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Topicthirty-one tabletop games, ranked
SeabassDebeste
03/14/18 3:39:34 PM
#60:


Design - Five Tribes takes a fairly long time to set up and a fairly long time to teach, but if the players play quickly, then it doesn't take that long to play. The best moves get taken ASAP, and then your options are fewer, and finally there are no moves, and that's the game. The process of picking up a bunch of meeples and dropping them is highly satisfying, especially if your final move lets you clear off the tile and place a camel (area control!) or if you're able to trigger a really powerful bunch of meeples or meeple-tile combos (such as gaining white elders to spend and immediately purchasing a djinn, or taking over two squares at once using the red assassins, or acquiring a giant set of diverse resources using the green merchants plus a marketplace tile).

There's a plethora of ways to score points - yellow meeples use a ranking system; the items form sets that grow quadratically in value; djinns are their own victory points but you can trigger them for further benefits; blue builders immediately give you liquid cash which is 1:1 for victory points; the camels give you victory points based on the tiles. So on the majority of your turns, you're going to get to do something pretty satisfying that advances you toward your endgame.

If you're like me you'll be pleased to know that one of my favorite forms of player interaction is present in FT, beyond simply taking someone's move or rearranging the board to make it difficult for someone else to make a desirable move - and that's an auction, of course. FT's auction system is very simple - at the start of each round, in the order that you went last round, each player bids a certain quantity of money (VP) for turn order. Your bid must go on a track with predetermined allowed bids, and once those bids are taken, you cannot make the same bid. Very cool way to do player order, which can be such an important part of a perfect-information, deterministic, dynamic-game-state strategy game like FT.

Future - While my friend did manage to get FT to the table, that still seems like an exception rather than the rule. But when it does - assuming that there are not a million expansions to have to re-learn - I'll be excited for it.

Bonus question - What's the latest game you've gotten familiar with? What's the latest game you've gotten familiar with that you really like?

Hint for #25 - it's used both in peace and war
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yet all sailors of all sorts are more or less capricious and unreliable - they live in the varying outer weather, and they inhale its fickleness
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