Last But Not Least >> Games Where Going Last In Turn Order Is Optimal
Jay Little
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Eden Prairie
Minnesota
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Often times in games, going first seems to have a fairly significant (or at least, non-trivial) advantage. In some games, this advantage is so strong that other positions need to be 'handicapped' in a certain fashion to make them more viable. This handicapping can be done in a variety of ways, from giving extra money to players going last (Air Baron), to giving them a different mix of goods (corn fields in Puerto Rico), to myriad other balancing acts.

In other games, though, going last is the prime spot. Being able to see what other players do and react accordingly can be an incredible advantage. Sometimes, this privilege changes from round to round, while in other games, the turn order is fixed. But for this GeekList, I'm looking for games where going last -- be it for a turn or the entire game -- offers a significant advantage.

What other games benefit the last player in the turn order?
What sort of advantages does going last offer?
Do games which benefit being last in the turn order tend to share similarities in play style or mechanics?
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1. Board Game: Wallenstein (first edition) [Average Rating:7.51 Overall Rank:342]
Jay Little
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Eden Prairie
Minnesota
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There are a lot of random factors in Wallenstein, but in general, I feel it's best to go later in the round, particularly in the 3rd and 6th turns (right before winter and the scoring rounds). While many of the actions can be resolved simultaneously, being able to react to other players' marches and reinforcement actions can be a very strong situation.

In fact, if I have to go ahead of a neighboring opponent, I'll often pass on launching an attack against him if I haven't seen certain regions already activated for the turn, concerned with swift, sudden reprisal. Being able to strike with no possibility of retaliation later in the turn can be significant -- especially to snatch up a VP-rich country right before a scoring round.
 
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2. Board Game: Die Macher [Average Rating:7.65 Overall Rank:186]
Jay Little
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Eden Prairie
Minnesota
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During many of the phases of die Macher, it's incredibly beneficial to go last. Bidding for turn order can be fierce, and invariably it seems to behoove the winner to appoint the player to his immediate left, or close to it, as first player.

The turn order can change your perception of the value of different shadow cabinet cards (especially which of the actions on the card to apply), the amount of money to spend purchasing seats in the different districts -- you name it. Being able to see what the other players have done, then map out your turn with mathematical certainty is much easier than firing blindly and hoping it all works out. And finally, when procuring campaign contributions, going last is also a strong advantage, especially when sizing up the players who are placing contributions face down in hopes of vying for the additional 3 dice party support bonus.
 
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3. Board Game: Louis XIV [Average Rating:7.10 Overall Rank:526]
Jay Little
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Eden Prairie
Minnesota
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After playing Louis XIV for the first time, the players generally seemed to agree that the first player in each round was at a serious disadvantage during the Influence phase -- at the end of the phase, the other players could see where they were allocating influence and act accordingly without repercussions from the first player.

In a 3 player game, the player going 1st in the 1st round gets hit twice with this disadvantage by also going 1st in the 4th and final round. Being able to place influence last in a round allows you to monopolize vacant areas with ease, or tip the balance of power in others to your whim -- a very powerful position, indeed.
 
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4. Board Game: Poker [Average Rating:6.70 Overall Rank:864]
 
Jay Little
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Being "on the button" in poker can be a real advantage, especially among skilled players. In Texas Hold 'Em, for example, during the first round of betting, the person in position has to bet before the small and big blinds, but after the flop benefits from being able to see the action and betting of all the other players before having to decide.

This allows them more time to make their decisions, try to get a read on their opponents, slow play a strong hand by checking or matching small bets, or moving in with a strong bet if they sense weakness. Since the button moves around the table each hand, the perceived value of a poker hand can change dramatically depending on which side of the button you're sitting on.
 
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5. Board Game: Hansa [Average Rating:6.90 Overall Rank:709]
Jay Little
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While perhaps not as strong as some games, going last in Hansa can be a real benefit by virtue of the end game conditions. When the last supply stack has been tapped into during a replenish action, the current round becomes the final round.

