Overview
Five Tribes is a mancala-style strategy game set in the legendary Sultanate of Naqala. Players maneuver five different tribes (Viziers, Elders, Merchants, Builders, Assassins) across a grid of tiles to gain influence, invoke Djinns, and collect resources. Each turn, players pick up all meeples from one tile and drop them one-by-one across adjacent tiles, then collect matching meeples from the final tile. The player with the most Victory Points at game end wins and is declared the Great Sultan.
Components
- 30 tiles (12 blue-valued: Villages & Sacred Places; 18 red-valued: Markets & Oases)
- 90 wooden Tribe Meeples: 16 Yellow (Viziers), 20 White (Elders), 18 Green (Merchants), 18 Red (Assassins), 18 Blue (Builders)
- 1 meeples bag
- 12 Palm Trees and 10 Palaces
- 22 Djinn cards
- 96 Gold Coins (48 worth “5” and 48 worth “1”)
- 54 Resource cards: 36 Merchandise (Ivory, Jewels, Gold, Papyrus, Silk, Spice, Fish, Wheat, Pottery) and 18 Fakirs
- 2 player sets of 8 Camels + 1 Turn marker (3-4 player) or 2 player sets of 11 Camels + 2 Turn markers (2-player)
- 1 Bid Order Track and 1 Turn Order Track
- 5 Turn Order/Djinns Summary Sheets
- Scoring pad
Setup
- Each player takes Camels and Turn marker(s) of their chosen color. In 2-player games, each takes 11 Camels + 2 Turn markers; in 3-4 player games, 8 Camels + 1 Turn marker.
- Each player receives 50 Gold Coins (9x “5” + 5x “1”), kept face down (secret).
- Shuffle all 30 tiles and place them randomly face up in a 5x6 rectangle grid – this is the Sultanate.
- Mix all 90 meeples in the bag; randomly draw and place 3 meeples on each tile.
- Place Bid Order and Turn Order Tracks beside the Sultanate. Randomly place Turn markers on the Bid Order Track.
- Shuffle Resource cards into a face-down draw pile; draw 9 face up in a row next to it.
- Shuffle Djinn cards face down; draw 3 face up next to the pile.
- Place Palm Trees, Palaces, and remaining coins as a bank.
Turn Structure
Each turn consists of two phases:
1. Bid for Turn Order
Players bid Gold Coins to determine play order for this turn:
- In Bid Order, each player announces a spot on the Turn Order Track and pays that many Gold Coins to the bank.
- No two markers on the same spot (except “0” – up to 3 markers can stack on 0s).
- Zero-bidders are pushed down: last to bid 0 plays first among 0-bidders.
- If all three 0s are taken, the last player must bid at least 1.
- In 2-player games, each player places 2 Turn markers (potentially playing twice per turn or even back-to-back).
2. Player’s Actions (in Turn Order)
Each player performs these steps in sequence:
2.1 Move Turn Marker – Take your marker off the Turn Order Track and place it on the first empty Bid Order spot.
2.2 Move Meeples – Pick up ALL meeples from a tile with at least 1 meeple. Drop them one-by-one onto adjacent tiles (orthogonally, never diagonally), following three rules:
- Last Meeple Same Color: The last meeple dropped must land on a tile already containing at least 1 meeple of that same color.
- No Diagonal: Movement is always orthogonal.
- No Immediate Backtracking: Cannot return to the tile you just left (but loops of 5+ meeples are allowed).
2.3 Tile Control Check – Collect the last-dropped meeple plus ALL other meeples of that same color from the final tile. If this empties the tile of all meeples, place a Camel on it (you control it). Once controlled, ownership never changes.
