The Tribes of Ethnos

By: Dennis B. B. Taylor

The Incredible Tribes of Ethnos

Did you know that Ethnos is home to twelve extraordinary tribes, each possessing their own incredible abilities? The journey to become the new ruler of Ethnos is yours for the taking, but first, you must learn to harness the power of these remarkable tribes. It’s important to remember that only the leader of a band of allies can use their tribe’s special ability. Are you ready to uncover the secrets of the tribes?

The Astonishing Centaurs

The Tribe of Centaurs is a fierce group of warriors who travel the land with great speed. Their surprise attacks have vanquished many foes.

When you hear the thunderous sound of their galloping hooves, it’s already too late.

If you choose a Centaur as the leader of your allies, and you manage to establish control over a kingdom with them, you have the opportunity to deploy another group of allies from your hand. This additional group may also gain control over a kingdom and utilize their leader’s special ability, all before you have to discard any remaining cards.

Let me give you an example. Say you have a group of 2 Allies called the Band of Allies. Now, if you have a blue Centaur Leader in this band, something interesting happens. You can add a Control marker to a character named Straton. And that’s not all! You can also play another Band of Allies, but this time with a red Orc Leader. With this, you’ll be able to add a Control marker to Rhea. And guess what? Rhea has a special ability that lets you add yet another marker to the red space on your Orc Horde Board. How cool is that?

The Mighty Tribe Of Dwarves

In the deep recesses of the mountains, there is a tribe of creatures known as Dwarves. These Dwarves have a special talent for unearthing rare treasures and precious items from the earth. Their ability to find such wonders is highly regarded by the Six Kingdoms, and the Dwarves take great pride in their wealth.

At the end of each Age, all the cards in a Band of Allies led by a Dwarf Leader are evaluated. In this evaluation, the Band is given a certain amount of Glory. However, if a Band has a Dwarf Leader, it is awarded Glory as if it had one extra card.

For instance, if you have a Band of 4 cards with a Dwarf Leader, the Band will be considered as having 5 cards when calculating its Glory at the end of the Age. This means that the Band’s worth will be higher, resulting in more Glory.

The Mysterious Elves

The Elves of the Six Kingdoms have always lived in sync with the land. They’ve mastered the art of working with nature, never wasting anything valuable when it can be saved for the future.

When you choose an Elf as your leader for a Group of Allies, you get to hold onto a matching number of cards in your hand. Instead of laying them open on the table, you can keep them for later.

Let’s say you’re holding 7 cards and you play a Group of 3 Allies with an Elf Leader. You can hold onto 3 of your remaining 4 cards and only let go of one.

Tribe Of Giants

The Tribe of Giants has a simple rule: size matters. In fact, Giants never stop growing, and there seems to be no limit to their potential size. This is crucial because the Tribe of Giants uses size to determine their leader. The biggest Giant always takes the throne.

If you have a Giant as the leader of your group, it’s time to measure up. Check if your band now holds the title for the largest Band with a Giant Leader. If it does, you’re in luck! You gain 2 Glory on the Glory Track and proudly place the Giant token on your band. However, remember that someone can take the Giant token away from you if they have an even bigger band with a Giant Leader.

Hey there! Let me tell you something cool about this game I love playing. Even if you’re the same player, you can move the Giant token from one of your Bands to a bigger one and get 2 more Glory points. How awesome is that? At the end of each Age, you can earn extra Glory points if you still have the Giant token. The number of points you get depends on which Age just ended.

Let me give you an example. Imagine you have a Band of 3 Allies with a Giant Leader, and it’s the biggest Band with a Giant leader this Age. You can take the Giant token and gain 2 Glory points. But watch out! Another player can steal the token by playing a Band of 4 Allies with a Giant Leader. They will also earn 2 Glory points.

If you manage to hold on to the Giant token by the end of the First Age, you will earn 2 more Glory points. Then the token goes back to the side of the game board, ready to be used again.

Here’s an Extra Fun Tribe: The Halflings

When it comes to the Tribe of Halflings, one might not expect them to be bold or commanding leaders. They are humble individuals, primarily farmers and merchants, with no warriors among them.

But don’t be fooled by their unassuming nature, for they have a knack for being where you least expect them.

