Five Tribes: The Djinns of Naqala

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

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

Setup

  1. 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.
  2. Each player receives 50 Gold Coins (9x “5” + 5x “1”), kept face down (secret).
  3. Shuffle all 30 tiles and place them randomly face up in a 5x6 rectangle grid – this is the Sultanate.
  4. Mix all 90 meeples in the bag; randomly draw and place 3 meeples on each tile.
  5. Place Bid Order and Turn Order Tracks beside the Sultanate. Randomly place Turn markers on the Bid Order Track.
  6. Shuffle Resource cards into a face-down draw pile; draw 9 face up in a row next to it.
  7. Shuffle Djinn cards face down; draw 3 face up next to the pile.
  8. 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:

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:

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:

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

Player Reference

Turn Sequence

  1. Bid for Turn Order (pay Gold to bank)
  2. Move Turn Marker to Bid Order Track
  3. Move Meeples (pick up, drop one-by-one, orthogonally)
  4. Tile Control Check (collect matching color, Camel if emptied)
  5. Tribe Action (per collected color)
  6. Tile Action (per final tile type)
  7. Clean-Up (refill Resource display to 9)

Game-End Triggers

Key Numbers