I remember one day this CEO of a large company who came to the store for services and ended up buying games for his grandchildren because he told me that you could see that I knew from what I was talking about.
There followed a long discussion about why I created the store and how long I had been playing board games…
Taking care of the steps he had to take, I didn't realize that he was watching me carefully out of the corner of his eye, absorbed in the reception of my other clients.
Once he was done, he paid and told me the following things:
"You know how to listen and respond to customer requests, it's not given to everyone".
"The attentive and benevolent attitude you have towards people is an invaluable asset and few people have it"
"The good thing about you is that you see beyond business, you are human above all".
I thanked him, even though I don't know if I deserved all those compliments.
I am in commerce as I am in everyday life, no more, no less...
And if he reads this, I say thank you again for this conversation and these compliments that go straight to my heart.
Today we are going to talk about Sultan of Karaya!
Sultans of Karaya will sound familiar to Werewolf/Mafia fans as the players each have a secret role and (most of them) belong to one of two teams, with each team having a specific way of winning the game .
The two teams are:
• Sultan and Guards (Loyalists) – to win, they must eliminate all Assassins and have no more than two Slaves still in play, or the Sultan must survive for one turn after being revealed.
• Assassins and Slaves (Rebels) – to win they must kill the Sultan or have three Slaves sitting next to them with their identities revealed, in which case a Slave Revolution brings down the Sultan.
The number of Role cards in play is equal to one more than the number of players, with exactly one Sultan, as many Guards as Assassins (including 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 at the end of the round and wins with the Loyalists if face up, while the
Fortune Teller must correctly predict the team winning. At the start of the game, each player is secretly given a role card, with one card placed face down in the middle of the table.
During a turn, a player can peek at another player's role card, swap/hide (if your role is face down, swap cards with another player or reserve; if face-up, make other players hide their eyes, then secretly trade with any other face-down role card), or use a character action: guards can detain other players, forcing them to lose their turn; The slaves try to provoke a revolution; Assassins can eliminate any player at the risk of a guard stepping in and killing them instead.
Neutral characters have more complex actions. The Belly Dancer, for example, overpowers adjacent guards, preventing them from detaining others or warding off an assassination, but only if revealed. (If revealed and using her powers, she works for a Rebel victory; 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 – ie working publicly for the cause – or face down.
At the end of a round, redistribute all Role cards. The player with the most points after five rounds wins the game.