I guess it's my turn to be the moderator. Alas, I can't follow up Richard's beautiful essay on Roll and Move games, so I'll just give a couple of brief words about tile laying games and then you all can take the ball and run with it.
"Tile laying" probably describes a broader class of games than the previous two topics, "Action Point Allowance" and "Roll and Move". Where those describe specific mechanics -- specific ways that a player interacts with the game -- I feel that "tile laying" generally describes the overall scope of the game itself. Many games, such as Settlers of Catan, use tiles as a "modular board", a board that changes every game (but whose configuration is static during the game). I think that this goes beyond the scope of this discussion; for present purposes, I think we want to confine ourselves to games in which the tiles are added one-at-a-time to create a "board" as the game goes on.
General design "advantages" of using a tile-laying mechanic include, I think, game-to-game variability, a feel of "building" something during the game, and good emphasis on tactics.
The principal "disadvantage" would probably be the randomness associated with tile-drawing, although this can be mitigated in several ways.
The "original" tile laying game is, I believe, Scrabble, which, despite being a different type of game than what we commonly discuss here, is, I feel, an absolutely brilliant design. Other examples of "great" tile games are Euphrat and Tigris, ranked second only to Puerto Rico on the BoardGameGeek's rankings, Acquire, one of the first "German" games (from an American designer and company!), and Carcassonne, winner of the German Game of the Year and one of the industry's biggest sellers. Rather than extol the virtues of these excellent games, I'll leave it to others to discuss why they are interesting examples of good (or bad) design.
So, folks, here's your chance to chime in. What is great about the tile-laying mechanic? What obstacles does it present the designer? What player experiences can it help to create? What are some well-known tile games that exemplify this mechanic? Feel free to expand on (or refute!) any of my points, answer any of these questions, or propose your own!
Looking forward to a hearty discussion,
Jeff
Yes, it's interesting that it covers such a huge scope, although I think Action Point Allowance does, to a certain extent, permit itself to be plastered on all manner of games, too.
I suppose tile-laying in many German-style games is to be both praised and chided for the "cleanliness" it brings. By this I mean that Carcassone could easily be a game where you build roads and develop cities on an existing board, while retaining the "I am investing in a project with a finite part of my workforce" element. The tiles necessarily reduce the possible combinations, but this is largely a good thing for the speed they seem to add to the game.
Should we include in tile-laying games those 18xx railway games, and their glorious offspring, Age of Steam, in the category? Probably so as the track tiles in the game are similarly replacements for track that could be individually drawn on the board (as in many crayon games). The distribution of tiles can even be used to make it a race to updgrade certain areas (as in 18xx games-- I've only ever played 1860, but I gather this appears in other games of that type).
Best wishes,
Richard.