Tribes of The Wind | Strategy Game | Ages 14+ | 2 to 5 Players | 60 Minutes
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Tribes of The Wind | Strategy Game | Ages 14+ | 2 to 5 Players | 60 Minutes
- Brand: Unbranded
Description
In this game, you’ll play as a Guide who uses elemental magic to fight against pollution. Have forests grow, build new cities in the canopy, and secure the future of mankind. Once someone has completed 5 villages there is a final round and then each player scores points for the following
There are a couple of other aspects of the game which are also a bit unsatisfying. There is an element of assymetry- each player has a selection of powers that they can activate under certain circumstances. This is a potentially fun wrinkle, but unfortunately neither the triggering circumstances nor the powers particularly affect the game, and so because you have to do everything (moving, clearing, building) yourself, there's very little benefit to specialisation. So this aspect feels very bland. Temple Of Kludge The aftermath of an apocalypse is an increasingly common grounding for games, both digitally and on the tabletop. Some (The Last of Us) take a narrative approach, where players act as a group of protagonists against a generally hostile environment. Others such as Dead of Winter introduce the possibility of deception and betrayal into the dynamic of survival. 2017’s Outlive pitches you in direct competition with other bands of survivors, as well as environmental hazards. And then, there are games like Tribes of the Wind, where the destruction of human civilisation is included solely for decorative effect. Apocalypse Wow
Setup
There's one more mechanism here worth mentioning, because it's potentially interesting but not handled here in a way that gets the best from it. When you complete a village, you draw a card and choose either an immediate bonus, or an objective which could maybe score you points at the end. This is potentially an interesting choice. The trouble is that the likelihood of these objectives being completed depends on the length of the game, and taking an immediate bonus will speed the game up. Therefore, the immediate bonus is almost always the best option. Again, Tribes of the Wind doesn’t quite use its ideas well enough. Just The Two Of Us (Preferably)
Tribes of the Wind feels as lightweight as its wind riders, but there’s plenty of strategic heft to anchor its gameplay. On each turn, players have three actions to choose from: play a card, build a temple, or construct a village. The choice you make will shape your strategy and influence your path to victory. Playing Cards
Info
Thinking about the description of the game so far, how many players do you picture- around the table? Three? This would be the ‘standard’ number of players for this game, allowing every player to have two neighbours. And it’s fine for three players. There’s a game design term, the kludge, which I love. It refers to an extra mechanism or rule which is added to deal with a problem elsewhere in the system. The temples in Tribes of the wind are the perfect example of this phenomenon. At some point the designer seems to have realised that you can end up with a real bummer of a hand of cards, stalling your progress towards sylvan Nirvana. Placing a temple allows you to jettison three cards (and immediately replace them) while gaining an immediate benefit. Which is fine, but it’s disconcerting to see the design ‘joins’ so clearly. The addition of the temples definitely smooths off the play experience, but at the expense of tension and variability. Why Defer Gratification?
The one that earned the more points, depending on villages, temples, objectives, pollution, wins the game and is now considered as the best of the Tribes of the Wind. Info As we conclude our review of Tribes of the Wind, it’s clear that this game brings a unique blend of elements to the table. Despite its shortcomings, the game’s strengths make it a worthy addition to any board game collection. A Unique Gaming Experience There's a game design term, the kludge, which I love. It refers to an extra mechanism or rule which is added to deal with a problem elsewhere in the system. The temples in Tribes of the wind are the perfect example of this phenomenon. At some point the designer seems to have realised that you can end up with a real bummer of a hand of cards, stalling your progress towards sylvan Nirvana. Placing a temple allows you to jettison three cards (and immediately replace them) while gaining an immediate benefit. Which is fine, but it's disconcerting to see the design 'joins' so clearly. The addition of the temples definitely smooths off the play experience, but at the expense of tension and variability. Why Defer Gratification? The Vincent Dutrait artwork sets the tone nicely for the game. The artwork on the cards is individual, some have a similar look but with subtle details swapped out that makes it fun to spot the differences. Pollution has covered the ruins of past civilizations. Only remain the Tribes of the Wind, flying from tree to tree to clean up the Forsaken Lands.
In a post-apocalyptic world, the tribes of the wind are going to rebuild the world on the polluted ruins from the past. Each Guide in the game comes with a series of special abilities which can change gameplay and with five different guides to choose from, there is plenty of space for replayability. I do like a bit of asymmetrical gameplay!
In conclusion, Tribes of the Wind is a game worth investing in. It offers a unique blend of strategic gameplay, beautiful artwork, and an immersive theme. Despite its shortcomings, the game’s strengths make it a standout in the world of board games. Whether you’re a seasoned gamer or a newbie, “Tribes of the Wind” is a game worth playing. It’s a game that challenges, engages, and entertains, making it a worthy addition to any board game collection. When someone builds their 5th village, the game will be about to end. The player with the most points, depending on pollution, villages, temples, layout of their forests and other various objectives, will be the winner! From our short time with the game, Tribes of the Wind proved that it’s more than just a gorgeous tribute to Nausicaä of the Valley of the Wind. Designer Joachim Thôme manages to take a simple set of actions - clear, build, fly - and find a compelling loop as players gradually build up their own board while jostling with their neighbours for the resources they need.The game’s strategic elements and unique card play mechanics make it both engaging and challenging. It encourages players to think, plan, and strategize, keeping them invested in the game. A Game with a Message During a game of Tribes of The Wind, you will be playing as a guide who can use their elemental magic to fight the pollution that ravaged the world. You will be growing forests, building temples and cities and securing the future of mankind. Sounds like an easy task right?
- Fruugo ID: 258392218-563234582
- EAN: 764486781913
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