Shift any Djinn card that may still be face up to the front of the row and draw new ones to make a total of 3 face up available In the unlikely event you run out of Djinn cards in the Draw pile reshuffle any discards Now you are ready to all move to the next Turn and start bidding for Turn Order a of the Game The Game stops at the end of the Turn during which either of A
14. rn markers are not used In 2 player games one player takes all 11 Pink Camels and 2 Turn markers and the other all 11 Blue Camels and 2 Turn markers Note in a 2 player game each player takes two Turn markers instead of one This means that each player will play two times per turn it is even possible to play two times in a row if you place your markers on two adjacent spots Each player also gets 50 Gold Coins 9 coins worth 5 each 5 worth 1 each Players should keep the value of Gold a 3 E an trai eu d Coins they hold face down so that the exact amount remains secret from other players until the end of the game Mix all 30 Tiles and place them randomly face up to form a rectangle of 5 x 6 Tiles This is the Sultanate Mix all 90 wooden Meeples in the bag then grab and drop them in random sets of 3 on each Tile Place the Bid Order amp Turn Order Tracks next to the Sultanate Take the players Turn markers and randomly place them on the Bid Order track This will determine in which order the players initially bid for position on the Turn Order Track Shuffle all Resource cards to form a draw pile face down then draw the top 9 cards and lay them face up in a row next to the draw pile Shuffle the Djinns cards and set them face down in a draw pile then draw the top 3 and lay them face up next to the draw pile Place the Palm Trees Palaces and all remaining Gold Coins in a bank
15. zero he ll pay nothing and still get to play before Anna who will now play last so that s what he chooses to do There can never be more than 3 Turn Markers placed on 0 s so if all three O s are taken the last player must bid at least 1 and will get to play first this turn Players take their turn based on the position of their Markers on the Turn Order Track with the highest value Markers going first This turn Oliver will play first followed by Sam then Peter and finally Anna a t Player s Actions N Once his her turn comes up each player takes all of the following actions before letting the next Turn Marker owner play 2 1 Move Turn Marker Take your Turn Marker off the Turn Order Track and place it onto the first empty spot on the Bid Order Track Note If you go first this means you will also bid first for Turn Order come next turn in theory if you bid enough each turn you might thus be able to play first throughout the entire game but doing so will cost you and the Gold Coins you are bidding with are Victory Points you won t have at game end so it might not be a winning strategy 2 2 Move Meeples Select a Tile that still has some Meeples at least 1 on it Take all the Meeples from that Tile in your hand and move them onto adjacent Tiles i e each Tile must be adjacent to the prior Tile your Meeples moved through dropping 1 Meeple on each Tile

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