allboardgames.com
Parley box art
2017 Ranked #11,335

Parley

Negotiation game has corsairs secretly steer coalition votes during port sieges to support their royal missions. Revealed loyalties invite blackmail, and final control of connected ports can overturn points earned through successful alliances.

Pirates Renaissance Secret Unit Deployment Voting

Players

4-6

Play time

60-120 min

Age

14+

Complexity

2.8/5

Rating

7.97

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

In Parley, set in the Mediterranean region of the 16th century, each player chooses one of six fictional corsair characters at the start of the game, receiving a secret mission from one of six corresponding kings.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

In Parley, set in the Mediterranean region of the 16th century, each player chooses one of six fictional corsair characters at the start of the game, receiving a secret mission from one of six corresponding kings. Twenty ports are located on a map of the Mediterranean Sea on the game board, with these ports initially not belonging to any country. Four of them are under the protection of the great admirals; the other sixteen ports will each be controlled by three countries at the end of the game. In order to control a port, the countries have to make a successful attack on (or defense of) the port in the port siege. During the game, there will be one siege for each single port. In each siege, three countries will attack the port while the other three countries are on the defensive. The structure of coalitions is random and different each time. Since the power of the countries are equal to each other, the allies which are supported by the corsairs will be victorious. The corsairs make their collective decision about which coalition it will support by voting. Naturally each player has to vote according to their secret mission but they cannot make it openly. Because the other players can make blackmail if the secret mission of any player is revealed. If the voting is done openly, their secret mission will be exposed and they will be open to blackmail by other players. At the end of the game, the country who controls the highest number of adjoining ports will be victorious. Automatically the players who support this country will get the most victory points. However, the successful blackmails have a big impact on the final score as well.

Browse all classifications

Shopping

Where to buy

No verified retailer offers are available yet. The references below may still help you continue your search.

Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
No editions imported yet.

Player resources

Rulebooks, player aids, FAQs, and solo resources.

No files imported yet.

Game and edition data

All specifications (5)

Play and group

Players
4–6
Best with
4–6
Play time
60–120 min
Age
14+
Complexity
2.8/5
Credits and catalog connections

Credits

Designers

1
Ali Ferhat Tamur

Artists

1
Kerem Beyit

Publishers

1
Lunatic Board Games

Linked items

No published linked games yet.