Parley (XIV)

Parley is a game of tiles in Final Fantasy XIV. It's known as a pastime and a mode of negotiation to merchants and crafters alike, as well as any other person not likely to solve their conflicts through the use of weapons or magic. You gain the use of parley after completing you nation quest #4, the last one before you're sent to the Path of the Twelve.

Rules

parleytiles_ff14.jpg

Once you start a game of parley you're given the particulars of your opponent and a chance to either challenge them or to give up. The particulars include the difficulty of your opponent (1-9 stars) as well as any items you're betting on and any you stand to gain. The last two of these are void in quest-related parleys.

Parley itself is played in 5-7 turns. As you can see from the picture to the right, it's played in a rectangle divided into 4 x 3 squares. Upon these squares are laid tiles with varying pictures and point amounts. Your goal is to have your point gauge (to the left of the tiles) be above the winning line in the gauge at the end of your last turn. If your points are below the line at that point, you lose.

Each turn, you're given the option to select one tile. You'll gain the amount of points equal to the number on that tile. However, if there are any adjacent tiles with the same graphic, you'll also gain the points on those. The playing field has a wrap-around effect, so you'll gain the points even if a tile bearing the same graphic happens to be at the opposite end of the field.
For example, if you select the arrowheads from the picture on the right, you'll gain the points on that tile and the ones to its left and below it, for a total of 51 points. Should you select the tile with a pickaxe on the lower left corner, however, you'll gain the points on that tile as well as the ones on the tile to its right and the one at the upper left corner, for a total of 47 points.
Please note that each turn has a timer. If you fail to select a tile within the time allotted to you, you gain 0 points for that turn. This will likely give your opponent enough of an advantage to win over you on higher difficulties.

Once you've selected a tile, that and any tiles adjacent (as described above) disappear. The remaining tiles move forward. If you should pick the tile the cursor points to in the picture, three tiles will disappear. The 11-point arrowhead tile will move to where the 25-point arrowhead tile is, Ul'dah's sigil to its right, the other Ul'dah's sigil to the leftmost place in the middle line, and so on. The remaining empty places will get random tiles placed into them, and your opponent's turn will start.

At some points in the game you might randomly gain the use of an ability. The only known ability so far is Wipe, which wipes the tile board and places new ones in it. Note that it won't wipe your points or the turns used.

Playing Opportunities

There are several practice NPCs located in each of the three city-states (listed below). In addition to these three, you can play the tiles in some of the main- and class quests.

NPC Turns Difficulty Location
Aubrenard 5 1-9 Gridania (7,4)
Ansgor 5 1-9 Limsa Lominsa (6,5)
Baterich 5 1-9 Ul'dah (7,4)

Quests

Note that the list remains incomplete

Main Quests
Toll of the Warden (MQ7)
Lord Errant (MQ9)

Disciple of Hand Quests
Dance the Night Away (WVR2)
Designer Imposters (LTW2)
Hide and Seek Shenanigans (CRP2)
She Walks in Beauty (GSM1)
Struck Through the Heart (GSM3)
Song of the Sirens (BSM/ARM2)
The Boy and the Dragon Gay (ALC2)

Disciple of Land Quests
Little Saboteurs (MIN2)
The Grass is Always Greener (BTN2)


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