Rise of Tribes Designed By: Brad Brooks Published By: Breaking Games 2-4p | 30-60m | 10+ |
Disclaimer Support me on Patreon!
Game Overview:
Ever since I was introduced to the old Avalon Hill Civilization game back in high school I've had a love of civilization style games. I spent hours and hours playing various versions of Sid Meier's Civilization throughout high school and college and still enjoy any games that have a tech tree and the ability to develop a nation. Many of these games are 4x style games (eXplore, eXpand, eXploit, eXterminate) and take quite a while to play, so they don't hit the table very often. So when a 4x style game that plays in under an hour comes along I'm usually pretty excited.
Rise of Tribes is more of a pre-civilization building, light 4x style game that plays in about an hour for 2-4 players. It doesn't have a tech tree, but you can complete developments that give your tribe new technology and abilities. In Rise of Tribes each player manages a tribe during the dawn of civilization in a race to be the first tribe to collect 15 points. The game features gorgeous artwork, simple rules, fast play time, and a super interesting dice allocation mechanic. Does it scratch the itch for a 4x civilization building game in just an hour though? Or does it fall flat? Let's find out.
Components & Packaging:
The first thing you'll notice when you open Rise of Tribes is the gorgeous insert and beautiful components. The artwork in the game is absolutely fantastic. The tiles are nice and thick, cards are good quality, and the wood tokens are good quality. Each player's meeples are a unique shape, so you get a sense of individuality with your tribe. I think the only thing I'm not wild about are the resource tokens. They're very small cardboard bits that I may replace with nicer bits someday. But overall the components are excellent. There is a deluxe upgrade kit available for about $20 that will upgrade your resource tokens to wooden bits and add wooden tokens for the villages, mammoth, sabertooth tiger, and more. These look great and are currently in my wishlist.
The insert for the game is one of the nicest I've seen recently. There's a spot for everything! There's even a nice full color cardboard inlay with more of the gorgeous artwork that separates the smaller bits from the larger bits and a removable tray that stores the dice and advanced game components underneath.
Score: 9/10 x1
Rise of Tribes is more of a pre-civilization building, light 4x style game that plays in about an hour for 2-4 players. It doesn't have a tech tree, but you can complete developments that give your tribe new technology and abilities. In Rise of Tribes each player manages a tribe during the dawn of civilization in a race to be the first tribe to collect 15 points. The game features gorgeous artwork, simple rules, fast play time, and a super interesting dice allocation mechanic. Does it scratch the itch for a 4x civilization building game in just an hour though? Or does it fall flat? Let's find out.
Components & Packaging:
The first thing you'll notice when you open Rise of Tribes is the gorgeous insert and beautiful components. The artwork in the game is absolutely fantastic. The tiles are nice and thick, cards are good quality, and the wood tokens are good quality. Each player's meeples are a unique shape, so you get a sense of individuality with your tribe. I think the only thing I'm not wild about are the resource tokens. They're very small cardboard bits that I may replace with nicer bits someday. But overall the components are excellent. There is a deluxe upgrade kit available for about $20 that will upgrade your resource tokens to wooden bits and add wooden tokens for the villages, mammoth, sabertooth tiger, and more. These look great and are currently in my wishlist.
The artwork throughout Rise of Tribes is absolutely gorgeous! |
Every tribe has its own meeple shape. The component quality is outstanding. |
Rise of Tribes has one of the best inserts I've seen in a game. Everything has its own spot in this multi-layered insert. |
Rules & Setup:
Setup for Rise of Tribes is quick and easy. First set up the map by placing the hex tiles in a pre-determined arrangement. There are a few different map layouts depending on the player count. Then give each player a set of components in their chosen color (including cards, meeples, and a score tracker). Next, each player chooses a tribe for their player board. In the base game these tribes are identical except for the specific combination of resources needed to build a village. In the advanced game each tribe has special abilities that may be used during the game.
Depending on the number of players you'll use a different number of water, forest, and mountain tiles to build your map. |
The action board is the strategic core of the game and setup is a cinch! |
Each tribe board has a rundown of your turn, prompts for where to keep your goal cards, the cost of a village for your tribe, and beautiful artwork. |
Events are explained on nice, thick tiles. |
Choose your actions carefully. The dice you place will also be used by the players after you. |
Each action has a standard, strong, and weak ability that you'll get to use based on the combination of dice. |
Developments cost resources and give you game changing abilities. Achievements reward your tribe for milestones. |
With more than five units, this mountain will end up in conflict. |
Everyone removes units simultaneously until there is only one tribe's units left. |
Time to move on to the next player's turn! |
A balanced strategy is important. You must complete Developments and Achievements to score points. |
One of the advanced modules is new terrain pieces, each with its own beautiful artwork. |
Even with just two players the game is great! |
Gameplay:
Rise of Tribes plays very smoothly and quickly. It's simple enough to teach and players pick it up very quickly. I love the theme and the artwork gives it a great table presence.
