![]() ![]() There is a race to do this, as the earlier an advanced power plant is grabbed, the more benefits it provides. Increasing one’s energy supply by upgrading one’s power plants is a key feature of the game. Thus, the more energy, the more options and abilities a player has at his disposal. Energy is vital, as it is used to power various buildings in one’s city, allowing the player to use their effects. Players begin with two tiles representing the beginnings of their city-City Hall and Hotel-as well as a small Coal Plant, which provides the energy for the stadt. Players must carefully plan their city, as the placement of each tile can be critical, and one wants to optimize his advancement in these various categories. When tiles are placed, they usually affect-positively or negatively–one or more of the aforementioned categories. Players will each build and expand their own city by placing tiles into their burgeoning metropolis. The central board is primarily designed to track players’ progress and status in a variety of categories, including population, employment, finances, initiative, culture, public service, etc. This is not really “multi-player solitaire,” however, as there is keen competition for desired buildings and features, as well as a fierce race to be the premier city in terms of cultural, financial and public service advancements. Players each plan and develop their own city, mostly without any interference from their opponents. However, the twist is that this is done over the course of three eras, very loosely progressing from the Victorian age to modern times. The theme is familiar: developing and growing a city. The game has not received much attention from gamers, which is a shame as it is really interesting and challenging. The absence of this constant examination of opponents’ cities is one of the attractions of The Capitals: Cities Through Time, a mostly overlooked city-building game from designer Thiago Boaventura and Mercury Games. In recent years Suburbia by designer Ted Alspach proved popular, but I grew weary of constantly having to examine opponents’ cities in order to determine the effects and scoring of the tiles I played into my own city. One of the earliest I remember playing was Sid Sackson’s Metropolis, which I adored, mainly because of the impressive 3D pieces. Some are relatively simple and abstract-such as Manhattan-while others are more complex and involved (think La Citta and Suburbia). City-building games have always held an attraction for me, as I enjoy watching the city (or cities) expand and develop.
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