|
Carcassonne: the City
Carcassonne has become quite the franchise in the past several years.
On Boardgamegeek, I can pull up twelve different entries for the game, and
five of them are self-contained games. I have always enjoyed Carcassonne
in all its forms and variations; but found each consecutive set better
than the last, with Ark of the Covenant (released last year) playing
extremely well. The newest member of this happy family is Carcassonne the
City (Hans Im Gluck and Rio Grande Games, 2004 - Klaus-Jurgen Wrede). When
I first got the box, I was immediately impressed to see that the box was
wooden; and upon opening it, found even more wood in the form of 72 wall
pieces.
One thing I’ve always liked about the Carcassonne games
has been their eye appeal, and this one is no exception. When completed,
the game looks better than any other version, because the walls and towers
create such a nice visual effect. Not only that, however, but the game
play is more strategic than any other Carcassonne (save possibly the
original Carcassonne + all umpteen expansions). The rules are incredibly
simplistic, but the tiles are easier to match up - play is fast, and
knowing where to place your meeples is a lot more fun. If this were the last Carcassonne game ever (and I doubt
it), then the series would have finished with a bang.
To
start the game, each player takes seven followers of their color
(generally called “meeples” by most folk) and places another one on the
“zero” position of a scoring track. Seventy-five tiles are placed in three
stacks next to the table: one stack of thirty tiles, one of twenty-five,
and one of twenty tiles. Twelve wooden towers are divided evenly between
all the players. One player is chosen to go first, and play proceeds
clockwise around the table.
The first player draws a tile from the
first stack (thirty tiles) and places it in the middle of the table.
Succeeding players must place tiles adjacent to any tile currently on the
table. When tiles are laid next to each other, the only thing that needs
to match are the roads. Tiles consist of road sections, residential areas
(which may contain one or more public or historical buildings), market
areas (either fish, grain, or livestock), or a combination of these. After
placing the tile, the player has the option of placing one of their
meeples on the tile they just placed. The player must place the meeple...
- as a citizen, on an unfinished road (roads are finished by running
into markets or by reaching an intersection) - as a steward, on an
unfinished residential area (residential areas are enclosed by markets and
roads) - as a seller, on an unfinished market (markets are enclosed by
residential areas and roads) - NOT on any market, residential area, or
road that already has another meeple on it, including their own. The only
way for two or more meeples to end up on the same area is if two separate
markets, etc. have meeples in them and are connected by a tile.
If
the tile placed finishes a market or road, then that area is immediately
scored. (Residential areas score only at the end of the game.) A road
scores one point for each tile that makes it up (three tiles or less) or
two points per tile (four tiles or more). A market scores points equal to
the number of tiles in the market multiplied by the number of different
wares in the market. (A five-tile market that has fish and grain scores
ten points.) If more than one person has meeples in a market/road, the
player with more meeples gets the points - ties score points for both
players. All meeples on the scoring market/road are returned to their
players, and play continues.
When the first stack of tiles is
completed, players move on to the second stack (twenty-five tiles);
however, walls and towers can now be played. Walls are placed whenever a
player plays a tile that causes something to be scored for any player. The
first player places the city gate (a wall for all intensive purposes) next
to any tile they want, and then each other player places one wall adjacent
to the gate or another wall placed. Walls finish markets and roads, so
scoring can occur. After placing a wall, a player has the option of
placing a guard meeple on top of the wall, as long as there is no meeple
on the wall directly opposite. After all players have placed their wall,
the player who initiated the scoring can place a tower at either end of
the wall, scoring points equal to the number of walls between the tower
and last tower (or city gate). Everything else remains the same, until the
third stack is reached (twenty tiles). At this point, players place two
walls each during the wall-placing phase.
The game ends when the
last wall is built, the entire city is enclosed by walls, or the two ends
of the city wall are within five walls of each other (in which case the
city is automatically finished). All unfinished markets and roads are NOT
scored, but residential areas score two points for each adjacent market.
Guards also score two points for each public building they can see in a
straight path in front of them, and three points for each historical
building. The player with the most points is the winner!
Some
comments about the game...
1.) Components: I’ve already seen
debate on the internet about whether the graphics on The City are better
than other Carcassonnes. I can’t really say; I think the graphics are
about on par with the other games. But the finished product looks better
than any other game I’ve played. Because it’s rare to have an empty tile
in a city, the game just looks aesthetically better. The walls and towers
surrounding the city certainly don’t hurt; it looks like an actual city.
Not to mention that every historical and public building look different
give the city a very distinct look. The tiles are durable cardboard, as is
the scoring board. The meeples are squatty little wooden figures, but they
don’t tip over too easily. The wooden walls and towers are nice, chunky
bits and are cause for more “statue-building” (where players forget about
the game and play with the pieces) than any bits I’ve seen in a while.
Everything looks very sharp and clean, and the wooden box certainly
doesn’t hurt, especially since it comes with TWO drawstring bags (if you
need one for another game - here you go!), one for the walls, and another
for the tiles.
2.) Rules: The rules are printed on six full-color
pages, with many illustrated examples. The formatting is excellent.
They’ve obviously had a couple games prior to this to figure out what
people have problems with, but everything is written very clearly, with
tricky rules highlighted. The game, while offering more strategic options
to “gamers”, is one of the easiest to teach new players; and I’ve brought
many to the fold in the past couple weeks, using this excellent game.
3.) Differences: The game play plays like regular Carcassonne but
borrows a tactic from Knizia’s Carcassonne: the Castle, in that the tiles
don’t have to match up except for roads. This drastically changes the
game, both aesthetically and strategically. Players no longer fight over
huge markets and districts, as they are easily finished and scored. The
tower and guard scoring is a simple thing, but adds a lot of strategy,
especially to tile placement. If I want to place a tile that will expand
my market but will place a historical building in front of one of my
opponent’s guards, what will I do?
4.) Strategy: The main
complaint about Carcassonne is that when one draws a tile that they cannot
use continuously; they don’t have a chance. In this game I believe that
this changes dramatically. The tile mix is superb, and the fact that they
can go in many places allows a player a lot more options. The placement of
the walls also adds strategic options and gives players the motive to
score other player’s roads and markets. This makes the game more palatable
to people who want a meatier game, while people seeking a simpler game
won’t be disappointed either.
5.) Fun Factor: People, when
introduced to Carcassonne, are normally impressed at how “cool” it is to
connect the tiles. This game has the same effect, while the walls only
double the “coolness.” At the same time, the game is fun, and scores can
often be quite close - I have seen blowouts. The game plays well with two
to four players, and it makes an excellent two-player game. There is a
contingent of people who don’t like Carcassonne, and I’m not sure that
this game will win them over. But if any game will, this is the one. One
of my friends who despises Carcassonne said of this game, “Of all the
Carcassonnes, I hate this one the least.” I guess that’s some credit.
My opinion is close, “Of all the Carcassonnes,
I love this one the most.” I’ve enjoyed all the incarnations of the
series (H&G was merely okay). But this one adds a lot of strategic
options, while keeping the game simple. The scoring is easy and has no
confusion (unlike the farmers), but the simplicity in this game does not
mean it’s a “light” game. I’d rather classify it as a medium-weight game,
and the fact that it plays in about an hour or less makes it a worthwhile
addition to my collection. If you only want one Carcassonne game, then I
would recommend either this one or Ark of the Covenant. If you want the
game with the most strategy, this is the one to get.
Tom Vasel "Real men play board games"
|