Because there are dice in the game there is a fair amount of luck. However, since you are only adding your dice to two dice that are already at each action location, you are able to mitigate some bad rolls. In fact, sometimes it's good to get some bad rolls because the dice you place can affect your opponents as much as yourself. If you have an action that already has Sun-Sun-Blank you may want to add a Moon die to that action. You'll bump off the Blank, leaving you with two Suns so you get the strong version of the action, however you'll leave the next player with at least one Moon (and that second Sun will get pushed off the next time the action is used). This adds a layer of strategy that really takes a playthrough, or at least a few turns, before it sinks in. A lot of bad rolls can hurt your game a bit (I played a game where I only rolled two Suns in the entire game and felt like I was playing catch-up most of the game - I only lost by 3 points in the end though), but it's almost self balancing because your poor rolls affect the other players and their good rolls can help you out.
The game looks gorgeous on the table. |
This is a racing game as much as it is a 4x or civilization game. Sometimes someone is able to race ahead. |
The game moves quickly and if you take your time you'll get left behind. |
Score: 8/10 x3
Replayability:
I originally had the Replayability score a bit lower because I wasn't sure I'd stay interested, especially with the swinginess of the game. However, as I've played more I've really grown to love the game. With experienced players you can knock out a game in under an hour and it gets tense pretty quickly. It's great to scratch that 4x itch without dragging out a 4+ hour behemoth.
I love that I can play a game in about 45 minutes. |
With the advanced modules that you can add and mix-n-match, there's a lot of opportunity for changing up the feel of the game. I've even found some alternative map layouts online that look like they could be very interesting to play.
Tribe abilities just adds to the replayability. |
General Fun:
I have really enjoyed every game of Rise of Tribes I played, even the swingy games (not all have been swingy; some of the games have been very close). It has just enough depth to remain interesting, yet is simple enough to remain on the casual side of gaming. I really enjoy a number of aspects of the game, from the obviously great theme and artwork, to the more subtle aspects of the game, like the interplay between placing dice to help you now vs placing dice to hinder your opponents on their turns. The game initially feels like an area control game, but once it clicks that players can share spaces on the map the game becomes much more about developing your tribe while preventing your opponent from running too far ahead. There are wonderful interactions that at first seem unrelated. All aspects of the game are critical and important, which makes the decisions very fun and sometimes pretty challenging.
The game moves at a brisk pace, keeping things exciting right from the first round all the way to the end. |
Overall Value:
You get a lot in this game for $50. The components are excellent and the wide range of gamer types that this will appeal to means you'll probably be able to get this to the table pretty regularly. It's simple enough for newer gamers, but plenty deep enough for experienced gamers. Plus, it'll scratch that 4x itch in 45-60 minutes instead of 4-6 hours!
There is a TON of game, both components wise and gameplay wise, packed into this box. |
Final Thoughts:
Rise of Tribes was one of my favorite games of 2018. I think the only thing that I'm not sure how I feel about it is the swinginess. For newer players it can feel like a big defeat when someone jumps seven points in one turn, leaving everyone else in the dust. That's a feature of the game that can be mitigated though, and it doesn't turn up in every game. Once you're familiar with the game, those jumps are something that you can strategically plan for, and they're quite fun when you achieve them, so I guess in the end I like how they affect the game. They definitely help the game move quickly to its conclusion though.
I can't imagine anyone not enjoying Rise of Tribes. Everything about the game works really well. You'll love having it in your collection! |
Overall Score: 86/100
Did you like this review? Show your support: Support me on Patreon! Also, click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter . And be sure to check out my games on Tabletop Generation.
GJJG Game Reviews are independent, unpaid reviews of games I, George Jaros, have played with my family and friends. Some of these games I own, some are owned by friends, some are borrowed, and some are print and play versions of games. Where applicable I will indicate if games have been played with kids or adults or a mix (Family Play). I won't go into extensive detail about how to play the game (there are plenty of other sources for that information and I'll occasionally link to those other sources), but I will give my impressions of the game and how my friends and family reacted to the game. A score of 1-10 (low-high) is given to each game in six categories: Components & Packaging, Rules & Setup, Gameplay, Replayability, Overall Value, and General Fun. Rules & Setup and General Fun are weighted double and Gameplay is weighted triple. Educational games have an extra category and Gameplay is only weighted double. Then the game is given a total score of x/100.
No comments:
Post a Comment