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Subject: Five Tribes - Sneak Peek at the first Djinn cards rss

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Mark Kaufmann
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Los Altos
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In Five Tribes, using Djinn cards effectively can be a valuable part of the player's strategy. Finish your turn on a Temple tile and you can acquire a Djinn card at the cost of an Elder (white meeple) + 1 Slave card, or 2 Elders. Each Djinn holds a special power that the player can use for the rest of the game, although sometimes at a cost. Djinn's also add important victory points at the end of the game.

To give you a better idea of how the work, here are a couple of the first Djinn cards for Five Tribes...

Nekir

If you hold Nekir, whenever an Assassin kills a Meeple, you'll earn 1 VP if it's your action, or 2 VP's if it's an opponent who does the killing. It's a nice advantage to earn points by letting your adversaries do the work. Plus, unlike many powerful Djinns there is no cost to use Nekir's power.



Lamia

Planting a Palm tree is a mandatory action when your movement ends on an Oasis tile. Since the Oasis might belong to an opponent and each palm is worth an additional 3 VPs, you can use Lamia's power to plant the Palm on an adjacent tile - hopefully one you already own!



Utug

Utug is a powerful Djinn that lets you take control (by placing a Camel) on any Tile on the board that still has Meeples and only Meeples (no Palm Tree or Palace) on it. Placing more than one Camel per turn can be quite the advantage.



Sibittis

Sibittis lets you draw the first 3 Djinn cards from the top of the draw pile, keep 1 and discard the ones you don't want. This is the ultimate power as you can now acquire a new Djinn each turn (in addition to those that can be acquired via the Temples). Of course you'll still need to pay each time you want to use it, so you'll need to stockpile a lot of Elder meeples and/or Slave cards.

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Der Malte
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I want to see the next djinns!



...and can someone post a pic of the Summary Sheet?
 
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