Tribal
In this book you get: the basic rules; optional rules for missile fire, dirty tricks and honour pools; four scenarios you can play in a variety of tribal settings; in-depth explanation of culture, weapons and combat for Maori, Vikings, Aztecs & Gladiators; extra rules for Stone-Age, Heian Japanese & Iroquois.
Honour is everything! Tribal provides players with a game set in a pre-gunpowder tribal/clan setting. The rules offer some new and exciting approaches to wargaming.
Firstly, honour is used to drive the narrative of the game. Players are rewarded in honour for the things that they do in the battle. Honour determines who wins Tribal rather than the normal determinants of wargames (killing enemy/taking ground). In turn, honour is a dynamic part of the game - it can be won and lost during combat, the deeds of combatants can win or lose honour, players can spend honour to do 'dirty tricks' to win combats etc.
Secondly, the game is played with a normal deck of cards. Cards determine movement, unit activation and - most importantly - combat. While cards still have the randomness of the draw from the deck, players can actually be involved in the combat through playing/holding particular cards. Attacking, defending, waiting for an opening, bluffing the opponent - these are all strategies the player can use in a round of Tribal combat.
– catalog listing
- Designers
- Lon Teal, Aramiha Harwood
- Publisher
- Mana Press
- Status
- In Print
- Contents
- Available online (Wargame Vault) (28-page PDF)
Back to RULES DIRECTORY
Areas of InterestAncients Medieval Renaissance 18th Century 19th Century
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