Board Game Tavern
Deep strategy

Five Tribes

Lift a tile's worth of meeples, drop them one by one and try to see the future.

Players
2–4
Time
40–80 min
Weight
3/5
Age
13+
· OUR TAKE ·

What it is

The board is a grid of 30 tiles loaded with 90 meeples in five colours. On your turn you lift a tile's meeples and drop them one at a time along a path, finishing where the last colour matches. That colour sets your action, whether assassins, builders, elders, merchants or viziers. It suits puzzle lovers who enjoy staring at the board until the perfect move appears.

What we love

  • Bidding for turn order means a great move always has a price.
  • Many routes to points keep strategies varied.
  • The core rule is simple, and the components look lovely on a table.

Honest trade-offs

  • Early printings used Slave cards as a resource. Days of Wonder replaced them with Fakir cards in the reprint, so check your edition.
  • Djinns are a major scoring system and assassins remove meeples, which some families will want to weigh up.
  • Scores are hard to track during play, and two-player games are weaker.

AI summary of player sentiment

Generated · updated weekly

Across the tables we polled, players consistently praise the game's production quality and pacing. The most common complaint is early printings used slave cards as a resource. days of wonder replaced them with fakir cards in the reprint, so check your edition..

This summary is regenerated from new reviews each week. Astra will wire the generation job to the Vercel Cron detailed in the handoff doc.

Content advisory

Mature themes handled with restraint. Fine for most adult tables.

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