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Sultans Of Karaya box art

Sultans Of Karaya

Players

5-15

Time

?-?

Age

12+

Weight

1.78

Rating

6.31

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.4

Scales well

Strategy 4.5

Deep strategy

Control 3.2

Luck-sensitive

Table feel

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Replay value

Sultans of Karaya has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. The game offers fresh experiences each time it is played and allows players to discover new tactics and strategies. The player interaction score is average, but the game adapts well to different player counts without compromising its appeal or balance. While the game may take some time to learn, it offers a good balance between easiness and depth.

Luck profile

Sultans of Karaya has a moderate level of luck involved in the game. Random elements have a notable but not exclusive impact on the game outcome. Players have a substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Sultans of Karaya will feel familiar to fans of Werewolf/Mafia in that players each have a secret role and (most of them) belong to one of two teams, each team having a specific way to win the game. The two teams are: • Sultan and Guards (Loyalists) – to win, they must eliminate all the Assassins and have no more than two Slaves still in play, or the Sultan must survive for a round after being revealed. • Assassins and Slaves (Rebels) – to win, they must kill the Sultan or have three Slaves seated adjacently with their identities revealed, in which case a slave revolution brings down the Sultan. The number of role cards in play equals one more than the number of players, with exactly one Sultan, as many Guards as Assassins (with at least one in play), and at least three Slaves in the mix. Zero to four neutral characters will also be in play, each unique and each with the ability to win with one team or the other. The Slave Driver, for example, wins with the Rebels if face-down when the round ends and wins with the Loyalists if face-up, while the Fortune Teller must correctly predict the winning team. At the start of the game, each player secretly receives one role card, with one card placed face-down in the middle of the table. On a turn, a player can peek at another player's role card, switch/hide (if your role is face-down, switch cards with another player or the spare role card; if face-up, make other players hide their eyes, then secretly switch with any other face-down role card), or use a character action: Guards can detain other players, forcing them to lose their turn; Slaves try to bring about a revolution; Assassins can eliminate any player at the risk of a Guard intervening and killing them instead. The neutral characters have more complex actions. The Belly Dancer, for example, neutralizes adjacent Guards, preventing them from detaining others or warding off assassination – but only if she's revealed. (If she's revealed and using her powers, she's working for a Rebel win; otherwise she can stay hidden and score if the Loyalists win.) The Vizier can force another player to reveal himself and use his special action. Players on the winning team score one or two points depending on whether they were face-up – that is, working publicly for the cause – or face-down. At the end of a round, redeal all the role cards. The player with the most points after five rounds wins the game.

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Credits

Designers

1
Alex Weldon

Artists

4
Marina Fahrenbach Terry Michaux Gints Rudz?tis Alex Weldon

Publishers

4
Brain Games Heidelberger Spieleverlag Hobby Japan Korea Boardgames

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