Gameplay/Rules
Similar to Pillars of the Earth, each person is given a number of meeples to place around the board as seen here:
Image courtesy of Heiko Eller
Beginning with the starting player, everyone gets to put one marker on an open spot he/she desires and the action continues clockwise until there are no more meeples available. Then the locations resolve in the following order:
Collection Plate
First player here gets 7 coins.
All subsequent players receive 5.
Slave MarketOnly two spots are available here at a cost of 1 coin each. You need to place your meeple next to the card you wish to purchase.
ForumSix cards here for you to choose from, but at a higher cost of 3 coins each.
LatrineInitially placed face down, the card is then flipped over, you can choose either to take the card by paying coins or to pass to collect coins equal to its value.
Senate
Three spots up for grabs. You must discard a card from you hand to collect the set of card(s) you have claimed.
At the beginning of every round, each set is dealt out from the deck until a total value of 5 or more is reached OR if a leader (a 0 value card) is turned over.
AtriumTwo spots available.
Initially placed face down, the first player here gets to turn over 2 of the 3 cards of his choice. If he is the only person here by the end of the round, he gets those 2 cards for free.
However, if and when a second player is present, the third card is also revealed, both will then participate in a blind bidding for all of the cards. Winner pays the coins he bid to the loser and tie is resolved in favor of the first player.
The same player may not occupy both spaces!
CatacombsThree spaces designated 2, 3 and 4.
5 cards are dealt faced down at the beginning of each turn.
The player on the 4 spot gets to look through the stack of cards first. He may then chooses to pass or pay 4 coins to keep a card of his choice. Then the player on the 3 will get a shot at the cards, but he only has to pay 3 coins if he chooses to keep a card. The 2 spot player goes last but the card only costs 2 coins.
The cost of a card remains the same with the respective spot even if the other spaces aren't claimed.
Coins paid here do not go into the bank, but to the space next to it.
PantheonTwo occupants allowed. The card here is initially placed faced down. When resolved, you may discard a card with the same faction as the revealed card here to gain a permanent favor of the God, with the condition that you must either be in possession of the temporary one OR if you own the group token for the Vestal faction.
Altar of MarsThree spots available.
All players involved discard 2 cards of the same faction from his hand, the person with the highest total value receives two laurels. Everyone else receive only 1. In the case of a tie, no additional laurels are given, all participating players get only 1.
No player may occupy more than 1 space here.
Faction TrackThis is where you can attempt to gain control of the 7 factions. Each factions has two spots up for grabs. Please remember that you resolve this track twice. First to claim the control, then to give out special favors to those controlling them.
The factions are resolved in order from left to right: So it goes Gladiator -> Legate -> Praetorian -> Plebian -> Patrician -> Vestal -> Senator.
If you are the only player at a particular faction, you may then attempt to take control by playing cards of that respective faction. You must play at least 2 cards, but if another player is currently in possession of the faction in question, you can beat it by either playing more cards or have a total value that is higher than the ones in front of him. (For example, Jim has control of the Gladiators with 3 cards valued at 0, 2, and 5. You can take over by either playing 4 Gladiator cards, regardless of their values, or however many Gladiator cards that total more than 7).
However, if there is another player at the same faction. The player in the 2nd position gets to play his cards first (by following the above rule). Then the first player can choose to pass or to beat it, and when he wins, the player in 2nd position returns all of his cards played to his hand except one, which is then discarded.
All winners receive the bonus as indicated on the cards played, but you only get one thing for each faction (i.e. you don't get 3 legions if you played 3 Gladiator cards, only 1). You also obtain a faction token for that faction if you don't already have one.
After all the meeples have been resolved and returned to their owners, the faction track is gone through again, the current controller of each faction is awarded as indicated on the board (a few of the factions give you two choices to select from, some require certain conditions to be fulfilled).
End of TurnImage courtesy of Richard van Vugt
All cards left on the board unclaimed as well as those played previously but were beaten this round are discarded.
New cards are dealt on the board in the same order as above.
The first player maker is passed to the next person clockwise.
At the start of every round except for the very first one, a blind bidding is initiated for the chariot. The winning bid pays to the bank, in the case of a tie, no one controls the chariot. The winner of the chariot places it on any faction he chooses, that faction cannot be contested for the duration of this round.
Victory ConditionImage courtesy of Buds Balkan
A card listing 5 victory conditions (look at the bottom left of the picture, it's the cards with 5 different colors on it) is selected at the start of the game, based on how long you want the game to be. The first person to achieve 4 of the 5 is declared the winner.
Critique
At its heart Tribune is a set collection game, a pretty simple concept, but when combined with other mechanics (for better or worse) it becomes something with more depth and dimensions.
Pros:
Multiple victory conditions give the game flexibility. Not to mention the fact you get multiple cards with different conditions on them, increases the replayability by many folds.
No clear defined leader throughout the game. While all possessions are open (except for cards), most of the time it is hard to tell who's winning, and even if someone is close doesn't automatically mean he's going to be the first.
The various board locations and the effects of positioning.
The way the cards are played is refreshing.
Some of the faction power/reward is very well thought out, especially ones that affect cards in play and those requiring certain conditions to activate.Cons:
Money is too easily obtained. You can have no coins and still be able to bid on cards as long as you keep enough meeples for the collection plate to get the money you need (since it is resolved first) to pay for later actions that round.
Unbalanced faction power/reward. Some of them, especially Legate, then Vestal, is fairly useless and you can practically go through every game without bothering to control them.
The permanent favor of the God is way too easy to get.
This is a personal one but I really dislike blind bidding in any game.
May be repetitive to some since you basically perform the same actions each round.
Low interaction.The Bottomline
Well, I suppose in the end Tribune isn't anything groundbreaking in terms of gameplay, but my first impression has been a positive one. I like the simpleness packaged with some fun mechanics. I definitely enjoyed the prototype and am hoping that FFG will make further improvements on an already good game.











































