If you decide to choose a Halfling as your Band Leader, you won’t be able to exert your control over the board with any markers, regardless of the size of your Band. However, the Tribe of Halflings is unique in their size, which is twice as large as any other Tribe. This larger Tribe size allows you to form bigger Bands, and at the end of the Age, bigger Bands mean more Glory.

The Enigmatic Merfolk Tribe

If I were to ask anyone about what lies beyond the borders of the Six Kingdoms, I would turn to the wise Merfolk. They always seem to be on a quest for new discoveries, constantly searching for what’s out there. And it’s this curiosity that sets them apart.

Now, if you happen to befriend one of these curious creatures and make them the leader of your team, something special happens. When you play a band of allies with a Merfolk at the helm, not only do you get to place a control marker (if possible), but you also get to move your marker on the Merfolk board. The number of spaces you move is equal to the number of cards in the band you just played.

And here’s where it gets really interesting. If you manage to reach or even pass a space on the Merfolk board with a marker symbol, you get another chance to place a control marker, regardless of the size of your band. Yep, that’s right. You get to mark any kingdom you want, expanding your influence and showing off your strategic prowess.

When an Age comes to an end, I’ve noticed that the players at the top of the Merfolk board receive Glory just like they would if it were their own Kingdom. It’s pretty fascinating how this board never gets reset, so once a player reaches the final spot, they can’t move their marker anymore.

Let me give you an example: If you happen to have a Band of 3 Allies and a green Merfolk Leader, you can put a Control marker in Althea. But there’s a catch, you can only do this if you already have 2 markers or less in that Kingdom. Once you do this, you get to move your Control marker up 3 spots on the Merfolk board.

Now, if your token ends up on the “3” space, which has a marker symbol, something interesting happens. You get to place a second Control marker on any Kingdom, not only Althea. Isn’t that exciting? You can even choose a Kingdom where you already have 3 or more markers!

Now, here’s an important piece of information for you: If your marker on the Merfolk board is the highest when the First Age concludes, you earn 1 Glory. Sounds like a pretty sweet deal, right?

Now let’s talk about the Tribe of Minotaurs.

The Minotaurs of the Six Kingdoms may seem fierce and savage, but they possess remarkable abilities that make them a formidable force in both war and peace. Despite their intimidating appearance, these creatures have a remarkable knack for working together harmoniously, accomplishing far more than one would expect from their relatively small numbers.

Now, let’s talk about the advantages of choosing a Minotaur as the Leader of a Band of Allies. When you opt for a Minotaur Leader, you’ll need one less card than usual to place your Control marker in the corresponding Kingdom.

Here’s an example to illustrate this point. Let’s say you already have three Control markers in Rhea. With a Band featuring a red Minotaur Leader composed of just three cards, you can add a fourth marker to Rhea.

The Tribe Of Orcs

Being the most migratory tribe, Orcs naturally have a tendency to avoid settling down in one place for very long. This has its advantages. For one thing, it encourages them to get rid of any unnecessary possessions. After all, who wants to lug around furniture that will never be used? However, it also creates a certain sense of envy. When a horde of Orcs becomes large enough, it becomes difficult for them to resist the urge to “liberate” some beautiful objects…

If you decide to appoint an Orc as the Leader of a group of Allies, you have the option to place one of your Control markers on the corresponding space on your Orc Horde board, which matches the color of your Orc Leader. This is in addition to any Control marker you may already have in a Kingdom. Please note that you are only allowed to have one Control marker in each space on your Orc Horde board.

When the Age comes to a close, you have a choice with your Orc Horde. You can send them off to raid and plunder, which will earn you Glory based on the number of Control markers you take away. The more markers you remove, the more Glory you score. However, you can also decide to keep your markers in place and aim for a higher score in a future Age.

Let’s say you play a Band of Allies with an orange Orc Leader. In this case, you have the option to place a Control marker in Ithys, if your Band is big enough, and another marker on the orange space of your Orc Horde board.

If, at the end of any Age, you have a total of 3 markers on your Orc Horde board, you can get rid of them and earn yourself 6 Glory.

Tribe Of Skeletons

The Tribe of Skeletons poses a great enigma: where do they truly come from? It’s a mystery that has confounded many, as no one has ever confessed to imbuing life into the remains of the deceased. Curiously enough, though, these skeletal beings will wholeheartedly obey anyone who provides them with direction. Yet, their fragility is ever-present, for without potent sorcery, Skeletons cannot sustain themselves, and the chaos that accompanies the end of an era invariably disrupts their animation.

