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Five Tribes (5TR) Links Email GM   Last updated May 23, 2018.
Class B: Beginning Players Welcome You may play if you have read the rules, played previously, or participated in a scheduled demo. Be on time for the scheduled demonstration. The GM will remain for only 15 minutes if no one is present.
Schedule  GM: Mike McKibbin (3rd Year)
Round Day Start Time Duration Location
Demo 1/2 Mo 14 1 Exhibit Annex Table 2
Demo 2/2 We 19 1 Exhibit Annex Table 5
Heat 1/2 Mo 15 2 Seasons
Heat 2/2 We 20 2 Seasons
Semifinal Th 11 2 Seasons
Final Th 13 2 Laurel
2018 Tournament Format HMWG

Crossing into the Land of 1001 Nights, your caravan arrives at the fabled Sultanate of Naqala. The old sultan just died and control of Naqala is up for grabs! The oracles foretold of strangers who would maneuver the Five Tribes to gain influence over the legendary city-state. Will you fulfill the prophecy? Invoke the old Djinns, move the Tribes into position at the right time and the Sultanate may become yours!

Five Tribes is an innovative modern remake of the age-old game Mancala by award winning designer Bruno Cathala. Each turn, players collect a pile of meeple from a tile and drop them off, one at a time, en route to another tile. Points are scored based on which tile the player ends on and the color of the last meeple placed. The mechanics are incredible simple to learn - beginners are encouraged to attend the demo and then give the game a try. At the same time, a seemingly unlimited number of possible moves and multiple ways to score keep experienced players coming back to this strategically satisfying game.

Tournament rules:

We will use 4-player games as much as possible during the heats, with 3-player games as needed. (2-player games will not be permitted). The default game is the original Five Tribes without any expansions or promo cards.

Table assignment is given by the GM. In the event there are more players than copies of the game allow, preference will be given to those with copies of the game and to those who arrive early.

As specified in the rules, players will draw randomly for initial Bidding Order.

The game winner is responsible for turning in the summary card with the information completed at the end of each round.

The official rules for Five Tribes do not specify a tiebreaker. During the heats, ties will not be ajudicated. A tie for first place will be treated as a win for all players involved, a tie for second as a second-place finish for all player involved, etc. In the very unlikely event of a tie score during the semifinals or finals, the game will be awarded to the tied player who moved first during the Turn Order on the final turn of the game (Fortune favors the bold!)

There will be a semifinal round. It will consist of four 4-player games and the winners will advance to a 4-player Final.

The advancement tiebreaker are:
1) Most Wins (total in all heats entered)
2) Most Second Place Finishes (total in all heats entered)
3) The largest Margin of Victory (by %) over runner-up for game winners, or smallest margin of loss (by %) among those who did not win a game
4) Highest single-game score (adjusted by x0.75 for three player games)
5) die roll

In the semifinal round, the top four qualifiers will be seated at different tables. All other seating assignments will be random.

If fewer than 16 finalists and alternates appear for the semifinals, then semifinals will be seated as follows:

  • 2-4 players: the semifinals will be skipped and Final will commence immediately
  • 5 players: the top seeded player will earn a bye, the remaining four players will play a semifinal game, with the top three advancing to the Final
  • 6-8 players: two games with 3- or 4-players, winners and runners-up advance
  • 9-11 players: three games with 3- or 4-players, winners and best runner-up advance
  • 12-16 players = four games with 3- or 4-players, winners advance

A FAQ with common rules questions is availible at: Rules questions will be adjudicated as per the FAQ. Paper copies will be availible at the tournament.