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Ethnos

#225

2017 · 2-6 players · 60min · weight 2.11

port: no portdifficulty: Easyfit 0.646
Bayes
7.17
Users rated
14,736
Owned
16,695
Wishing
3,559

Core loop (v2)

Recruit color/tribe cards from a market, discard hand to play a band, claim region influence.

Verb
play matched band
Decision shape
combinatorial
Reward schedule
mixed:immediate+delayed
ChallengeDiscovery
set_or_color_band_playhand_dump_on_commitshared_market_no_refillarea_majority_age_scoringvariable_tribe_powers

Mechanics (v3 deep)

What you do

On your turn you make a binary choice: either pick up one card (from a 4-12 card face-up market or blindly off the deck) into your hand, or commit a 'band' from your hand by playing 2+ cards that share either a tribe or a color, designating one as the leader. Committing a band discards every other card in your hand — so the tension is hand-size versus band-size. Each band lets you place a control marker in a kingdom matching the leader's color, and trigger the leader-tribe's special ability.

Core loop

Setup: 6 of 12 tribes are randomly chosen for this game (5 with 2-3 players); a deck of those tribes' cards is built; 12 glory tokens distributed (3 per region in 6 regions, ascending values). Each turn: (1) draw a card OR play a band; if you draw, play passes left; if you play a band, you discard the rest of your hand, place a control marker, and use the leader's tribe ability. The Age ends when 2 (or 3, depending on player count) Dragon cards are revealed from the draw deck — at which point the deck is reshuffled minus dragons, hand is cleared, and the next Age begins. Scoring: end of Age 1, top region holder scores token #1; end of Age 2, top two holders score #1 and #2; end of Age 3, top three score all three. Plus end-of-game band-size bonuses (a band of 5+ scores extra). Player with most glory wins.

Decision space

Core tension: every card you draft into your hand is a card opponents could have taken, and every band you play torches your remaining hand — so the meta-decision is 'how big a band do I commit, and at what risk of losing the rest?' Tribe-and-color overlap creates combinatorial possibilities: 7 cards in hand can yield several legal band shapes, each triggering a different tribe ability, each marking a different region. Push-your-luck pressure from Dragon cards: when the Age might end any draw, sitting on a 5-card hand is dangerous. ~5-10 reasonable plays per turn; planning horizon is 2-4 turns into the same Age.

Skill expression

Dominant skill is tempo management — knowing when the Age is about to end (Dragon-counting and deck-thinning math) and squeezing one last band before the cleanup. Second is hand-shape optimization: balancing tribe versus color overlap so a single hand encodes multiple potential bands. Third is opponent denial — taking face-up cards opponents need, racing into regions where you're 1-marker behind, exploiting tribe abilities (Wizards peek the deck, Centaurs chain-band). Memory matters (which cards are gone). Math is simple. Weak players hoard hands; strong players cycle hands aggressively, knowing the band-size bonuses reward small frequent commits at scale.

Tactile dependency
low — Cards, tokens, board regions — all legible information. No hidden physical state beyond hand cards. Translates cleanly; the only tactile loss is the heft of the John Howe art on physical cards.

Theme

Promise

Recruit fantasy tribes — giants, merfolk, halflings, minotaurs, wizards — to dominate six kingdoms over three ages. The art is the experience; mechanically you are sorting cards.

Setting
fantasy, high-fantasy, kingdoms
Narrative
none — pasted-on theme. Ethnos is mechanically a rummy/area-control hybrid; the tribes are reskinnable into anything (the working title and earlier prototype literally were generic). John Howe's art does heavy lifting to sell theme.
Audience
gateway, hobbyist Eurogamer
Art direction

John Howe (Tolkien illustrator, Lord of the Rings concept artist) painted fantasy: rich oils, classical fantasy archetypes (giant, elf, troll, merfolk) rendered in heroic-realist style. Earthy palette, painterly textures, no cartoonishness. The art outclasses the game's mechanical depth and is the primary purchase driver — many reviewers note buying it for the cards alone.

Translation potential

Closest mobile genre
async PvP card battler
Live-service potential
high
Digital meta-layer ideas
  1. Tribe-rotation seasonal meta: each 4-week season ships a fixed pool of 6 tribes (one new tribe rotated in monthly), reshaping the strategic meta and giving lapsed players reasons to return
  2. Async 4-player rooms with full Age-timer (Dragon-reveal triggers turn-time pressure for everyone), weekly leaderboard by glory totals
  3. Roguelite solo run: face 5 escalating AI opponents, draft an extra tribe-ability relic between matches, run ends on first loss
  4. Live tournaments around new tribe drops: 'Sphinx week' where a special tribe is forced into the pool, top finishers earn animated card backs

BGG tags

Mechanisms
Area Majority / InfluenceHand ManagementOpen DraftingPush Your LuckSet Collection
Categories
Fantasy