Jambo

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

Overview

Jambo (“Hello” in Swahili) is a two-player card game set in Central Africa before colonization. Players are competing merchants buying and selling tea, hide, fruits, salt, silk, and trinkets. The goal is to be the first player to earn 60 gold through clever card play. Players use up to 5 actions per turn to draw cards, buy/sell wares, play utility cards, and use people and animal cards to gain an advantage.

Components

Setup

Turn Structure

Each turn is divided into two phases, always played in order:

Phase 1: Draw Cards

Phase 2: Play Cards

Important bonus: If a player has 2 or more action markers remaining (unused) at the end of their turn, they take 1 gold from the bank.

Actions

Small Market Stand

Ware Cards

Used for buying or selling wares; discarded after use.

Buying: Pay the bank the gold shown on the lower left; take all wares shown on the card from the supply and place them on your market stands.

Selling: Take from the bank the gold shown on the lower right; return all wares shown on the card to the supply.

Utility Cards

People Cards

Animal Cards

Scoring / Victory Conditions

Special Rules & Edge Cases

Player Reference

Action Cost
Draw a card (Phase 1) 1 action marker per draw
Play any card (Phase 2) 1 action marker (unless card says otherwise)
Use a utility card 1 action marker
Build 1st small market stand 6 gold + 1 action
Build subsequent small market stands 3 gold + 1 action
Fill 6th space on large market stand 2 gold extra
Unused actions bonus (2+ remaining) +1 gold
Starting Resources Amount
Starting gold 20
Starting hand 5 cards
Actions per turn 5
Large market stand capacity 6 wares
Small market stand capacity 3 wares
Max utility cards in play 3
Game end trigger 60 gold