If the player in last place positions himself well (saving up some talers for a big surge at the end), he can take a replenish action and be the only player to benefit from the new trade goods on the board since the game will end after his turn -- possibly buying himself just enough time to grab an extra good or two, make one last sale, or place another market stand. It requires good timing and doesn't happen each time, but it's a significant enough factor that it mitigates the advantage of going first (ie, having first crack at trade goods and steering the action right off the bat).
 
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6. Board Game: Risk 2210 A.D. [Average Rating:6.71 Overall Rank:1019]
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Being able to go last in the last year and spreading out all your forces to take over as many territories as possible is pretty important. In our games everyone always saves energy to bid high on the last turn.
 
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7. Board Game: El Grande [Average Rating:7.79 Overall Rank:54]
Seth Ben-Ezra
United States
Peoria
Illinois
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I just finished playing this on the computer, so it is fresh in my mind. In order to win the right to bid first for your action card, you need to be the last player in the previous turn. Frequently this is done by playing your "1" power card on the second turn of a round to allow you to play your "13" power card on the last turn of the round, allowing you to pick whichever action card you want.
 
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8. Board Game: Power Grid [Average Rating:7.92 Overall Rank:28]
Dave Kudzma
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Millsboro
Delaware
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This is the first game I thought of when I saw this list. Going last means you buy resources first(and cheapest) and it also means you get first pick of where to build each round. Sometimes going first could mean something in terms of auction....but not really.
 
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9. Board Game: Web of Power [Average Rating:7.30 Overall Rank:507]
Penny
United States
Connecticut
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IN this game last person to ge definitely has some advantage.
 
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10. Board Game: Catan [Average Rating:7.23 Overall Rank:279] [Average Rating:7.23 Unranked]
Penny
United States
Connecticut
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Last person has advantage when placing the first 2 settlements.
 
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11. Board Game: Goa [Average Rating:7.62 Overall Rank:107]
Dick Hunt
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Orlando
Florida
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In Goa, there are two distinct parts of the game--the auction phase, and the action phase. In my opinion, it's a significant advantage to go last in each.

Being the auctioneer for a particular item means that you get the last bid in a "once around" auction. Each player bids once on the item, and the auctioneer bids last. That allows him to buy the tile he's selling for a low price if the other players try to low-ball him on it. And if they bid the price up nice and high, the auctioneer gets the proceeds.

During the action phase, going last means you get to react to what the other players do, while they get no such chance to react to your actions. And unlike some games, going last doesn't hurt you because the other players can't "use up" some limited-supply commodity before you get a chance to use it. Finally, any extra actions you earn also get taken after any extra actions earned by your opponents, so once again you get to watch them commit themselves to their strategies before you are forced to reveal your own.
 
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12. Board Game: Fearsome Floors [Average Rating:6.66 Overall Rank:910]
Tomi Korpipaa
Finland
Tupos
Pohjois-Pohjanmaa
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In Fearsome Floors, the last player has most control of which way the monster will move, thus having a great opportunity of messing other players' plans. The turn order doesn't change during the game, so I'd say it's best to be last.
 
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13. Board Game: Colossal Arena [Average Rating:6.79 Overall Rank:752]
Joseph Cardarelli
United States
Tucson
Arizona
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Colossal Arena (Titan: The Arena) is definently a game where going last in the round is a good thing. When you go last, you can guarantee your creature doesn't die. Not to say going last means your going to win, but it give you a pretty healthy push in that direction. Harassing and cajoling the person going last is a good tactic to throw him off base by the way. I.E. - Just keep repeating "Beef...up...the Ettin!" right in his face. That'll throw him off balance.
 
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14. Board Game: Genoa [Average Rating:7.12 Overall Rank:497]
Ben Nevis
Netherlands
Amsterdam
N-H
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In the last round(s) the last player has an advantage as he/she is secured of another turn when the "rundenzeicher" is not on the final round after he/she threw the die. Other players can be suddenly cut off as they or the ones after them within the same round throw 4,4; 4,5 or 5,5. The last player knows after he/she threw the die whether this is going the be the last turn or not. Furthermore the last player can pick up great deals. Paying fifty or even more to be able to score a large order is not uncommon in the last play.
 
