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Folded Space

Folded Space Game Inserts - Five Tribes

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Regular price $25.00
Sale price $25.00 Regular price

A Folded Space organiser insert for Five Tribes and its expansions, designed to store every component efficiently and speed up set-up and pack-away. Five Tribes is a medium-weight strategy game for 2–4 players, aged 13 and up, typically played in 40–80 minutes, built around mancala-style movement, bidding and djinn powers.

About the Game

Spend less time sorting components and more time scheming in the sultanate. This Folded Space organiser insert is designed for Five Tribes and its expansions — The Artisans of Naqala, The Thieves of Naqala, Whims of the Sultan and other Djinn expansions — keeping every meeple, tile and coin neatly in place. Many of the trays can be used during play, greatly speeding set-up and clear-away, while the rules and boards sit on top of the trays to act as a lid.

Five Tribes itself is a medium-weight strategy game for 2–4 players, recommended for ages 13 and up, typically lasting 40–80 minutes. Players move tribes of meeples mancala-style across a modular board, bid for turn order and invoke powerful djinn.

Five Tribes was designed by Bruno Cathala and published by Days of Wonder. This insert comes from Folded Space's second campaign of board-game organisers.

History

Five Tribes was designed by Bruno Cathala and published by Days of Wonder, and it has been extended by expansions including The Artisans of Naqala, The Thieves of Naqala and Whims of the Sultan. Folded Space produces organiser inserts for popular board games, and this insert was released as part of its second campaign, engineered to hold the base game together with its expansions in a single box.

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Folded Space Game Inserts - Five Tribes

$25.00

Watch: How to play

Rules of Folded Space Game Inserts - Five Tribes

  • Setup: Shuffle the 30 tiles into a random 6×5 grid, place 3 random meeples on each tile, and reveal 3 djinns and 9 merchandise cards. Each player takes 50 gold, their camels and a turn-order marker.
  • Bid for turn order: Each round, players secretly commit gold to a bidding space. Higher bids act earlier; bid zero if you are happy to go last and keep your money.
  • Move a tribe: Pick up every meeple from one tile and drop them one at a time onto adjacent tiles, mancala-style. Your final meeple must land on a tile containing a meeple of the same colour.
  • Tribe action: Remove all meeples of that colour from the destination and use their power — builders earn gold, merchants take merchandise cards, assassins remove a meeple within range, while viziers and elders are kept for scoring and buying djinns.
  • Tile action: Then use the destination tile — plant palms, build palaces or mosques, buy goods at markets, or spend elders at sacred places to claim a djinn.
  • Claim tiles: If your move empties a tile completely, place a camel on it to control it and score its value at the end.
  • Objective and end: The game ends when a player places their last camel or no legal moves remain. Most points wins, scored from gold, controlled tiles, merchandise sets, djinns, buildings and collected meeples.

Strategy

  • Trace your whole mancala route before bidding — a clever path is wasted if the last meeple cannot land on a matching colour.
  • Early merchants pay off: merchandise cards score more as your set grows in variety, so collect different goods from the start.
  • Builders on high-value tiles surrounded by other valuable tiles convert directly into gold, and every coin is a point at the end.
  • Hold some elders back to buy a djinn early; an early ongoing power usually outweighs the two points each elder is worth.
  • Do not overspend on turn order. Going late for free is often fine, and unspent gold is banked victory points.
  • Keep an eye on vizier counts — holding the majority is a 10-point bonus that is easy to contest cheaply.
  • Emptying tiles for camels is strong, but watch your supply: placing your final camel ends the game, so time it for when you are ahead.