Tribal the skirmish combat game in a pre-gunpowder tribal/clan setting. In this book you get: the basic rules; optional rules for missile fire, dirty tricks and honor pools, four scenarios you can play in a variety of tribal settings; in-depth explanation of culture, weapons and combat for Maori, Vikings, Aztecs, and Gladiators; extra rules for Stone-Age, Heian Japanese, and Iroquois.
Firstly, honor is used to drive the narrative of the game. Players are rewarded in honor for the things that they do in the battle. Honor determines who wins Tribal rather than the normal determinants of wargames (killing enemy/taking ground). In turn, honor is a dynamic part of the game -- it can be won and lost during combat, the deeds of combatants can win or lose honor, players can spend honor 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. There are plans for future supplements involving Stone-Age cave wars, Modern-Day rioting/Gang warfare, and Polynesian Islanders.1 vol, 26 pgs
Type = Wargaming
Category = Wargaming Rules and Systems
Material = Softcover Book
Date of Release = 2018-12-01
Status = Available