Unlike other Tribes, Skeletons can never hold the position of Leader within an Allied Band. Nevertheless, they are considered a “wild card” – you can incorporate them into any Band without regard for color or Tribe. They contribute to the overall strength of their Band’s Leader and play their part in reaching the necessary card count to place your Control marker on a Kingdom, just like any other card would.

But here’s the thing: Skeletons are fragile. They rely on magic to keep them intact. And when the Age comes to a close, all Skeletons, no matter where they are, have to be let go. You can’t count them when it’s time to tally up the Glory for your Allies. It’s like they just disappear.

Let me give you an example. Say you have a Band of 5 Allies, and 2 of them are Skeletons. Well, when the Age ends, those Skeletons are gone. You only get Glory points for the 3 remaining cards. The Skeletons don’t count for anything.

Tribe Of Trolls

The Tribe of Trolls is both feared and respected because they have a penchant for tearing apart anyone who disagrees with them. When there’s a heated dispute, having a horde of angry Trolls on your side can quickly resolve the conflict.

When your Band of Allies is led by a Troll, you get to choose one unclaimed Troll token that has a value equal to the number of cards in the Band you just played. Troll tokens don’t have any inherent value, but they come in handy when deciding who controls the Kingdoms at the end of the Age. In a tie for control, the player with the highest total value of Troll tokens wins. If the tie persists, the player with the higher numbered Troll token takes the victory.

When it’s time for a new Age, all the Troll tokens go back to the main game board.

Let me give you an example. Imagine you are playing a game called “Tribe of Wingfolk”. In this game, you have a Band of 4 Allies and a Troll Leader. When you play this Band, you can do something cool. Not only can you maybe put a Control marker on a Kingdom, but you can also take a Troll token with a value of 4 or less. That’s pretty neat, right?

The Battle for Control

Now, let’s say you and another player are tied for control of a Kingdom at the end of the game. It’s a close battle, but you have something up your sleeve. You have Troll tokens on your side and their total value is higher than the other player’s. Guess what? You win! You get the higher Glory for that Kingdom. Victory is yours!

The Power of the Trolls

So, you see, the trolls in Tribe of Wingfolk are really powerful. They can help you get more control over the Kingdoms and earn you more Glory. Plus, they can be a surprise weapon in a tight match. Next time you play Tribe of Wingfolk, don’t forget about the power of the Trolls. They might just be your secret to victory!

As I soar through the skies atop my majestic mountain nest, I keep a vigilant eye on the vast Six Kingdoms, always on the lookout for any dangers that may threaten our sacred homes. It is this intimate knowledge of our adversaries that has made the Wingfolk a formidable force in times of turmoil.

When you have a Wingfolk Leader leading your esteemed Band of Allies, the advantages are numerous. With their guidance, you gain the ability to place your Control marker in any Kingdom on the game board, regardless of the color of your Leader card. Of course, your Band must still meet the requirements to play a marker in your chosen Kingdom, but this freedom can be a game-changer in strategic gameplay.

Let me illustrate this with an example. Suppose you have a Band of 3 Allies and your Leader is of the proud purple lineage. Ordinarily, you would only be able to place a Control marker in Duris. However, should your Leader be a member of the esteemed Wingfolk, you can place your marker in any Kingdom where you currently have 2 or fewer Control markers. This not only expands your options, but it also presents new avenues for victory.

The Mysterious Tribe of Wizards

The Wizards have been a mysterious presence in the Six Kingdoms for as long as anyone can remember. They possess ancient knowledge, but they keep their secrets to themselves.

Sometimes, a quiet whisper in the right ear can have more impact than a grand speech. That’s the power of the Wizards.

If you have a Wizard as the leader of your group, something magical happens. After you get rid of any other cards in your hand, you have the ability to draw cards from the Allies Deck. The number of cards you can draw is equal to the number of cards in the group you just played. But remember, you can’t draw cards from the ones already on the table.

Let me give you an example. If you had 4 cards in your hand and you played a group of 2 Allies with a Wizard as the leader, you would discard the remaining 2 cards. But don’t worry, you can then draw 2 new cards from the Allies Deck.

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