|Item Dimensions LxWxH||13.5 x 13.03 x 8.15 inches|
|Number of Game Players||2 to 4|
|Item Weight||1.36 Grams|
About this item
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- Twelve Tribes - From Skeletons to Giants to Merfolk, all of the different Tribes have their own unique special abilities.
- Immersive World - Featuring original artwork by fantasy legend John Howe, the world of Ethnos comes alive.
- A Political Battle - Up to six players fight for control of Ethnos in a game designed by Paolo Mori.
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From the manufacturer
Recruit different tribe members and unite them to make assaults on the six Kingdoms
- 1 Main Game Board
- 156 Control Markers
- 18 Glory Tokens
- 156 Tribe Cards
- 12 Setup Cards
- 3 Dragon Cards
- 1 Double-Sided Merfolk Board
- 6 Orc Horde Boards
- 6 Troll Tokens
- 1 Double-Sided Giant Token
Only a wise and brave leader will restore Ethnos to its former glory.
Unite the tribes, battle for glory, and rule Ethnos.
At the end of the last age, the rulers of Ethnos left the six Kingdoms without leadership, and scattered the twelve ancient tribes across the land. A once-prosperous and glorious empire was reduced to ruins. Now, it’s the dawning of a new age, and you have a chance to unite the members of the scattered tribes and take control of the Kingdoms under one rule, once and for all!
In Ethnos, you recruit different Tribe cards into your hand, form them into Bands, and play them to assert your control in one of the six Kingdoms. Over the course of three ages, you battle with opponents in a war for dominance and glory. Each Band has a Leader, and only the Leaders can tap into their tribe’s special abilities. Each of these abilities will give you a special advantage, but finding the right Leader for each assault is the key to victory. As the war rages on, more and more glory will be gained for controlling a territory. After three ages of political maneuvering and battles, peace between the six Kingdoms will be restored under a new ruler. If you are wise in your recruiting and make well-planned assaults, you may just rise to the throne.
- For 2-6 Players
- 45-60 minute playing time
- Ages 14 and up
UNITE THE TRIBES, BATTLE FOR GLORY, AND RULE ETHNOS It’s the dawning of a new age in the land of Ethnos. The last rulers left the six kingdoms without leadership and scattered the twelve ancient tribes across the land. In Ethnos, players will recruit different Tribe cards into their hands, band them together, and play them to gain control of one of the six Kingdoms over the course of three Ages. Each band can have a leader, and only the Leaders can tap into their tribe’s special abilities. After three ages of political maneuvering and battles, peace between the six kingdoms will be restored under a new ruler.
Ethnos 2-6 players, ages 14+, 45-60 minutes By Cool Mini Or Not
Top reviews from the United States
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However, when playing the game, it brings out your inner Canasta and Gin Rummy player. Those liking worker placement/hand management/drafting and area control will like this game as well.
Paying attention to which cards your opponent chooses and discards is key to a high score. This type of interaction is important. Set collection is only part of the game. Each of the 12 card types has special bonuses.
The fantasy theme seems a little tacked on. That is my only criticism. I hope there will be expansions. Good things come in plain packages.
The ally deck that players will draw from is created by combining six of the twelve 'tribe' decks into one ally deck. The board that houses the six kingdoms, in six different colors, have three glory tokens randomly distributed to them for scoring. These numbers are Zero (2), Two (2), Four (4), Six (5), Eight (3), and Ten (2). Each glory token are arranged in ascending order on spaces marked one to three, each representing an age. Each player draws one card and a number of cards, based on player count, are turned over to form a tableau. This tableau can be chosen by players but is not refilled by the ally deck. Half the deck is split and the age ending dragon cards (3) are shuffled before the other half is placed back on top.
