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Solo Variant for Five Tribes by BGG username GEBnaman

Set up
Set up all tiles and meeples as normally outlined in the rules
Take any four bid-markers and eleven tile-control markers.
Take fifty gold; Eight 5-Value coins, ten 1-value coins. (Change the starting amount by
increments of 10 to increase/decrease the difficulty)
Remove all Djinn that dont require an elder and/or slave to activate, Echidna and Sibittis i.e.
o Al-Amin o Kandachi
o Baal o Marid
o Boaz o Monkir
o Echindna o Nekir
o Haurvatat o Shamhat
o Jafaar o Sibittis
Place the remaining Djinn to one side of the board, all faced up. i.e.
o Anun-Nak o Kumarbi
o Bouraq o Lamia
o Enki o Leta
o Hagis o Sloar
o Ibus o Utug
Remove all Slave/Fakir cards from the resource pile and place them in your hand
Shuffle and arrange the remaining cards as outlined in the standard rules.
Place the turn-track so that the right-most position is below the 1-bid on the bid-track.

Gameplay Changes
Turns and Bidding/Payment:
Before taking actions, you must pay for them by placing the bid-marker from the bid-order-track
onto the corresponding bid on the turn-order track. (i.e. The first set of bids at the beginning of the
game will be 1-0-0-0)

At the end of each action replace the turn-marker back onto the bid-track.

Once all purchased-actions are done, slide the bid-track up to the next increment and begin a new
turn. (i.e. The next set of bids/payments will be 3-1-0-0, and the turn will be 5-3-1-0, etc.)

Additional bidding/payment rules:

The right-most bid must always be payed to begin a turn. If it cannot be payed the game
ends.
Not all four bids/payments must always be made, but highly advised.
Once the bidding/payment phase is complete, no further bids may be placed. A turn will still
end even if fewer than four bids/payments were made that turn.
Djinns
All face-up Djinn may be purchased as outlined in the standard rules (i.e. via spending elders/slaves
at Sacred Places).

Djinn that are face-up and do not belong to you may still be used/activated once per turn. However
you must always use a slave if it is a condition in that Djinns cost.
e.g. Leta costs two elders, or an elder + slave to activate. Leta doesnt belong to you, so you must
use the Elder + Slave combination to activate.

Slaves
Any slaves in your hand can be used at any time during your turn for any of the purposes as outlined
in the standard rules.

Additional power:
You may discard slaves to remove any resource of your choice from the resource line to the discard
pile.

End game condition/penalty:


Count all slaves in the discard pile and value each as if they were a unique resource and deduct this
value from your final score.
(e.g. nine slaves in the discard pile is valued as a set of nine unique resources equal to 60 gold. Your
final score is 60 points less)

Meeples
Viziers do not score any bonus points for having more than other players, since this is a solo game
after all. They do however score single points as they normally do.

Assassins: At the end of the game remove one vizier, elder or discard a slave in your possession for
each Assassin that remains on the board

Resources: You cannot sell any resources during the game; all resources you own will only score at
the end of the game.

Builders and Elders function the same as in the standard rules.

End Game
In addition to the regular end game conditions (no available moves or all tile-control markers are
depleted) a game can also end:

If the highest bid on the current turn cannot be made


At the end of the 18-bid turn.

HAVE FUN!

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