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Purple Phoenix Games (2266 KP) rated Five Tribes in Tabletop Games

Jun 21, 2019 (Updated Dec 17, 2019)  
Five Tribes
Five Tribes
2014 | Civilization, Fantasy, Mythology
The Sultan of Naqala has ruled for many years, keeping the city prosperous and living in peace. Comprised of five different tribes, all inhabitants work and live together in harmony. But now the Sultan has died, and word of his passing has traveled far and wide – a magnificent city without a ruler? Who could pass that up? You make your way to Naqala to put in a bid for the throne, but others have heard the news and shown up with your same idea! Can you use your wit and devise a strategy to manipulate the tribes to your benefit? Or will a competitor undermine your attempts and win the tribes over to their side? Only one can be victorious – to whom will the tribes show preference? Play Five Tribes to find out!

DISCLAIMER: There are several expansions for this game. Though we have them in our collection, for this review we are only using the base game. Should we decide to review the expansions in the future we will add that information here or link to the full review. -T

Five Tribes is a game of area control, auction/bidding, card drafting, and set collection with a modular board. At the beginning of each round, players bid coins to determine turn order – the higher you bid, the earlier you get to go in the round. On your turn, you will select a tile, pick up all the meeples on it, and move them around the board – dropping only one on each subsequent tile, a la Mancala mechanic. There are strict rules regarding meeple movement and placement, so strategy is key in deciding the best path to VPs each turn. When you place your final meeple on a tile, take all meeples of that same color from the tile into your hand. If that completely clears the tile, place one of your camels on it to indicate that it is under your control. Each meeple color represents a different tribe, and each tribe grants the player certain powers when collected – i.e. gathering resources, gaining gold, or invoking Djinn powers. After you use your meeple power, you also have the opportunity to use the power of your ending tile, whether it is under your control or not. The game ends when a player has placed their final camel, or if there are no more legal moves to be made. VPs are tallied, and the player with the highest score wins!

As a kid, I played Mancala A LOT. I’m not entirely sure why. I learned it at school, caught the bug, and started playing it a ton at home too. Five Tribes takes Mancala and makes it 1000x better. The pick-up-and-drop mechanic is integral to the game, but there is so much strategy required that you will never be bored playing Five Tribes. You have to follow movement/placement rules, you have to figure out what meeple power you’d like to use on a given turn, you also have to decide if there’s a certain tile power you need – all while the board is constantly changing between each player’s turn. That’s why bidding for turn order can be so important! If you see a move that will earn you tons of VP, are you willing to spend your hard-earned gold (VP) to ensure that you can make that move? Or are you content with saving your gold and capitalizing on opportunities that may be presented later in the round? The board is constantly changing, and your strategy must follow suit if you are to have any hope of winning! There is no single strategy for a guaranteed win every game, and that keeps Five Tribes refreshingly fun and engaging.

The one negative I have about Five Tribes is that there is kind of a learning curve to this game. There are so many moving elements, different iconography, and special powers that it can be overwhelming for a new player. After a couple of plays, it is easier to remember the intricacies of the game, but at first it can be kind of daunting. Not a huge negative, just something to keep in mind when pulling it out for newer players!

Overall, I love Five Tribes. The gameplay is engaging, the strategic options are diverse and seemingly limitless, and the components are awesome quality. I only just got this game for Christmas last year, but it’s making its way up the ranks in my list of favorite games! If you haven’t already, give this game a try – there’s more to it than meets the eye! Purple Phoenix Games gives Five Tribes a fantastic 21 / 24.
  
Tales & Games: The Hare & the Tortoise
Tales & Games: The Hare & the Tortoise
2011 | Animals, Book, Card Game, Kids Game, Racing
I don’t know if I approve of the box art where the Tortoise is smashing the head of the Hare while throwing peace signs, but other than that, this is a cute little game of betting, racing, and a pinch (hear that, Tortoise? A PINCH!) of take-that. Read on to learn how this game has fared in my collection.

We all know the story of the Tortoise and the Hare, where quick but cocky Hare naps during the race while “Slow and steady wins the race” Tortoise passes him and ultimately does, in fact, win the race. From what I remember of this story, it was a race between the Hare and the Tortoise. However, in this little bookbox game our titular heroes are joined in the rematch race by Wolf, Lamb, and Fox. Who do you think will win this silly race? Place your bets!

DISCLAIMER: I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. – T

The winner of Tales & Games: The Hare & The Tortoise (which I will try not to write again) is the player who can get their favored characters across the finish line first. This is accomplished throughout the game by players throwing cards on their turn to help characters jockey for position. Each character has a special ability to help them achieve victory, and utilizing these abilities at just the right time could mean the difference between the podium or the port-a-potty.

