—
rating
Ludopedia
8.1
rating
BGG
Our Verdict
Essential for those seeking more depth and new tactical layers in the base game.
Highlights
- New scoring possibilities
- Magic items shift the dynamics
- More dynamic and challenging board
- New Djinns bring fresh gameplay
Keep in mind
- Increases game complexity
- Requires base game to play
RECOMMENDED
If you already enjoy the dynamics of Five Tribes, get ready to upgrade your struggle for the Sultanate. 'The Artisans of Naqala' arrives to shake up your strategy by introducing the sixth tribe: the Artisans. Represented by purple meeples, these folks aren't here to fight for territory in the traditional way, but rather to create. With them, you can craft magic items and precious goods that can grant valuable victory points or special abilities that can shift the tide of the match.
To make the most of the Artisans' talent, you'll need to explore new board tiles. The expansion introduces Workshops, where the magic of creation happens, and Specialized Markets, where you can secure that specific item your strategy is missing. But don't think it's a walk in the park; the expansion also adds geographical obstacles, such as impassable chasms and mountain markers, forcing you to rethink your meeple movement and adapt your plans to the new terrain of the map.
In addition to the crafting and terrain elements, you also get two new Djinns, adding more layers of powers and tactical possibilities to the table. This is the ideal expansion for those who feel the base game has become too predictable and want more depth in resource management and interaction between tribes. Essentially, it transforms the race for power into something more sophisticated, where having the right item at the right time can be just as decisive as having the largest army in a region.
To make the most of the Artisans' talent, you'll need to explore new board tiles. The expansion introduces Workshops, where the magic of creation happens, and Specialized Markets, where you can secure that specific item your strategy is missing. But don't think it's a walk in the park; the expansion also adds geographical obstacles, such as impassable chasms and mountain markers, forcing you to rethink your meeple movement and adapt your plans to the new terrain of the map.
In addition to the crafting and terrain elements, you also get two new Djinns, adding more layers of powers and tactical possibilities to the table. This is the ideal expansion for those who feel the base game has become too predictable and want more depth in resource management and interaction between tribes. Essentially, it transforms the race for power into something more sophisticated, where having the right item at the right time can be just as decisive as having the largest army in a region.
GALLERY
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In English
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Mechanics
Categories
Families
Publisher
Days of Wonder, Asterion Press, CrowD Games, Korea Boardgames, Maldito Games, Rebel Sp. z o.o.
Designer
Bruno Cathala
Artist
Clément Masson, Cyrille Daujean
Do I need the base game to play?
Yes, absolutely! This is an expansion, so it adds content to the original game and cannot be played standalone.
Does the game become much more complex?
It increases depth slightly due to the items and new terrain rules, but nothing that drastically changes the learning curve.
What do the Artisans do differently?
They focus on crafting. Instead of just fighting for influence, they create items that provide points or powers.
How much longer does a game take?
The average time remains similar (40-80 min), but the planning phase might take a bit longer due to the new options.
Who is this expansion for?
For those who have already mastered Five Tribes and want new ways to win and more board interaction.