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Ethnos

#206718BGG ↗

2017 · 2-6 players · 60min · weight 2.11 · 14,736 ratings

v2 v3 fit 0.646

BGG raw

ID
206718
Name
Ethnos
Year
2017
Rank
225
Min players
2
Max players
6
Playing time
60
Min playtime
45
Max playtime
60
Avg weight
2.1094
Num weights
329
Bayes avg
7.1667
Average
7.45673
Users rated
14736
Num owned
16695
Wanting
558
Wishing
3559
Num comments
2523
Fetched at
Sat Apr 25 2026 16:15:39 GMT+0000 (Coordinated Universal Time)
Mechanisms (5)
Area Majority / InfluenceHand ManagementOpen DraftingPush Your LuckSet Collection
Categories (1)
Fantasy
Description (1661 chars)

In Ethnos, players call upon the support of giants, merfolk, halflings, minotaurs, and other fantasy tribes to help them gain control of the land. After three ages of play, whoever has collected the most glory wins! In more detail, the land of Ethnos contains twelve tribes of fantasy creatures, and in each game you choose six of them (five in a 2/3-player game), then create a deck with only the creatures in those tribes. The cards come in six colors, which match the six regions of Ethnos. Place three glory tokens in each region at random, arranging them from low to high. Each player starts the game with one card in hand, then 4-12 cards (double the number of players) are placed face up on the table. On a turn, a player either recruits an ally or plays a band of allies. In the former case, you take a face-up card (without replacing it from the deck) or the top card of the deck and add it to your hand. In the latter case, you choose a set of cards in your hand that match either in tribe or in color, play them in front of you on the table, then discard all other cards in hand. You then place one token in the region that matches the color of the top card just played, and you use the power of the tribe member on the top card just played. At the end of the first age, whoever has the most tokens in a region scores the glory shown on the first token. After the second age, the players with the most and second most tokens score glory equal to the values shown on the first and second tokens respectively. Players score similarly after the third age, then whoever has the most glory wins. (Games with two and three players last only two ages.)

LLM v2 (wide)

Core verb
play matched band
Decision shape
combinatorial
Reward schedule
mixed:immediate+delayed
Aesthetics
["Challenge", "Discovery"]
Core loop pitch
Recruit color/tribe cards from a market, discard hand to play a band, claim region influence.
Translation difficulty
Easy
Difficulty reason
Card market, hand discard, and area majority math are all clean digital primitives; only tabletop simulator mods exist currently.
Direct digital port
Port kind
Closest loop translation
none yet
Primitive tags
["set_or_color_band_play", "hand_dump_on_commit", "shared_market_no_refill", "area_majority_age_scoring", "variable_tribe_powers"]
Confidence
0.7
Extracted at
Mon Apr 27 2026 11:40:03 GMT+0000 (Coordinated Universal Time)
Raw v2 JSON (855 chars)
{
  "game_id": 206718,
  "name": "Ethnos",
  "core_verb": "play matched band",
  "decision_shape": "combinatorial",
  "reward_schedule": "mixed:immediate+delayed",
  "aesthetics": [
    "Challenge",
    "Discovery"
  ],
  "core_loop_pitch": "Recruit color/tribe cards from a market, discard hand to play a band, claim region influence.",
  "mobile_translation_difficulty": "Easy",
  "translation_difficulty_reason": "Card market, hand discard, and area majority math are all clean digital primitives; only tabletop simulator mods exist currently.",
  "direct_digital_port": null,
  "direct_digital_port_kind": null,
  "closest_loop_translation": "none yet",
  "primitive_tags": [
    "set_or_color_band_play",
    "hand_dump_on_commit",
    "shared_market_no_refill",
    "area_majority_age_scoring",
    "variable_tribe_powers"
  ],
  "confidence": 0.7
}

LLM v3 (deep)

Core verb (long)
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 (long)
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
Tactile reason
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.
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.
Meta-layer ideas
["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", "Async 4-player rooms with full Age-timer (Dragon-reveal triggers turn-time pressure for everyone), weekly leaderboard by glory totals", "Roguelite solo run: face 5 escalating AI opponents, draft an extra tribe-ability relic between matches, run ends on first loss", "Live tournaments around new tribe drops: 'Sphinx week' where a special tribe is forced into the pool, top finishers earn animated card backs"]
Closest mobile genre
async PvP card battler
Live-service potential
high
Confidence
0.8
Extracted at
Mon Apr 27 2026 10:41:58 GMT+0000 (Coordinated Universal Time)
Raw v3 JSON (4825 chars)
{
  "game_id": 206718,
  "name": "Ethnos",
  "mechanics": {
    "core_verb_long": "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_long": "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",
    "tactile_dependency_reason": "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": {
    "digital_meta_layer_ideas": [
      "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",
      "Async 4-player rooms with full Age-timer (Dragon-reveal triggers turn-time pressure for everyone), weekly leaderboard by glory totals",
      "Roguelite solo run: face 5 escalating AI opponents, draft an extra tribe-ability relic between matches, run ends on first loss",
      "Live tournaments around new tribe drops: 'Sphinx week' where a special tribe is forced into the pool, top finishers earn animated card backs"
    ],
    "closest_mobile_genre": "async PvP card battler",
    "live_service_potential": "high"
  },
  "confidence": 0.8,
  "extraction_version": "v3"
}