To setup, build the race track using the provided tiles in any fashion you prefer. Place the Start tile, the Finish Line, and the winner’s podium in their places, set out the character animeeples, and deal each player a secret betting card (with the starball on the back). These cards will dictate who you want to win the race. Deal each player seven cards from the checker board backed deck, and have each player choose one of the dealt animals as their secondary choice for the race. You are now ready to play.

On a player’s turn they will play any 1-4 cards they want provided the set of cards played feature the same animal. This will continue around the table until eight animal cards have been played, OR four of the same animal. At that point, the animals will move and activate any special abilities. These abilities vary by animal, and I won’t be listing out each ability, but each animal can move differently depending on how many cards of each animal are played. Play continues in this fashion until three animals have crossed the finish line and claimed their spots atop the podium. Each spot on the podium scores appropriately (5 VP for 1st, 3 VP for 2nd, 2 VP for 3rd place), and the players who own betting cards of the winning animals total their points for the game and a winner is decided.

Components. This is one of the IELLO Tales & Games series that are presented in a nice little book-shaped magnetic box. The box is cool, the insert is… serviceable, and the cardboard components are great. The cards are good, and the animeeples are cute. So overall IELLO gets two claws up from me.

I do not have many betting games that I actually enjoy, so having this little nugget of joy on my shelves feels good. When my children are old enough to really get into gaming, I feel confident that I can pull this out, read the included fable, and play the game with them easily. You’re just throwing cards trying to get your preferred animals to win a race. It’s a great, easy, fun little game that has always gone over well each time I have pulled it out. It will never join my Top 10 Games Ever list, but it is definitely an Old Faithful game that I will have available to whomever would like to play. If you like light racing and betting games with cute themes, then you need to play this one. Purple Phoenix Games gives this a carbo-loaded 9 / 12.
  
Dogo Dash
Dogo Dash
2019 | Animals, Card Game, Party Game, Print & Play
During my youth, the best way to settle a disagreement was with a classic game of Rock, Paper, Scissors. As I got older, that translated to the card game War. What would happen if you mixed the two into one hybrid game? You’d get Dogo Dash!

Disclaimer: We were provided a PnP version of Dogo Dash for the purposes of this preview. The artwork and colors may see some changes between this preview and the final production, but is the most current version. -L

Dogo Dash is a trick-taking party game in which players are trying to earn points by collecting the most cards by the time the draw deck runs out. Setup is quick and easy – shuffle the deck and deal 4 cards to each player. Looking at their hands, players will then select one card to play this turn, and will place it face-down on the table. Once all players have chosen their card, everyone will reveal their cards at the same time. The player that played the strongest card is the winner for the turn, and collects all of the played cards. The strength of the cards is as follows: Cookie beats Bear and Dog, Bear beats Dog and Cat, Dog beats Cat, and Cat beats Cookie (and therefore all other cards this turn).

In the event of any ties, where multiple players have played the strongest card, play continues with a small change – the cards played in the round of the tie remain on the table. The tied players select another card from their hand and reveal it simultaneously. Whomever wins this tiebreaker collects all the cards. If the tiebreaker ends in another tie, then the tied players split the cards between themselves. If any player plays a Good Boy card, that round automatically is considered a tie, and a tiebreaker commences with all players. All players draw back up to 4 cards, and play continues in this fashion until the draw deck is empty. The player with the most cards at the end of the game is the winner!

As you can see, this game is pretty simple to learn and fast to play! The elements of War and Rock, Paper, Scissors are evident, but altered with more ‘character’ options and a more involved hierarchy of power. Unlike traditional Rock, Paper, Scissors, the animals/cards of Dogo Dash are more versatile in play. Instead of only beating one other type of card, each card will act differently based upon what other cards are played that turn. For example, Dog always beats Cat – unless someone also played Cookie. Because Cat beats Cookie, which beats Dog, so Cat wins this round! Instead of relying simply on numerical order to determine the hierarchy of power, the game feels more engaging and fun to play.

Another neat element is the inclusion of the Good Boy cards. When played, they automatically force a tie. All players then must participate in the tiebreaker. The Good Boy cards could be a strategic way to bag a ton of cards for yourself – forcing a tie and then winning the tiebreaker earns you essentially 2 rounds worth of cards! Or they could just be a silly way to interfere with opponents or just to keep a round from ending. There are also a couple of special card combos that can be played in a round, but I will leave those for you to discover on your own!

