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Topicanother year of tabletop rankings and writeups
SeabassDebeste
01/02/20 12:53:28 PM
#73:


120. Tak (2017)

Category: Head-to-Head
Genres: Abstract movement, route-building
Rules complexity (0 to 7): 2
Game length: 15-30 minutes
Experience: 3-4 plays across 2 sessions (2017, 2019)
Previous ranks: NR (2016), NR (2018)

Summary - Tak, based on an in-universe game in a book by Patrick Rothfuss, is a chess-like game where you attempt to connect your side of an NxN grid (can go from 3x3 to 8x8) to your opponent's side, using interestingly shaped blocks. The board starts empty, but as you and your opponent place your pieces onto the board and stacked and unstack them, it fills up quickly.

Experience - It may be unfair for me to rank Tak, as I've both never won and never even come close to piecing together any strategy in my head. I was blasted out of at least two of my games and floundered around with the others. But... there are so many games where that doesn't have to be the case.

Design - Like I said above, Tak is like chess. It's luckless and abstract and should theoretically easily reach the point where computers crush humans at it. Similarly, it's also a game where an experience gap allows the more experienced player to obliterate first-timers and less experienced players. That said, there's obviously tremendous depth to it, and the pieces are beautifully shaped to resemble runes, so I admire it, even if I don't enjoy it.

Future - Tak would be a nice game to own if only for its table presence. But when I think about regularly trying to play it (obviously with someone similarly inexpeirenced), questions occur to me like - how long until the game becomes fun? Because Tak is incredibly interactive but abstract, so the fun has to come from maneuvering tactically and strategically (as opposed to running your own engine or building your own tableau). But how long will it take to reach a skill level where my partner and I would start seeing those patterns and next steps? The learning curve is a bit off-putting.
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