One of the multitude of releases from Germany this year, Chinatown was in
the group of games from which much was expected. It is the second release
of the new Alea label from Ravensburger and the hope was that the new range
would deliver on the pre-match publicity.
The packaging looks interesting -- somewhat reminiscent of the FX Schmid
range (now also part of the Ravensburger empire) that included Trade in the
1970's. Polished and professionally produced.
The game itself takes place on a board that opens up to reveal 6 city blocks
of New York in a 3 by 2 arrangement. Each block has between 15 and 18 smaller
squares in it. These are numbered from 1 to 79 and represent building lots
where players may place their shops. All players receive numbered cards
which correspond to specific building plots and which when played allow the
property tiles to be placed. Income is earned from these tiles with the winner
being the person with the most money. All players receive some starting cash
to assist trading early on in the game.
The game is played over 6 rounds. Each player receives a quantity of
numbered building lot cards and may play all but two face down. These cards
are then revealed and marked on the board with a marker in the player's
colour to signify the current owner of the block. Now players decide
what properties to place on the blocks they have acquired. The property
tiles are mixed face down and players draw a number (determined by the
number of players and the round number, like the building lot cards). There
are 11 different types of property and each property tile has a number
on it representing the number of tiles that must be linked orthogonally
in order for the property to be complete. For example, the fireworks factory
requires 5 linked tiles. This number also serves as a reminder as to the
total number of each property in the tile mix -- three more than the number
on the property.
This would all be very straightforward except that you have no idea what
building lot cards will be played and the range of properties drawn means
that you are unlikely to have more than two of one type. Thus begins the
most important session of each round -- the trading. I felt that my games
would be a bit like trading in Pit, except there is no time pressure and you
have to wait to deal with other players. Certainly the noise generation was
present, but with a little more persuasion thrown in. Very often there are
times when you listen to the range of deals being offered and can come in as
a middle man.
Deals can be constructed in virtually any way you like, so you might offer
the fireworks factory from your hand for a Chinese laundry providing that
another person gives you building lot number 38. The lots with the
constructed properties themselves can change hands in later rounds, which
can be advantageous. You also have to be careful because you might think
that all sequential building lot cards are adjacent. They're not because of
the road system and the way the pattern of numbers is set on the board. Cash
can also be exchanged to balance off deals. This deal round can last up to 10
minutes, but by then everybody has had a chance to deal and the maximum amount
of possible trading has taken place.
Tiles are then placed on the board and money is received for incomplete and
completed properties. Naturally the complete ones offer a premium, but you
will have considered this when you traded (won't you?). The game only lasts
6 rounds, and there is a degree of acceleration towards the end as building lots
and property tiles limit the options. The frustration that one person may
feel as they await the availability of a particular tile (which would
complete a 6 tile set -- the largest) can and is often heard. If you are one
of those people who hold back tiles to frustrate an opponent, then this
could be the game for you. But beware! The clever system of replenishing up
to a fixed number of building lot cards means holding back cards is likely
to limit your own options. In my first half dozen games of this I have
learnt that it is better to trade than be an isolationist or construct trade
barriers. (No banana wars here, sir!)
The game provides cards with the scoring charts, which are pretty simple and
enable you to better barter a deal with cash compensation.
So did the game deliver on the pre-match hype? I would say yes and that it
gives the tile layers another game on which to ponder, a game where much of the
success depends on your trading ability rather than on the luck of the draw. If
you are one of those quiet retiring types, get a game of Pit under your belt
first and then you will be warmed up for Chinatown!