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Meuterer

The captain steers, until someone decides the captain shouldn't.

You are crew on a merchant ship, and only the captain decides which port it sails to. That would be fine if your cargo sold well there, but it usually doesn't, so at some point someone declares a mutiny. Everyone picks a side, the fight is settled with conflict cards, and the winner points the ship wherever they like.

Anyone can declare a mutiny each roundAllies pick a side and score with the winnerGoods only sell in the right port

Who it's for

Groups who like negotiation and shifting alliances baked into the rules. Best at four.

Not for you if…

You want a game free of politics and grudges. At three the mutiny votes lose much of their bite, and copies are hard to come by.

Vibe's take

Simmering tension over four rounds, with an explosive vote whenever the mutiny flag goes up.

#1,940 on BGG

of over 30,000 ranked board games

Published 2000 · 26 years ago

older than 92% of games

In 5,872 collections

collected more than 64% of games

3–4 players · ages 10+

Best with 4 · publisher: 12+

about 60 min

longer than 62% of games · typical 30–90 min

Complexity: medium

One warm-up round · 2.3 out of 5 · heavier than 63%

Opinions: usual spread

A normal range of ratings

Language: no text

Playable without the language

Play style: competitive