Whims of the Sultan: Five Tribes Exp
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Description
Great news, Five Tribes fans! The Whims of the Sultan expansion is another feather in Bruno Cathala’s cap. It provides fantastic extra content to the base game for Five Tribes. The Sultan is a demanding man. Can you meet his needs and reap the rewards?
There’s six new tiles that you add to the base game’s modular set-up (so now the Naqala is a 6x6 grid). You can also add these in alongside The Artisans of Naqala expansion, which makes it a huge 7x6 grid!
Five of these tiles are Cities. Whims also comes with a deck of Sultan cards, and one sits on each City. If a player ends their turn on a City, tile action involves the Sultan card. If they can complete the Sultan’s demands on the card, they’ll earn coins. Remember, coins are points in Five Tribes! Requirements range from paying specific quotas of meeples, or goods cards. Others demand that you control one of the Naqala’s four corner tiles.
The Cities also promise mega-points if you control them at the end. Like goods cards, Cities net points in their own escalating set collection manner. If you control all five cities at the end, you score a whopping 125 points! The sixth tile, meanwhile, is The Great Lake. It doubles the value of palm trees (from 3VP to 6VP) and palaces (from 5VP to 10VP) that sit adjacent to it.
But that’s not all! The Whims of the Sultan also provides components for a fifth player to join in. To accommodate this, there’s a scoring sheet for that extra player, as well as additional coins. You want more? How about a new bidding track, with a fifth spot? It’s not just bidding zero that bumps minarets down in turn order now, but on the 1, 3 and 5 spaces, too.
Finally, it wouldn’t be a Five Tribes expansion without some new Djinn cards! One rewards the owner for bumping on the bidding track, and the other for landing on City tiles. There’s so much to enjoy in this wonderful addition to the Five Tribes family of games.
Player count: 2-5 players
Time: 40-90 minutes
Age: 13+
I said it in my review for the Thieves of the Naqala expansion. I said it again in my review for the Artisans of the Naqala expansion. I eluded that I would say it again in this review. That Five Tribes is a game that does not need an expansion. I might have been wrong in that assessment. As after playing the Whims of the Sultan expansion, I might not play the base game again without including it.
But before I get too ahead of myself and spoil the whole review before it even begins, lets take a dive in.
What Is In The Box?
When I first picked up the expansions for Five Tribes, I put the Whims of the Sultan off for the longest of times. This is because it describes itself first and foremost as including everything you need for a 5-player game. A 5-player version of a game that plays best at 2 sounded absolutely awful to me. But it is so much more than that.
Under the lid there are the camels and a camp that can be used for a 5th player with or without the Artisans expansion. There is also a new set of tiles to shuffle in with the base tiles, extra meeples of each colour to sit on the new tiles, a deck of objective cards and 2 new Djinns that work with the new components. And that is basically it. There is also new score pad and an updated track boards for a 5-player game. But if you are like me, they will never be used. And a big ol’ heap of 5 value coins. This is because all the objective cards award you in 5 value coins.
Why This Expansion?
I was originally more drawn to the Artisans of the Naqala expansion the most because it added a sixth colour tribe to interact with, new tokens to interact with and new tiles that mixed up the set up. And whilst I do genuinely like that expansion, it inherently diluted the core experience that is Five Tribes. Where Whims of the Sultan differs is that it adds just a little extra to the base game that enhances what is already there.
The sultan deck adds objectives to the game that nets you rewards for doing the things that you are already doing. It also has the added bonuses of giving you a route to take in a game that offers you so many ways to acquire victory points. The extra tiles also make it so that setting up the game is in a 6×6 grid instead of a 6×5 which does wonders for anyone with OCD tendencies. The one tile that isn’t related to the sultans has a powerful ability that doubles the points of any palace or palm tree that surrounds it. This again gives players a subtle way of giving them a bit of guidance. The tiles that house the sultan cards also have a powerful cumulative scoring opportunity. The more of them you own, the more the points for them escalate at the game’s end.
When searching for opinions on Whims of the Sultan you will find plenty of discourse over the cumulative scoring on owning city tiles. Whilst they do net you a lot of points, if you notice an opponent accumulating them, it forces you to interact with the board state more. Which I love. If you have played a lot of Five Tribes, you will know the different routes you can take to victory. For example, the first time I played this expansion I was literally beat by a single point. So, I think it is well balanced as long as you are playing with players that have played Five Tribes as much as you have.
It is also worth noting that all the expansions for Five Tribes are modular and can all be added to the game at the same time for a mega game.
It’s Not All Peaches
As much as I love this expansion, there are a few things that I wish it included. With the addition of an extra player colour, I was hoping it would at least have the few extra pieces that would make that colour playable in a 2-player game. But it doesn’t. This means if you play the game primarily 2-player like I do, you will still be left with playing blue and pink. Which means the brown pieces will join the black and orange in the pile of pieces that will never be touched.
The sultan cards being placed on the tiles can make the game look even more cluttered than it usually does.
The game is not good at 5 players. This expansion would have made much more sense without the inclusion of a 5th player components and priced a little lower to compensate. What makes Five Tribes so engaging is being able to plan one or two moves for your next turn in order to put yourself in a more advantageous position. If there are four other players then the board state will be completely different by the time it gets back around to you making it impossible to plan anything for your next turn.
Final Thoughts
Whims of the Sultan shoots itself in the foot by describing itself as the expansion that adds a 5th player to the game. As almost everyone who loves the base game, agrees that playing it at 5 would be a huge mistake given that most play it at 2-player. But what the expansion does well is build on the solid foundations laid out by Five Tribes itself. If you are a fan of Five Tribes, then I would say that Whims of the Sultan is actually the best expansion on the market for the game. Especially (ironically) if you play the game at 2-players, the added bits do well at enhancing the base gameplay.
Zatu Score
You might like
- Modular expansion can be played with all others
- Content builds on the content of the base game
- Tealc from Stargate is featured on the box art. (prove me wrong)
Might not like
- 5-player expansion but game still plays best at 2
- Extra player colour does not include the extra pieces to be used at 2-player