2.4 Tribe Actions – Perform the action for the tribe (color) of collected meeples.
2.5 Tile Actions – Perform the action of the tile where you ended your move.
2.6 Merchandise Sale (if applicable) – Fill the Resource card display back to 9 cards.
Actions
Tribe Actions
| Tribe |
Color |
Action |
| Viziers |
Yellow |
Keep them in front of you. Score VPs at game end. |
| Elders |
White |
Keep them. Score 2 VP each at game end. May spend to invoke Djinns. |
| Merchants |
Green |
Return to bag. Take an equal number of Resource cards from the display (left to right). |
| Builders |
Blue |
Return to bag. Score Gold Coins equal to number of blue Builders collected x number of blue-valued tiles surrounding (and including) the final tile. |
| Assassins |
Red |
Return to bag. Kill (remove from the game) 1 meeple on the final tile or a tile within range (# of Assassins collected). May kill another player’s Vizier/Elder (returns to their supply). If killing empties a tile, place your Camel there. |
Tile Actions
| Tile |
Action |
| Small Market (compulsory) |
Draw top 3 Resource cards; keep 1, discard others face-up. |
| Large Market (compulsory) |
Draw top 6 Resource cards; keep 2, discard others face-up. |
| Oasis |
Place 1 Palm Tree on this tile (adds 3 VP for tile owner at end). |
| Village |
Place 1 Palace on this tile (adds 5 VP for tile owner at end). |
| Sacred Place |
Pay 1 or 2 Elders (or Fakirs as wild) to take 1 face-up Djinn or draw 2 to pick 1. |
Djinns
Djinn cards have VP values and special powers. Acquired by paying Elders/Fakirs at Sacred Places. Each has a unique ongoing ability (e.g., scoring bonuses, action modifications, protection).
Scoring / Victory Conditions
The game ends when:
- A player places their last Camel, OR
- No legal meeple move exists for any player.
Players sum their Victory Points:
| Source |
Points |
| Gold Coins |
1 VP per coin |
| Viziers |
1 VP each + 10 VP for each opponent with strictly fewer Viziers |
| Elders |
2 VP each |
| Djinns |
VP shown on each card |
| Palm Trees on your tiles |
3 VP each |
| Palaces on your tiles |
5 VP each |
| Tile values |
Sum of VP values on all tiles you control |
| Merchandise sets |
Points for each set of unique Merchandise cards (no Fakirs) |
Merchandise Scoring Table:
| Set Size |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
| VP |
1 |
3 |
7 |
13 |
21 |
30 |
40 |
50 |
60 |
Fakirs are wild: each Fakir may substitute for any 1 Merchandise in a set.
The player with the highest total VP wins. Ties broken by most Gold Coins remaining.
Special Rules & Edge Cases
- 2-Player Game: Each player uses 2 Turn markers and 11 Camels. Both markers are bid separately, meaning a player can play twice per turn or even back-to-back.
- Assassins and Tile Control: It is possible to control 2 tiles in 1 turn: the tile where you end your move (if emptied) and a tile emptied by Assassin kills. You must take the first tile; the second requires having Camels left.
- Resource Display: After Merchants collect cards, gaps are NOT refilled until that player’s Clean-Up step. The next Merchant action in the same turn may have fewer choices.
- Fakirs: Count as wild for Merchandise sets and for paying for Djinns (substitute for Elders).
- Tile Control: Once a Camel is placed, that tile’s ownership never changes, even if new meeples are dropped on it.
- Last Meeple Rule: You can pass through empty tiles (dropping meeples), but you can NEVER end on an empty tile.
- Loops: Require at least 5 meeples to complete. No immediate backtracking, but returning to a tile after an intervening tile is allowed.
Player Reference
Turn Sequence
- Bid for Turn Order (pay Gold to bank)
- Move Turn Marker to Bid Order Track
- Move Meeples (pick up, drop one-by-one, orthogonally)
- Tile Control Check (collect matching color, Camel if emptied)
- Tribe Action (per collected color)
- Tile Action (per final tile type)
- Clean-Up (refill Resource display to 9)
Game-End Triggers
- Last Camel placed
- No legal meeple moves available
Key Numbers
- Grid: 5x6 tiles (30 total)
- Starting meeples: 3 per tile (90 total)
- Starting coins: 50 per player
- Resource display: 9 face-up cards
- Djinn display: 3 face-up cards
- Max bid: 18 (or 12 on standard track)