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Rise Of Tribes box art

Rise Of Tribes

Players

2-4

Time

30-60

Age

10+

Weight

2.18

Rating

7.14

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

The final interaction score for Rise of Tribes is 7.35, indicating a moderate level of direct confrontation and strategic depth. Players must frequently be aware of and react to others' strategies, but there is less emphasis on cooperation.

Replay value

Rise of Tribes has a high variability gameboard, with different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game offers deep strategic possibilities and room for improvement over time. The player interaction score is moderate. It scales well with different numbers of players without compromising its appeal or balance. The game is moderately easy to learn, providing a good balance between depth and accessibility. Overall, Rise of Tribes has a strong replayability score of 8.08.

Luck profile

Rise of Tribes has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

In ancient prehistoric times, you have discovered a new land with plentiful lakes, mountains and forests (and apparently many stone rocks that shall be called dice). Your people can develop new things like basketry or find oxen or simply GROW and conquer. In Rise of Tribes, players control a tribal faction in prehistoric times looking to GROW, MOVE, GATHER, and LEAD their people. The board is modular, composed of hexes in various terrain types. Each hex has a population limit. Players manage the number of tribe members they place on any one hex to either trigger or avoid conflict. Each turn the active player rolls two dice, then selects two of the four actions to take - GROW, MOVE, GATHER, and/or LEAD. Each action is resolved one action at a time. The power of each action taken depends on the die roll plus the last couple of dice placed onto the action board on the selected action by other players. Once both actions are taken, the active player resolves any Conflicts. The final step of each turn is the time to build villages and complete goal cards. Victory is possible in a couple ways: gathering resources to build villages and/or completing development and achievement goal cards for your civilization. Villages (limited to 1 per hex) score 1 point for the tribe that built them at the start of that tribe's turn. Goal cards will score points immediately when completed. Every tribe's ambition is to score 15 points. The tribe to score 15 points first wins the game. Solo mode, with the addition of Rise of Tribes: The Vul'Keth Invasion (required and sold separately), is a very challenging way to play Rise of Tribes. Rise of Tribes - Microbadges Rise of Tribes fan Rise of Tribes fan

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