The Thieves of Naqala: Five Tribes Exp
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Description
Looking to add some sticky fingers into your copy of Five Tribes? Then look no further than The Thieves of Naqala expansion…
Designer Bruno Cathala is a maestro at creating family-weight, ‘gateway-plus’ games. Days of Wonder have a marvellous reputation for producing beautiful artwork and components. The Thieves of Naqala expansion slips into the base game of Five Tribes with seamless ease. It also fits into Five Tribes’ box, so it doesn’t take up any precious shelf space!
The Thieves of Naqala is a mini expansion. It contains six Thief cards – one for each of the six different tribe types. Six tribes, because there’s a Thief card here that matches up with the purple tribe, the Artisans. This sits hand-in-hand with another expansion for Five Tribes – The Artisans of Naqala. It’s not needed if playing the base game, only.
During set-up, one Thief card sits face-up next to the Djinns, and players can ‘buy’ them in the same manner. They get replenished after purchase, again, like Djinns. The Thieves are worth a straight-up 6VP on their own, if not used. But if you wish to activate their power, they could net you even more points…
• Green: Everybody has to give up 2x goods card. The Thief gets to take any two of those cards.
• WHITE: Everybody has to give up 1x Djinn. The Thief gets to take one of said discarded Djinns.
• RED: Everybody has to give up one claimed space (with their camel on it). The thief gets to claim one for themselves.
• YELLOW: Everybody has to kill one of their (yellow) Viziers. The Thief gets to claim one of these Viziers for themselves.
• BLUE: Everybody has to remove 1x tree or 1x palace. The Thief gets to place one on any tile they control.
• PURPLE: Everybody has to give up one purple Artisan token. The thief gets to take one of them.
This expansion also comes with one extra Djinn card, too. This Djinn, if summoned, provides immunity against the thieves. It’s safe to say The Thieves of Naqala creates a drop of extra tension and thorny conflict into proceedings!
Player count: 2-4 players
Time: 40-80 minutes
Age: 13+
Five Tribes is an immensely popular game. And for good reason. Bruno Cathala is a board game churning mastermind when it comes to interesting mechanics. Five Tribes has a prominent spot in my top 10 games of all time. I think it excels as a 2-player game, and is one that I never considered would need an expansion.
Let’s be honest though. That expression is prevalent in this hobby. None of us need another game for example, but we will definitely end up buying more for sure. Don’t lie to yourself. You know you will!
Does Thieves of Naqala enhance the experience that is Five Tribes? That isn’t the question this review will answer. The age-old question that this review will definitely answer though is…
Does Size Matter?
You can see from the pictures, that this expansion is tiny. It literally arrived in a jiffy bag. Do you know how many games and expansions I have bought? Way more than I have needed, but still, this is the only one that didn’t need to be packaged in a box. It actually surprised and amused me. I mean, it literally fits in the palm of my hand. I have massive hands (ey! Sate your dirty mind, this is a serious review) but still, it fits snuggly in my grip (stop it!).
The expansion itself is a modular design. It gives you an extra little deck that sits next to your djinn deck. Only one card will be revealed at a time (as opposed to the 3 from the djinn deck). You have the option to buy the thief on display anytime you get the option to purchase a djinn, but it is only one or the other, it isn’t both. There is also a djinn card that is added to that deck whose power makes you immune from thief cards. The powers of the thieves can be triggered at any time during the game but can only ever be triggered the once.
The abilities on the thieves all revolve around a ‘take that’ mechanic. One will make everyone give up a djinn card, one will have them giving up a tile etc and the gimmick is that you get to choose and keep one from amongst those that are given up. That is all there is to it. It took me far too long to make the connection between the name of the expansion and the mechanic of stealing other players stuff.
What Works & What Doesn’t?
I love how easy it is to add this expansion Thieves of Naqala to the main game. It is simply an extra mini-deck. I also love the fact that there is only ever one card revealed at a time. This makes it so that the small deck is slowly interacted with, and can often go whole games where only one or two cards are chosen. This is due to the fact that there is only a small number of cards in the deck, and when you have a choice between a djinn or a thief, djinns are still tempting. As I stated earlier, the game shines at 2-players. This expansion goes a little way in making it more viable at 3 or 4 players, as it gives people small catch-up mechanisms if they feel they are falling behind in certain areas. If they manage to get to the thief before others do that is.
I am not a fan of ‘take that’ style mechanics. I hate spending a long time building something up just to have another player trigger a card or ability that disrupts what I am building. Or worse, when certain games make you discard, sacrifice, or otherwise dismantle what you have built up. I like that the ‘take that’ parts of this expansion aren’t completely overpowered. They can only be triggered once, and you get to choose what you are giving up. This means you can just give up the thing that is giving you the least amount of points, or one that isn’t contributing to your tactics. And if that means a player can trigger a thief so that they don’t feel like they are falling behind, and therefore get more fun from the game; then I am all for it.
The downside to this is that it is entirely possible for the player who needs the thief the least to take it. Just to stop the person who would benefit the most from it from getting it. The expansion also doesn’t work as well at 2-players. Triggering a thief to force only one other player to give something up, and basically give it to the player that triggered the thief, is a bit unbalanced.
Final Thoughts
Thieves of Naqala is a very simple expansion. It consists of only a couple of cards. This makes it incredibly easy to implement into your games of Five Tribes. And if you don’t feel as though it is enhancing your play experience, then it is easy to remove. It is incredibly cheap too, so the cost alone easily makes it an easy modular expansion to recommend.
So, does size matter? I guess the only real answer to that question is that it depends how much fun you get out of it. Don’t look at me like that.
Overall, I would recommend not picking up Thieves of Naqala if you only play Five Tribes at 2 players, but I would say it is easily worth it as an addition to the game if you play at other player counts. Check it out.
Zatu Score
You might like
- Modular and easy to implement
- Very easy to learn
- Makes games a little more interesting at 3 or 4 players
- Low price point
- Works with the other expansions
Might not like
- Not suited for 2 player games
- Not very expansive
- Small box is easy to tear when opening