Blue Moon City
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The Dark Age is over. The royal heirs, who caused the conflict and the destruction of Blue Moon City, have fled, and their corrupt advisors have been banished to faraway lands. The bitter division between the peoples of Blue Moon is beginning to heal.
Blue Moon City lies in ruin, but the people have vowed to restore the city to its former magnificence. The three elemental dragons have returned to help in the renaissance of Blue Moon City. They reward good leadership with shards of the Holy Crystal from the destroyed obelisk in the center of the city.
Blue Moon City -- the board game for 2 to 4 players -- picks up where the 2-player card game ended: with the reconstruction of the destroyed city of Blue Moon. Players vie to impress the dragons, collect crystals, and ultimately gain the leadership of Blue Moon City and win the game. Blue Moon City’s modular board is formed from 21 large building tiles, which show building plans on one side and the buildings in their reconstructed glory on the other. The game also includes wooden player figures, 80 cards depicting the 8 races of Blue Moon, and, as in the card game, 3 large molded plastic dragons.
<b>Board Games with Scott</b> is a "video blog" about many different types of board games. In each episode, Scott Nicholson presents a different game, explains it, and briefly reviews it. It's a great way to discover new games as well as learn more about games you're curious about. Enjoy!<p><b>Note:</b> <i>Board Games with Scott links will <b>open in a new window</b> and are <b>not</b> hosted by Funagain Games, nor is Funagain Games responsible for their content.</i></p>
Nov 17, 2006
Blue Moon City is a strategy racing game about making clever card combinations more effectively than opponents.Watch the video!
Players: 2 - 4
Time: 60 minutes
Ages: 10 and up
Weight: 1,171 grams
Language Requirements: Game components are language-independent. Manufacturer's rules are printed in English. This is an international edition or domestic edition of an imported item.
- 21 building tiles
- 1 obelisk
- 80 cards
- 4 player figures
- 40 crystal tokens
- 15 golden dragon scales
- 3 dragon figures
Average Rating: 3.6 in 4 reviews
Blue Moon City is the follow-up to the two player card game, Blue Moon. In BMC, the players are competing to rebuild the city, by making "contributions" to buildings and finally by making "offerings" to the obelisk in the city center.
BMC, as the sequel to Blue Moon, uses the artwork from Blue Moon in its cards. The eight original peoples (created by eight different artists) from Blue Moon are used for the cards in BMC.
[As a sidenote, I personally this artwork in the game, but my parents don't like it at all. However, although my parents dislike all the artwork on the cards, they still love this game. So the artwork needn't be the deciding factor.]
The gameplay in BMC is simple but fun. There are numerous different card powers in the game (each people has two separate powers), so hand management in deciding how best to use one's cards is critical.
Overall, this game is worth a look. Lots of fun, plays in about an hour with four players.
I picked up Blue Moon City a few weeks ago. After having played the game with my friends, I definitely think it was a good purchase.
Unfortunately, my wife believes that the game looks evil. (If only the game had Elves and Hobbits or some other friendlier looking races instead of the new fantasy races that were pictured on the cards.)
For those who are interested in fantasy art, or at least don't mind looking at it, Blue Moon City is a great game. The game play is very unique to me. It is basically a building game, in my opinion, although I believe Scott from BGWS referred to it as a racing game. Players spend cards to get bonus movements or in construct buildings, which provide crystals, dragon scales, and more cards necessary to construct more buildings and eventually the crystal tower. The game probably could have had any theme, but I personally like the fantasy theme.
The rules description is available in other reviews, so I'll get to the point.
Blue Moon City is a good looking game. The art is striking, even if the fantasy theme is a bit lame. The building tiles are all beautiful, and even the art on the cards looks nice, theme notwithstanding.
It's an easy game to learn; the rules are well written, and the special powers of the cards are easy to understand. After one game, it all becomes 2nd nature. I've played this game with non-gamers who've picked it up in no time.
The card play is clever... you can use the card for its special power, or to help build a building, but not both. This forces you to constantly decide how to best use what cards you have.
There is a fair amount of player interaction, but nothing overtly malicious, which makes this a pretty good family game as well.
Blue Moon City is definitely worth having on your game shelf, even if the fantasy theme is a little goofy.
And now a word from someone who doesn't care one whit for "Fantasy Art". These cards are atrocious. They could have been just about anything -- Smurfs, paint color splotches, Football teams, Modern Occupations -- anything other than distracting and borderline revolting fantasy art. Poor choice for the artwork.
With that out of the way, the game suffers from one more recent trend in gaming--multipurpose cards that work differently in combination with other cards. Magic had it's 15 minutes (ok, 10 years) of glory, but that's enough already! I don't want to worry about playing card A with card B in conjunction with card C making the whole group act like a single instance of card Q. It's just too much and causes too much processing which, almost always, slows a game down.
Now the boardplay is fine. It's a simply area plurality control game with collection of mid-range goals (crystals) which in turn are used as payment for end-game victory conditions (spots on the obelisk). That's fine. I can even live with the theme of a ruined city that is being rebuilt in the presence of dragons, but again, a theme of rebuilding downtown Detroit with different professionals and laborers would have worked just as well, with bonuses when a government official (dragon) is present. Better in fact.
And what's up with the silly colors. They have red, green, and blue dragons and red, green, blue, and a bunch of other color cards. The blue card controls blue dragons. So why don't the green cards control green and red red? There is absolutely no reason to confuse things with different distributions. Bad design.
The graphics are all too distracting and the game play is just too fiddly (move dragon here move piece there, build something by playing oddball combinations of cards, fill a tile and move things off it so that you can flip it over and replace things to where they were, ...). It could be a much better game with some streamlined mechanics (no tile flipping, better color and card coordination, reduction of the collectible card game deck combination tactics) and a better theme. As it stands, I'll play it because my wife likes it (though she likes it better with 3 or 4 than with 2, which I can surely see), but I won't be jumping up and down asking for it.