So all in all, how does Dogo Dash perform? I think it is a fast, fun, and light little game that can be played in many different situations. Whether you need a small filler game, are introducing newer gamers to the hobby, or want to find a game that is kid-friendly, Dogo Dash fits the bill. The gameplay feels familiar, but with a few twists, and that makes the overall game fun to play. Definitely check out Dogo Dash once it hits Kickstarter – you don’t want to miss out on this treat!
  
The King of ZING
The King of ZING
2021 | Card Game
Board game design these days has taken quite an innovative turn – with the creation of new mechanics, combination of game styles, and unique themes being introduced. It seems that everywhere you look, there is something new! That doesn’t mean we have to give up on the classic mechanics and gameplay styles, though, and thats where The King of Zing comes into play.

The King of Zing is a card game of take-that and hand management in which players are trying to be the first to reach 100 points. Sounds simple enough, right? Well, throw some Specialty cards into the mix that allow opponents to manipulate your turn strategy, and even occasionally place their own tokens on your board, and you’ve got quite a strategic conundrum!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T

To setup for a game of The King of Zing, first place the board in the center of the table. Shuffle the deck of cards, dealing 5 to each player, and give players the 25 tokens in their chosen color. (Note: This prototype did not include tokens, so I improvised and borrowed some from another game. The final tokens will not look like the ones pictured below!). Place the remaining cards on the Deck space of the board, creating a draw deck, and flip over the top card to the Discard space. Choose a starting player, and the game is ready to begin!


Throughout the game, you will be drawing or playing cards. At the start of your turn, you will either draw the top card of the Draw deck, or take the top card of the Discard pile into your hand. If the card you drew matches your chosen color, you may immediately play it to your Grave (personal discard pile) and place one of your tokens onto your player board on the corresponding number, thus ending your turn. Otherwise, once you draw a card, you can do the following: select a card from your hand to go in the communal Discard pile, play a Specialty card, place a card from your hand face-up or face-down onto any player’s open Hold space, or play the face-down card from your own Hold space. **Important note** If there is ever a face-up card in your Hold at the start of your turn, you must play it and your turn ends. (This could be a strategic way to encumber opponents!). Play continues in this fashion until a player has collected 4 tokens in a row on their player board. Points are then scored (based on the number of tokens you played), and then the game resets – a series of games is played until one player reaches 100 points and is declared the ultimate winner!
The first thing I want to touch on is the rulebook for The King of Zing. As far as rulebooks go, it is not my favorite. There are some areas of ambiguity that left me confused, and it definitely took several read-throughs and a couple of false-starts at playing to figure out exactly how the gameplay flows. Being a prototype copy of the game, I imagine that editing/rewriting of the rulebook is something that will happen before final production.

Next, the overall gameplay. The different elements are reminiscent of other classic games – getting 4 tokens in a row a la Connect 4, the use of Specialty cards (Reverse, Skip, etc.) a la UNO. In their respective games, these mechanics work well, but how do they work together in The King of Zing? For the most part, I would say they work relatively well together. The mechanics compliment each other and feel logical in play. Probably the most unique aspect of Zing for me is the Hold space for each player. The ability to play cards to Hold spaces, either your own or of an opponent, gives you the opportunity to either plan a strategy/turn in advance, or potentially hinder an opponent. Playing a card face-up to a Hold guarantees that it will be played on the next turn, so not only are you planning ahead, but also broadcasting your move to your opponents. Conversely, a card played face-down could be resolved in any future turn, and can be a battle of risk/reward when played by opponents. A card played to my Hold face-down could just be a useless card for me, causing me to waste a turn to resolve it. BUT, what if an opponent gives you a card you actually need face-down – you don’t know that it is useful, but are you willing to risk a wasted turn to find out? The Hold space adds a new twist to the game that elevates the gameplay.


Components. Zing consists of a board and a big stack of cards. The board is nice and sturdy, the play areas clearly marked. The cards are colorful and thick, and the art is mostly minimal. The Specialty cards have a short description of their use printed on the card, but a more in-depth explanation can be found in the rulebook. As I stated above, this copy did not have any player tokens, so I cannot comment on how those will look in final production. All in all, a decent production quality.
All in all, The King of Zing feels like a take on an old classic. The gameplay incorporates several tried-and-true mechanics, and the flow of the game is pretty straightforward. The rulebook even suggests some gameplay variations, so The King of Zing can be played with gamers as young as 4 years old. Ultimately, the rulebook needs an overhaul, but the skeleton of the game seems to hold up. If you’re looking for something that brings back some nostalgia for older games, try The King of Zing.
  
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