Five Tribes Boardgame: Original Djinn

Five Tribes is the latest success story from publisher Days of Wonder, the powerhouse behind the Ticket to Ride series and Small World, both of which are huge and deserving hits in physical and app forms, as well as less mainstream titles Memoir ‘44 and BattleLore. Five Tribes will likely achieve success closer to the first two titles in the Days catalog, featuring straightforward rules and attractive components, but it’ll need some adjustments to the theme to avoid offending some potential players.
Five Tribes is a complex scoring game, but not a complex strategy game: The mechanics themselves are simple, but there are many different ways to earn points, enough that it can be hard to keep track of your own score or those of opponents’. Unlike most meeple-placement games, Five Tribes has you start the game with all of the meeples on the board, three per tile, 90 in total, in five different colors that have different functions during the game. Players bid in each round to determine the turn order, placing their tokens on a track that fixes bid values at specific numbers and creates a disincentive for anyone looking to bid zero early in the process.
On a player’s turn, s/he takes all of the meeples from one tile and then drops them one by one on a path of adjacent tiles, ending the trail on a tile with at least one meeple the same color as the meeple still in the player’s hand. The player then takes all of those same-colored meeples and takes a step based on the meeples’ color—scoring points now or later, acquiring merchandise cards, or using “assassins” to take out a meeple on a nearby tile. If the player took all remaining meeples from that tile, s/he gets control of it, scoring points at the end of the game equal to the number of points shown on the card plus potential bonuses for tiles with oases or palaces. (A player can also take control of a tile via those red assassin meeples if s/he kills the last meeple on another tile.)
Many tiles allow the player to call upon one of the Djinn, powerful bonus cards laid out next to the board, granting bonus points or extra powers. White meeples, otherwise worth two points each at game-end, are the primary currency for acquiring Djinn cards and invoking the powers of those with recurring abilities. Djinn cards are themselves worth additional points at the end of the game, but acquiring one with a specific power or cumulative bonus early in the game can mean a much larger boost to a player’s final tally as long as s/he tailors his/her strategy to the Djinn.