The players will now begin playing the game. A players choices are to draw a card, from the deck or tableau, or play a set of cards from their hand. The limits in the game is that players are only able to have ten cards in their hand before they are forced to play their cards. The reason why players may obtain a hand that big is that in order to score a high amount of glory points is by playing a large band of allies. A band of allies are a group of cards that either match in color or tribe. During the glory scoring phase at the end of the age, the glory points awarded to band of allies range from 1 point for two allies to 15 points for a band of six or more allies. Scoring these points can help a player, but having control of a kingdom is how players can gain additional points.
Kingdom control is created when the player plays a band greater than the amount of control markers they have in a kingdom. This means that for the first control marker, only a band of one ally is required and two allies for the second marker. Where this marker goes is dictated by the leader used in the band. When a band is created, if they are the same tribe than the leader's color will dictate where you will place your control marker. When they are off the same color, than the choice is made for the player as to where his control marker will go.
The other thing players need to take into consideration is when they do play their band of allies, they need to discard the rest of their hand into the tableau. This is how the tableau refills with more ally cards. Players will be considering when is it good to play or what is worth being left for other players to choose from.
The age ends without the players really knowing when it will occur. The three dragons are randomly shuffled into the bottom half of the ally deck, and so will be randomly drawn. When a dragon card is drawn it is placed next to the board and the player has to draw another card. When the third age ends the players do one last round of scoring and the player with the most glory points wins.
The games mechanics are rather straight forward, but what helps change the game is the fact that each tribe gives a different ability to the player when they are the leader of a band. This give variety to the game and leads to combos that can really help a player to win. An example is the Centaur tribe which allies players to play another band of allies from their hand. This will allow a player to play the cards they would have originally had to discard.
Ethnos is a great area control/set collection game that plays rather quickly. Each player count works with an increase in random luck with the amount of players playing the game. Six players mean that any card discarded to the tableau has a less of a chance of reaching the player that discarded it. Still, four to five plays really well as game play and scoring takes up no time at all. The different types of tribes that can be played also add depth and complexity to the choices that a player can make. Overall the game is lite enough for any player to play but has enough depth where their choices are not going to be obvious, or simple.
The mechanics are incredibly simple. Either draw a card, or play a set of cards and then discard the rest of your hand. Cards must generally either be of a matching color or a matching suit. The card you play on top grants you an ability specific to its tribe, in addition to allowing you to place one influence token in a matching region on the board. When the deck runs out of cards, you gain points for your influence on the board, and for the sets of cards you played during the round. After 3 rounds (usually a total of 10-15 minutes per player) the final tally occurs and player with the most points wins.
The artwork is by John Howe, who did brilliant illustrations for Fantasy Flight's original Lord of the Rings board game, and other projects related to the world of JRR Tolkien. The board is mostly functional, but the character designs on the cards are excellent. The low-quality card stock was a regrettable choice for a game in which cards are going to cycle almost 3 full times during every game. Consider investing in some cards sleeves if you plan to play a lot. You'll probably want to with this one, because you only ever play with 6 of 12 tribes, and thus will almost always have different combinations of ways to score points. Player aids are not included for reference during the game, so either print some yourself ahead of time, or prepare to pass the rulebook around a lot.
Top reviews from other countries
Relatively easy to scale-up a three player game, to use 6 factions over 3 ages, rather than 5 factions over two ages. Just flip tokens over to become 5 point markers. A bit fiddly to do, but with the right mix of factions can extend an already very fun experience.
This game has converted my wife from a reluctant participant, into a keen player. Both her and my daughter set the game up themselves today because they were so keen to play.
A memorable game that has brought our family a little bit closer during these uncertain times.
On each turn you either collect a card or lay down a group of cards. However there's lots of complexity in which groups you lay.
The groups of cards represent different factions of followers, like giants, orcs, skeletons etc. There are twelve factions; each with their own power. You use six per game so lots of replayabilty.
A games takes about 30-45 minutes.
One of those great games that is simple enough for everyone to play but enough depth that you want to try different approaches each round.
It's like a cross between blood rage and ticket to ride.