Five Tribes Meeple Calculator

Five Tribes Meeple Calculator

Total your Five Tribes position from meeple colors, assassins, builders, merchants, viziers, elders, controlled tiles, Djinns, goods, palms, palaces, and bid order points.

Use the worksheet near final scoring or after a key turn to see whether the tribe engine, market haul, tile network, or bid track is carrying the position.

🎯Scenario Presets
🧮Position Inputs
Used for vizier majority bonus context and bid-pressure rating.
Each vizier is worth 1 point before majority comparison.
The calculator adds 10 points if your vizier count is strictly higher.
Each elder is worth 2 points if not spent for Djinn powers.
Assassin value estimates removed blockers, captured key meeples, or tile reach.
Each meaningful target is scored as a practical 2 point swing.
Builders multiply against nearby blue tiles and fakir support.
Count the blue tiles in the builder scoring group.
Fakirs increase builder payout and can fuel certain Djinn effects.
Merchants are converted into goods momentum for the market score estimate.
Five Tribes goods sets score by different goods, up to 60 points.
Duplicates do not grow the main set table but still support end position depth.
Sum the values printed on tiles where you placed camels.
Each palm on your controlled tiles scores 3 points.
Each palace on your controlled tiles scores 5 points.
Add the point values printed on Djinn cards you control.
Estimate direct scoring from Djinn conditions, bonus meeples, or card powers.
Subtract points spent on turn order bids from the final position.
Projected Total 0 final points
Tribe Score 0 meeple engine
Board Control 0 tiles and features
Market Score 0 goods and merchants
🧩Component and Scoring Grid
30Tiles in Sultanate
5Meeple Tribes
9Goods Set Cap
22Djinn Cards
3Palm Points
5Palace Points
10Vizier Lead Bonus
60Full Goods Set
📊Goods Set Reference
Different GoodsSet PointsMarginal GainCalculator Use
1 unique good1 pointBase cardSmall leftover set
2 unique goods3 points+2 pointsEarly market pickup
3 unique goods7 points+4 pointsUseful small set
4 unique goods13 points+6 pointsSolid table share
5 unique goods21 points+8 pointsStrong merchant turn
6 unique goods30 points+9 pointsMajor end score
7 unique goods40 points+10 pointsWinning pressure
8 unique goods50 points+10 pointsElite market set
9 unique goods60 points+10 pointsComplete collection
👥Meeple Tribe Comparison
Tribe ColorMain Score InputFormula Used HerePosition Signal
Yellow ViziersCollected yellow meeplesViziers + majority bonusEndgame points and tie pressure
White EldersUnspent eldersElders x 2Djinn fuel or saved points
Blue BuildersBuilder meeples and blue tilesBuilders x blue tiles + fakirsSingle-turn scoring burst
Green MerchantsGoods types and duplicatesSet table + support valueMarket and caravan strength
Red AssassinsAssassins used and targetsTargets x 2 + assassin reachBoard denial and capture swing
🏛Tile Control Reference
Controlled FeaturePoint RuleTypical RangeCalculator Field
Printed tile valueScore printed points4 to 15 eachPrinted Points on Controlled Tiles
Palm tree3 points each0 to 6 commonPalm Trees on Controlled Tiles
Palace5 points each0 to 5 commonPalaces on Controlled Tiles
Djinn cardPrinted points plus ability4 to 10 printedDjinn fields
Bid trackSubtract spent points0 to 30 commonBid Order Points Spent
Game Component and Spec Comparison
ComponentCount or RangeScoring RolePlanning Note
Player camels8 or 11 eachMark tile controlLimited supply can end game
Turn markers2 or 3 eachBid order selectionBid points reduce final total
Resource cardsGoods and fakirsSet table scoringDifferent goods beat duplicates
Djinn cardsDrawn market rowPrinted and conditional VPElders and fakirs unlock many powers
Palm and palace piecesPlaced on tilesFeature point stackOnly matters if you control tile
Goods tip: Track the largest different-goods set separately from duplicate cards; one extra type often adds more than several duplicates.
Bid tip: A powerful first move still needs to beat its bid drag, so compare builder or merchant gain against spent turn-order points.

