Tile-based city building games are among my favorites. That’s in large part due to the creativity that they introduce. I mean, I’m one of the generation that grew up with SimCity (1989), obliviously building until the sun began to flood into my college dorm room, suggesting that it was time to be off to bed. I love being able to put together the puzzle pieces of a city, and a good tile-based city builder lets you do that.
The General Shape of the Game
When I’m talking about tile-based city builders, I’m specifically limiting my consideration to game designs that meet several criteria:
Obviously, they allow you to build cities out of tiles: usually square tiles, but occasionally hexes.
Often, you’ll have your own city that you’re working on … but quite a few games instead have you contributing to to a joint city.
The tiles that you place are complete and coherent buildings, businesses, residences, or other structures within a city. They’re not just parts of a whole.
There are probably hundreds of tile-based city games that I could have picked from in writing this article. I opted for the ones that I know the best, because I’ve played them. I’ve mostly focused on recent ones. My complete list for this article includes: Acquire (1964), Alhambra (2003), Between Two Cities (2015), Big City (1999), Carcassonne: The City (2004), Chinatown (1999), City Tycoon (2011), Key to the City: London (2016), Quadropolis (2016), Saint Malo (2012), Suburbia (2012), and Urbania (2012). Obviously I could have picked others (and I may expand this article in the future). Continue reading →
This week, in honor of Valentine’s Day, I asked my wife to write an article for Boardgame News. Though Kimberly enjoys the occasional game, she’s by no means a serious gamer. Thus she offers a unique perspective on what games your loved one might enjoy. So, consider this a guide to games you might play with your non-gaming-spouse-or-girlfriend this Valentine’s Day, and an insight into why those or other games might be enjoyable. You might even print it out and give to them, so that they can decide for themselves if any of the games sound fun.
As for us, maybe we’ll play some Carcassonne or Lost Cities after a nice dinner out tonight at our favorite Cajun restaurant.
Gaming expansions. They’re a way of life — particularly if your game has just won the SdJ, or alternatively is published by Fantasy Flight Games. (If both happen some day, we can only assume that the expansions will have expansions.)
Frankly, I like expansions, or at least I like the basic theory thereof. If a game is well-designed or otherwise enjoyable, I want to be able to play it more, but on the other hand my constant need for novelty requires me to go out and find new games to play. Expansions for games that I already like meet both needs.
However last weekend while playing The Dunwich Horror, the second and newest expansion for Arkham Horror, I increasingly realized that in my mind some expansions work, and others are, to put it topically, turkeys. Now don’t get me wrong, I enjoyed The Dunwich Horror, and it’s going to get played again, but I also think that FFG is advancing right down the path that makes me most leary of gaming expansion.
Generally, I categorize gaming expansions into four types: permanent expansions; one-time expansions; replacements; and alternative games. As we’ll see, The Dunwich Horror falls into the first category, and the one I like least.