When you've got several new games to try which one do you go for? You don't
know? It's the one with the nice bits! And Big City has very nice bits. As
you peel away the cellophane (with the obligatory deep intake of breath) you
are confronted with the scoring board. A good solid one with 0 to 100 in
decent-sized squares. Underneath is the set of rules, pleasantly in
English, (which it should be since it came from Rio Grande) and cardboard
summary sheets showing the scoring options and pre-requisites for the various
buildings. These are double sided and in colour with large print and a clean
layout. No glasses required here for the short-sighted.
Delving further into the box is a layer of plastic pieces. Looking pretty
chunky and in several colours and shapes, it's like the top layer of a box of
chocolates. Unlike the chocolates, this one doesn't have a repeating pattern
underneath. Another layer of pieces of different shapes and colours. Just
when I thought that life couldn't get any better, there was a third layer,
even more different than before! In a way it didn't matter how the game
played, I was hooked.
The game reminds me of the classic from Ravensburger called Metropolis, in
which players compete to place buildings of different sizes on a
pre-designed map of a city, points being scored according to the location of
other buildings in the city. Big City is very similar to Metropolis in that
respect, except that points are scored as you play the buildings to the map.
The other major difference is that the city is generated from eight blocks
made up of 4 x 2 and 3 x 3 squares that can be combined in a
multitude of ways to make the map board.
To begin with, each player receives a hand of plot cards with one card from
each of the city blocks that are in play at the beginning of the game. Each
city block is named and numbered: so block 1 is Midtown and is numbered
11 to 19, since it is a 3 x 3 grid, while block 2 is Downtown, is
4 x 2 and is numbered 21 to 28. City blocks are then laid to enable
the city to have some starting shape. Players take turns to place the blocks
(one each) in a way that will be advantageous to them -- this usually means
making two of your plot cards adjacent.
The opening session of play sees players placing buildings down on the grid,
surrendering the relevant numbered plot cards in order to do so. Early
scoring tends to be low. One square residences or businesses have a basic
score of only 2 points. Those occupying two squares or three squares have
ones of 6 and 10 points respectively, but of course the problem with these
multi-square properties is that you must own suitably adjacent building plots.
However, there are also bonuses to be received and this is where
the higher scoring starts. Residential housing likes to be on the edge of
town, whereas businesses prefer the city centre, so there is a +1 advantage
for locating these in their preferred areas. This is pretty easy to achieve
as there are normally many options.
After placing a building, your hand is refilled back to its original number
by selecting cards from one or more of eight face-down piles. Each pile
corresponds to a city block, so you know which block you are getting, but
not the exact plot. You can only take two from any pile, so it takes a while
to build up a good set of cards from one pile. In addition there are factory
and park tiles -- see below for more on these. One thing that we asked when
first playing the game was how we could trade plots since larger buildings
(2 and 3 plot sizes) score more points. The trading is carried out with the
bank via the decks of outstanding plot tiles, but since you can only do one
action per turn and since your new card is again a blind draw, this tends to be
non-productive in terms of your points scoring.
Larger scores only become available after the City hall is played.
Unfortunately, this scores no points for the person placing it and so there
can be a tendency to avoid placing it. However, properties adjacent to the
City hall are doubled in value after all bonuses are taken into account, so
it is possible to place it on an area where you have the most to gain. The
City hall also allows the development of the tram system, with thin shiny
pieces representing the route. These are placed by the side of buildings and
also provide a doubling of the building's value. (Buildings adjacent to the
both the City Hall and the tram route treble in value, rather than score both
doubles). So the City Hall can be a big points earner, which ensures that it
does get built.
The building of the City Hall makes other actions possible. The first is
adding another 4 x 2 or 3 x 3 city section, something which will
normally have been preceded by one person replenishing their plot cards with
cards from this new section. And just in case one person looks like
monopolising a section, there are the factories that can be placed. These begin
as "right to build" cards in two of the decks and they give the person
drawing them the right to place a factory wherever there is room for it and
irrespective of whether or not they own the land which it will occupy.
They have two impacts when played: firstly, they put a blight on all adjacent
land, which means that businesses and residences built there will be reduced
in value, and just as importantly, the plots that are covered by the placement
of the factory are no longer available for building. Disgruntled players who
were expecting to place a large housing estate or whatever are left with no
choice other than to discard the relevant plot cards and draw new ones.
If either factory is played near the end of the game, the options for
getting good replacements cards are severely limited.
Parks are established in a similar fashion. Again, it is a matter of drawing
the relevant card and then siting the park in a place of your choosing and
just as with the factories, the cards for the plots covered will have to be
discarded. However, unlike the factories, the parks add value to properties
built adjacent to them.
I've skipped over the trams because of the many options involved. Once
the first tram has been established, the tram routes can be extended from
either end or branched off. The problem, as with City Hall, is that playing
these scores no points, though by directing their route, the player should
be able to set himself up for a double points score in a later turn.
A drawback is that you may inadvertently lay track that benefits another
player and hence find that your "sacrifice" of one turn's scoring may thereby
have backfired. I understand the balance and decision making that this has
introduced, but as a recipient of one such move, I'm not sure I like this
game effect.
After several games now, the pattern of play is becoming established. The
City Hall causes the game to move on apace, and the whole game only lasts
about a hour. The main criticism to date is that it becomes obvious to
score points as often as possible. This is for two reasons: the cards flow
faster through your hands and you cannot guarantee that saving up for a
big score will get you in the lead. I have found that the most secure
way of scoring points is to score as frequently as possible and hope that a
beneficial set of cards will allow me to place the better scoring buildings.
This would lead me to want to allow bigger scores for the larger buildings.
I'd be interested in how the play testers considered this because as it
stands, the benefit of regular points and card flow would seem to outweigh
the higher scoring of large buildings.
Overall, an interesting game, with excellent contents, clear rules and
support materials. It is also not too long but as a person who enjoys more
control in my games, I'd like a second opinion on the relative merits of the
scoring.
SWD: Second opinion requested; second opinion offered. The theme is a
good one, the bits are wonderful and the game is enjoyable, but the final
impression is of a game that is not quite there. A large part of the problem
is the one identified by Barbara Dauenhauer in the letters column: the game
has too great a luck element. The first time we played I won by a large margin,
the second time I was last by a similar amount and the difference was down to
the plot cards I drew. Alan is quite right to say that you don't have enough
control, but I don't think that increasing the scores for the larger buildings
would improve this. Quite the reverse if anything, because they already tend
to decide the game in favour of whoever managed to draw the grouping of plots
that enabled them to build the shopping centre. I also think that the
factories have too powerful an effect; the way that they are handled in
Metropolis -- the game that was clearly the inspiration for this one -- is
much better. In fact, I think that the game would benefit from one or two
pushes back in the direction of its parent: the replacement of a blind draw
by a selection from a small set of available plots being one and the
possibility of players combining to build the large buildings being another.
It would also be beneficial if players could trade plots.
Fortunately, Big City also has advantages over Metropolis. The older game
had a very tight structure that made variants and house rules difficult; the
new one has a looseness and a diversity that almost invites them. Indeed a
whole page of the rule book is given over to suggestions for variants by way
of getting you started. Overall verdict: far from perfect, but still worth
considering if the theme appeals and if you enjoy tweaking.