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Jambo box art
2004 Ranked #868

Jambo

Merchant card game where traders buy, sell, and arrange goods in crowded African market stalls. Special cards create bargains, customers, and disruption, so smart use of limited actions turns a display of wares into hard-earned gold.

Strategy Games Card Game Economic Action Points Contracts

Players

2

Play time

Not listed

Age

12+

Complexity

2.07/5

Rating

6.99

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

From the back of the box (edited for grammar): "Jambo is the friendly greeting Swahili traders offered their customers in Central Africa before colonization.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

From the back of the box (edited for grammar): "Jambo is the friendly greeting Swahili traders offered their customers in Central Africa before colonization. The players are traders in this day, competing to be the first to earn 60 gold by buying and selling tea, hide, fruits, salt, silk, and trinkets. The game is played with cards that allow players to buy and sell goods, help you or hinder your opponent, and others that add a bit of spice to the game. Return to the dark continent where the players alternate turns with up to 5 actions each until one player reaches the goal and wins the game." Original description from Games4You. Players take on the role of merchants offering their wares from market stands. On a player's turn, he has five actions to choose from. Actions can be used to draw cards, play cards, and activate buildup cards. In order to sell wares, the merchants must first lay the wares out, since customers will only buy where all the wares they want are being offered. And since market space is at a premium, players have to think hard about which wares to offer. By owning important buildup cards and properly using the assets of other village inhabitants, the merchants succeed in attracting especially many customers to their stalls, making bargain buys, and messing with their opponents' plans. The first player to reach a set cash level through buying and selling of wares is the winner. The game's attraction lies with the many special cards. Many different combinations are possible during the game, and each game plays out differently as a result.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (5)

Play and group

Players
2
Best with
2
Play time
45 min
Age
12+
Complexity
2.1/5
Credits and catalog connections

Credits

Designers

1
Rüdiger Dorn

Artists

1
Michael Menzel

Publishers

1
KOSMOS

Linked items

No published linked games yet.