Jambo
2004

Jambo

2

players

45

min

10+

age

Categories

Card Game
Economic

Mechanics

Action Points
Contracts
Hand Management
Race
Set Collection

Community Tags

Description

--- **TLDR** Jambo is a competitive trader card game where players race to 60 gold by buying/selling goods using limited actions and special cards. (18 words) Key mechanics include: - *Turn structure* Players alternate turns selecting up to 5 actions to draw, play cards, or activate buildup cards. - *Market management* Lay out wares on limited stall space; customers buy only where all desired goods are offered. - *Trading goods* Buy and sell tea, hides, fruits, salt, silk, trinkets to accumulate gold toward victory. - *Special cards* Use cards to aid trading, attract customers, leverage village assets, bargain, or hinder opponents. - *Buildup cards* Acquire and activate for advantages like drawing more customers or disrupting rivals. - *Victory condition* First player to reach 60 gold through strategic buying/selling wins. Jambo immerses players as Swahili traders in pre-colonial Central Africa, competing to greet customers with "Jambo" while racing to earn 60 gold via buying and selling tea, hides, fruits, salt, silk, and trinkets from market stands. Each turn, players select up to five actions to draw cards, play them for buying/selling/hindering effects, or activate buildup cards that enhance stalls or leverage village inhabitants for customer attraction and bargains. Limited stall space demands careful ware placement, as customers only purchase where all their desired goods are available, forcing tough choices amid premium market real estate. The deck features diverse special cards enabling myriad combinations—self-help, opponent sabotage, or spicy twists—ensuring high replayability and unique games. Strategic mastery of assets, timing, and interference determines the first to the cash goal as victor. ---

Added by

Vinnie