8.4
rating
Ludopedia
7.8
rating
BGG
Our Verdict
RECOMMENDED
If you love Wayfarers and want extra thematic tricks, these promos land just in time.
Highlights
- Unique abilities per card
- Seamless integration with base game
- Extra victory‑point value
Keep in mind
- No new physical components
- Limited end‑game impact
Rules manual not indexed yet
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About the game
What you do in a play session
The "Wayfarers of the South Tigris: Kickstarter Promo Cards" expansion adds nine exclusive cards that first appeared as rewards in the 2022 Kickstarter campaign. Each card provides a unique ability that can shift the flow of a game. The Wanderer lets you spend 1 provision as 2 silver, easing resource purchases. The Protector offers the choice of spending 1 provision or 1 silver to retrieve a worker and refresh a die, perfect for when you run out of pieces at round's end. The Comet is worth 1 victory point and comes with a free pink upgrade, a nice perk for those who love customizing their deck.
Inspiration Cards A and B are set‑collection goals: gather 8 Land cards (the starting city counts) or 8 Water cards (the starting harbor counts) to trigger powerful effects. The City/Library card lets you trade 2 provisions for a Land card and a Journal, expanding your strategic options. Vista grants 1 provision each time you gain any type of upgrade, keeping your resource engine humming. The Harbour acts as a mini‑shop: spend 4 silver, draw 3 Space cards, keep one and place the other two at the bottom of the Space draw pile. Finally, Open Water gives you the top card of the Land draw pile, providing a safe way to reinforce your territory.
These cards slot neatly into the core mechanics of Wayfarers of the South Tigris—set collection, worker placement (including dice workers) and different worker types. They add decision variety without bloating the 60‑90 minute playtime for 1‑4 players. If you already enjoy the base game, these promos are a tasty upgrade that introduces new scoring routes and richer thematic interactions within the Arabian‑medieval setting.
Inspiration Cards A and B are set‑collection goals: gather 8 Land cards (the starting city counts) or 8 Water cards (the starting harbor counts) to trigger powerful effects. The City/Library card lets you trade 2 provisions for a Land card and a Journal, expanding your strategic options. Vista grants 1 provision each time you gain any type of upgrade, keeping your resource engine humming. The Harbour acts as a mini‑shop: spend 4 silver, draw 3 Space cards, keep one and place the other two at the bottom of the Space draw pile. Finally, Open Water gives you the top card of the Land draw pile, providing a safe way to reinforce your territory.
These cards slot neatly into the core mechanics of Wayfarers of the South Tigris—set collection, worker placement (including dice workers) and different worker types. They add decision variety without bloating the 60‑90 minute playtime for 1‑4 players. If you already enjoy the base game, these promos are a tasty upgrade that introduces new scoring routes and richer thematic interactions within the Arabian‑medieval setting.
Expansion for
Published additional content
Gallery
Box and component photos
Tap any photo to open fullscreen. Photos submitted by the community or publisher.
Best player count
BGG community vote
1
OK
2
BEST
3
OK
4
OK
Soundtrack
Ambience suggested by Melodice
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Mechanics, categories, families and credits
Mechanics
Categories
Families
Publisher
Garphill Games, Pixie Games, Portal Games, Reflexshop, TLAMA games
Designer
S J Macdonald, Shem Phillips
Artist
Mihajlo Dimitrievski
Community
Data from BoardGameGeek
Frequently Asked Questions
Quick answers before you buy
How many players can use the expansion?
It works for 1‑4 players, matching the base game.
Does the expansion add extra playing time?
Usually not; games still run about 60‑90 minutes.
Do I need the base game to use the cards?
Yes, these are a supplement and require Wayfarers of the South Tigris to play.
Are the cards in Portuguese?
Yes, each card includes text in Portuguese and English.
What is the complexity level?
Complexity stays similar to the base game, with a BGG weight of 3.33/5.
Do any cards change the core rules?
No card alters the base rules; they only add optional effects.
Can I use the cards in other games?
They’re designed for the South Tigris trilogy, so using them elsewhere may not make thematic sense.