From the publisher’s rulebook

Who goes first in Five Tribes: The Djinns of Naqala?

Days of Wonder English base game

Randomly place the turn markers on the Bid Order track. The marker in position 1 bids first; after bidding, the highest bid takes the first action turn.

Official tie-break or fallback

Positive bids must use different spaces. Among zero bids, the last marker placed acts first; the first zero bidder acts last.

If your rules call for a random choice, use the player picker.

Rule details

With two players, each player uses two turn markers and takes two action turns per round.

Bidding is repeated each round. Initial bid order does not by itself determine who takes the first action.

Source & edition

All 14 Days of Wonder starting rules

More starting rules

Browse available game rules

Games with a similar starting rule

  • For SaleChoose the starting player randomly.
  • GnomopolisThe shortest player starts, or the group may choose the starting player at random.
  • High SocietyThe most smartly dressed player starts the first auction. The rules also allow choosing the first player at random.
  • HookyThe person most recently in a classroom starts. The rules also allow choosing a starter randomly.
  • IKIWith three or four players, whoever visited Japan most recently is the first month's starting player; choose randomly if nobody has visited Japan. With two players, randomly assign the Sun and Moon tokens; the Sun player starts the first month.
More starting rules about choosing at random

Found a different instruction in your edition? Send a correction with the game, edition, and source.