The Five Tribes calculator are a tool that will help you calculate your score in the game Five Tribes. The game Five Tribes has a complex scoring system that combine several different scoring elements into a single number. The game makes it so that players cant observe the individual scoring elements of there position; rather, players are required to remember the rules of the game.

Furthermore, the complex nature of the meeple tribes can make it difficult for players to remember the way that each tribe contribute to the game. The Five Tribes calculator allows players to enter the current state of the game for an estimation of their score. The calculator can separate the meeple score from the market score and the tile score.

How to Use the Five Tribes Score Calculator

Each of the five meeple tribes provide points in slightly different ways. For instance, Yellow viziers earn points and may provide a majority bonus to the player with the most vizier. White elders either earn points for the player or provide fuel to Djinn cards to activate their power.

Blue builders earn points for each adjacent tile of land that the player control. Green merchants earn points for each good of a type that the player controls instead of volume of good. Red assassins earn points when the player remove another players piece from the game.

If the game treated these five tribes as the same, a player would not be able to appreciate the way in which the meeple tribes may impact the game. The Five Tribes calculator also allows players to view the value of the tiles that they control. Each of the tiles has a printed value with each territory.

In addition to the printed values, however, there are also palms and palaces on each of the tiles that provide additional points to the player who control that territory. The value of a tile that includes a high printed value and two palms is not the sum of those two scores due to the effect that the feature have on the player who controls the land. The calculator can calculate the value of the separate features to provide a player with an estimation of the efficiency of their camel placement.

The goods sets contribute to the score in a way that utilize a scoring curve. The game provides more points for each type of good that a player controls rather than the number of goods of any type that the player controls. The initial types of goods provide less points than later types of goods.

Thus, a player who has obtained one of each good may have a higher score than a player who has collected many of one good type. The Five Tribes calculator use a set table for this scoring rather than using a flat scoring multiplier for each good. Thus, the calculator avoids overvaluing the quantity of goods that a player controls compared to the variety of goods that the player have collected.

The calculator handles the Djinn cards separately. Djinn cards has printed values that contribute to a players score. In addition to those printed values, however, each Djinn may contribute additional points to the game depending upon its abilities.

For instance, a Djinn may provide more points if a player has specific other piece on the game board. Another example is that a Djinn may allow a player to move one of their pieces to another part of the game board, but only if that player controls specific tile. Players may not desire a Djinn with a low printed value but high conditional abilities, however.

Djinn with seemingly flashy abilities may be useless if the player does not have the elders or fakirs that is required to use those Djinn cards. Thus, the calculator allows a player to view the value of each Djinn card apart from the bonus that it may contribute to the game for each different scenario. The last score that can be entered into the Five Tribes calculator is the bid points.

The player subtracts any points that are spent to secure a better turn order for the player from their score. The calculator can both calculate the subtraction of those points from the total score for the player, as well as flag which level of subtraction is occurring (light, moderate, or heavy). Thus, the player can review the benefits of the turn order against the subtraction of bid points to determine whether the additional actions is worth the bid points.

The main benefit of the use of the Five Tribes calculator during the game is that it can reveal which portion of the players position is the weakest. For instance, if the score reveals that the meeple score is low, the player can determine the need to seek out elders and builders. Alternatively, if the market score is low, the player can recognize the need to diversify their good.

If the player controls most of the scoring tiles, though, they may want to focus upon protecting the players scored tiles rather than seeking to collect new tile. Thus, the calculator does not eliminate the players need to make decisions, but it does eliminate the guesswork as to which portions of there position contribute to the score. In incorporating such a tool into the game, a player can have more clarity as to there position within the game.

This clarity allows a player to steer there game based off the calculation of the tool.

Five Tribes Meeple Calculator

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