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15. Board Game: TransAmerica [Average Rating:6.66 Overall Rank:893]
Patrick Reynolds
United States
Vermontville
Michigan
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Going last when placing your hub means you get the benefit of seeing all of the other players placement and can plan accordingly. Placing your hub first is the worst position to have in this game.

Going last when placing your tracks means that other players may have placed their tracks on lines you wanted, helping you in the process.
 
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16. Board Game: Empires of Arcana [Average Rating:7.84 Unranked]
Thane Morgan
United States
Albuquerque
New Mexico
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Unless you are under serious attack, going last generally means you can take territories without retaliation before you can claim their income. If you've positioned your troops well, you can launch a flurry of attacks to claim the 26 territories needed to win. Sometime people will have burned through their mana so they can't retalliate to your sorceries.

If you are being actively attacked, or fall short in a big offensive, going last is sometimes bad because you don't have time to reorganize your defenses (though you are freer to retaliate) and you have to buy troops and place them before your opponents, so you telegraph your next moves.
 
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17. Board Game: Scream Machine [Average Rating:6.02 Overall Rank:4493]
Mike Adams
United States
Brigham City
Utah
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This is one game where I definitely notice that going last is best. The rotating turn order balances this out over the entire game.

Because all the information is open except a couple of local customers - you know the others' rides built, who the global customers are and some local customers, and which rides are available - you can build or destroy the optimal attractions to draw the most customers to you. I find it especially nice to go last when there are several cheapskate customers and you want to destroy a ride. It would be much more risky somewhere else in the turn order.
 
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18. Board Game: Advanced Civilization [Average Rating:8.02 Unranked] [Average Rating:8.02 Unranked] [Average Rating:8.02 Unranked]
John Holmstrom
United States
Hillsboro
Oregon
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You can determine what everyone else is going to do, and you can reinforce or retaliate if need be.

If someone has extra people, they're not going to send them after you when they could send them against someone who's already gone.

It's not a war game, and attacks are more minor skirmishes – but there’s a reason people will go out and buy coinage and military in order to go last.
 
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19. Board Game: Wettstreit der Baumeister [Average Rating:6.12 Overall Rank:4751]
Paul Boos
United States
Falls Church
Virginia
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being last on the bidding helps in determining whether a particular piece is worth it...
 
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20. Board Game: Manhattan [Average Rating:6.70 Overall Rank:991]
Skip Maloney
United States
Wilmington
North Carolina
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There is a certain rotating placement in each of this game's four rounds. Going last within an individual round of play is less significant than the ability to place last in the round as a whole. In the middle of the round, players will be able to "top" your building before scoring. At round's end, with no one to follow, you get the "last word."
 
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21. Board Game: Ikusa [Average Rating:7.01 Overall Rank:690]
Robert Stetler
United States
Unspecified
Unspecified
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Income is determined after the last player acts, so the final player gets to play cleanup and cash in without (mostly) any response. Land grabs that can't be held are viable and profitable, if it means the difference of an additional koku of income. Not only boosting their own income for future conquest, but also putting them in a position to determine whose income can be dinged by a select conquest or two. If you need to be the first to finish a particular player off, or do onto your neighbor before he does onto you, you try to go first. In my experience any other circumstance leaves players scrambling to go last.
 
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22. Board Game: Ambition [Average Rating:6.69 Unranked]
Mike Church
United States
New York
New York
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Any trick-taking game would be appropriate here: second position is the weakest (the player in the lead can at least specify the suit) while fourth position is, by far, strongest. Luckily, in these games, turn order can change with each trick.
 
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23. Board Game: Alexander the Great [Average Rating:6.09 Overall Rank:4426]
Paul Boos
United States
Falls Church
Virginia
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As I prepare to write another geek list on turn order in general; this game came to mind as one you really want to go last in....
 
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24. Board Game: Kemet [Average Rating:7.76 Overall Rank:77]
Adrian H
Australia
Melbourne
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Only 2 plays, but both involved significant coming from behind on the last turn.

In the most recent game the last player scored 6 of 12 VPs on the last turn.
 
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