So, let's start with the first game that hit the table (after we had played the one that I brought with me), which was La Città. The game is about building and expanding cities on a map that is built up a little differently each game. Part of the game felt familiar to me, like the aspect of playing cards to build buildings, earning money and food from building certain things. Part of the game did not feel that familiar, like how you could not stock up on food, so if you overproduced one round, the excess did not go over to the next one. Also, I'm mostly used to there being some kind of scoring or scoring indicator throughout the game (especially if you fail at something), but in this game all scoring happened at the very end.
When you
build a city, you have a certain number of inhabitants per city. To keep your
inhabitants alive you need to make sure your combined cities can provide enough
food to feed them each round (if you don't, not only will the amount of
inhabitants that you cannot feed die, you also have to spend part of your next
turn making amends).
The people
also have certain demands that you need to meet, expressed through four polling
cards containing one of three colours. Only one of those cards is visible and
merely acts as an indicator of what the people might demand at the end of the turn (if a specific action card is
available, you may be allowed to peek at some of the hidden cards to see what
colours they are). If at the end of the turn your city have more buildings with
that specific colour than a neighbour (a city one or two spaces away from your
own), one of their inhabitants move into your city (if they don't have a
surplus of inhabitants it might result in them losing a building). If there's a
tie between the colours of the cards, you choose which colour counts for your
cities (in terms of you stealing inhabitant, not in terms of whether you lose
one). In order to be able to steal an inhabitant, there must be room in your
city for them (you need specific buildings in order to increase your population
beyond a certain amount - market square to go over 5, a water building to go
over 8).
In each
game round, players will get five actions (one at a time), where they may
choose between cards available on the board, or one of their own cards (which
can each be played once per round). They can build a building (buildings cannot
be empty, so they need to have an inhabitant in the city to put on it), some of
which needs to be adjacent to certain sources (farms have to be next to fields,
quarries have to be next to mountains, water buildings need to be next to a
water source). They can add population to one of their cities, they can (as
previously mentioned) sneak a peak at the polling cards, they can double the
production of a specific farm or they can increase the importance of a
building. They can also can earn money or found another city on the board.
After six
rounds of playing, you have a final shift in population, a final feeding, where
you have to depend on the regular production of your farms, instead of
short-cuts made available by cards. And then you score points based on how many
people live in your cities in total (if you cannot feed them all in the final
phase you are deducted five points), and how many cities you have which
contains buildings of all three colours (three points each).
So, how
newcomer friendly is this game? Well, I've played both simpler and more complex
games than this one, so I would rank it somewhere in the middle. You have a lot
of different buildings, but the game doesn't really separate between them all
too much, and for the most part you just need to pay attention to the three
types; buildings that produce something (farms and quarries, which give you
food and money), buildings that allow population expansion (market place, and
fountain/bath house), and buildings that determine the influence you will have
on inhabitants in neighbouring cities (basically you just need to pay attention
to how many white, blue, and/or black symbols are on the buildings).
Tracking
your food production and your population is a pain in the ass, to be frank. You
have some tokens that you can use to represent your food production, but you
need to count the little figurines on the board to keep track on the population
(for feeding purposes). The cards are symbol and not language based, which can
be both a good thing and a bad. Because some of the cards look somewhat alike,
but do different things (like one card adds an inhabitant to your city, while
another just temporary allow you to place a similarly looking token on a
building to increase its influence or production).
It's not a
game I'd recommend as a first game for someone. I think if you want to try out
a strategy game, Kingdom Builder is
probably the very easiest to get into. The way you need to place your pieces a
certain way to score the most points in Kingdom
Builder is somewhat similar to the strategy you need to place your cities
and buildings to optimize your production (of food especially, but money helps
as well). The two key things to keep on top of this game is balancing out your
income and outcome (enough food for your inhabitants and enough money to expand
your cities), and stay on top of your cities' influence (how many arcs of
specific colours are on the buildings within the cities) to maximise population
growth (the more additional inhabitants you get, the more buildings you will be
able to add in coming rounds).
Did I
personally enjoy this game? To a certain degree. I might play it again if the
opportunity presents itself, but I doubt it'll wind up in my own personal
collection.
This game
is most definitely a quick filler type game, but we need those just as much as
we need the longer, more immersive games. The whole game is about getting your
player token through the jungle before the other players. The kicker is that
regardless how many are playing this game, there will be six tokens on the
boards, and any player can play cards to affect any token. No one knows which
player is which token, so there's a lot of trickery involved.
Firstly,
you can only play cards of one specific colour each turn (there are wild cards
that counts as any colour you want) or you can play as many quicksand cards as
you want. If a piece is blocked and not enough cards are played to move it past
whatever is blocking it, it stays in the same spot. If a piece is moved to a
colour space that matches the piece, the player may discard one of their cards.
The same thing happens if the piece is moved to a wildcard space.
When
quicksand cards are played, the player choose the same amount of player pieces
as there were quicksand cards to turn upside-down (the same is done to a player
piece if it lands on a quicksand space). To turn the piece back up, a player
needs to play a card of that colour. To move a piece turned upside-down, a
player needs to play one card to turn the piece right-side-up and then any
number of cards of the same colour to move.
Players
must always have six cards on their hand, so they need to draw the same amount
of cards as they play. Whichever player gets their piece over the finish line
first wins the game. Players then reveal which colours were theirs.
It's a
quick, fun and easy filler game which involves a little bit of strategy and a
little bit of trickery. It's quick to learn and is very newcomer friendly.
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