The GamesJournal.com
Greg Aleknevicus
February 2003
USA
It's very easy to be impressed
when you open the Cityscape box - a heavy wooden board
and big chunky wooden blocks. Very nice. I'm
not sure if I like the printing around the edge of the
board but this would not look out of place on a coffee
table.
Gameplay is very simple, on your turn you take one
of the available blocks (these are from 1 to 5 stories
tall) and place it anywhere on the 4 x 4 board, stacking
on previous blocks if you wish. This continues around
the table until all 25 blocks have been placed and then
scoring occurs. You score points based on how well you
were able to predict what the final city looks like
and for the most part this is based on the number of
buildings you can see when looking down the four columns
in front of you. (Each player sits on their own side
of the board.) Prior to the placing of blocks, each
player secretly makes a prediction of how many buildings
they hope to see in each of their four columns. If you
were correct in your prediction you score 10 points
for each building you see, if you were wrong you score
nothing. You can only "see" a building if all other
buildings in front of it are of lesser height. Instead
of making a "number of buildings" prediction you can
predict that that column will contain the tallest building
in the entire city or have two or more buildings of
equal height. In these cases you score 10 points for
each such building (which usually means 20 points for
an "equal height" prediction and 10 points for a "tallest
building" prediction). Your score is the sum of your
points for all four predictions. You can play as many
rounds as you like but it seems reasonable for each
person to be the start player once and so play 2,3 or
4 rounds depending on the number of players. This is
also a good idea since the start player will get one
extra turn as there are 25 blocks.
 |
| Looking down this column from the
left, only two buildings (A & C) can be seen.
B is hidden by A and D is hidden by C (even though
they're the same height). |
Play tends to be very fast and rounds rarely last more
than 10 minutes with much of this taken up by the prediction
phase and scoring. Generally speaking the larger blocks
get placed first as they have so much more influence
on what the city ultimately looks like. I found this
a little disappointing as there was rarely any decision
as to what block to place, it was almost always best
to place the largest one available. The other surprising
discovery was that although your moves greatly impact
everyone else the game felt rather non-interactive.
I think that this is because you really have very little
idea as to what your opponents are trying to achieve.
You may desperately want to mess up Bob's plans but
since it's difficult to know exactly what he predicted,
this is very hard to do, you may very well end up helping
him. So, you generally spend very little time worrying
about your opponents and concentrating on your own problems
instead. (Whether this property of the game is good
or bad depends on your point of view. Some people like
being able to throw a spanner into someone else's works
but others prefer a game where such "free targeting"
is not possible.)
One of the first things you'll discover is the difficulty
of achieving the various predictions. The easiest to
accomplish is the "1" prediction. (That is, you hope
to see only 1 building in that particular column.) If
you simply construct a tall building in the foremost
row of that column it's very likely that your prediction
will be correct. However, you'll only score 10 points.
A "2" prediction is almost as easy, spend most of the
time building up the second row in that column and then
place a small little block in front of it and it scores
20 points. The "3" and "4" predictions are much more
difficult to pull off and, in fact, in all the games
I played, no one was ever able to score the 40 points
for seeing 4 buildings in a column. The real difficulty
is that its very easy for someone to mess up these predictions.
Everything might be going perfectly and then with a
single block, your plans are royally messed up and it
can require two or three blocks to restore things. Since
you only have eight or nine plays (in a four-player
game) this pretty much dooms that prediction to fail.
I really think that the scores for these predictions
should be increased, perhaps 40 points for a "3" and
60 points for a "4". Of course this means that players
will probably try even harder to make sure that they
don't happen but the points could be enough that it
may be worth the effort to try them.

Of course, if the "2" bids are the most likely to score
points this can affect what others bid in a sort of
"doublethink" situation. Consider the following situation:
The player sitting opposite me almost always predicts
"2's" for all his columns. As such he's likely to try
and create tall buildings on his second row (my third
row). If I predict "3's" and rely on him to build those
tall buildings on my third row, I can build a medium
height buildings in my second row and short ones in
my first and score 30 points for those columns. Even
if I only predict three columns correctly I score 90
points which is more than he'll get for predicting all
four.
Of course the other players will cause all sorts of
trouble with this "strategy" but it may affect play
over the long run. Whether putting this much thought
into the predictions is actually worth it is debatable
and, in my mind, somewhat suspect. In the games I played
it felt that you really only had any sense of control
over two columns at most. Trying to control what happened
over the entire board doomed you to fail everywhere.
So, instead, you spend the majority of your effort working
on a single column and hoping that you get lucky elsewhere.
There are many times that you're able to secure a column
(especially with a "1" or "tallest building" prediction)
and then move onto another one but the difference between
a average round and a good one would seem to be luck.
I think the skill that is most likely to be rewarded
is the ability to see what other players are trying
to do and figuring out how to take advantage of this
(as in the strategy of the previous paragraph). Having
others do your work for you can be a great bonus.
As
I stated at the start of this review, the components
are simply wonderful. A solid carved board and thick
chunky blocks. I first saw Cityscape at Essen and thought
that it was a larger "promotional" version of the game
and so was somewhat surprised to find out that it wasn't.
Very solid and pleasing to the touch. You record your
predictions by placing four small little dice in a wooden
holder. I found it a little difficult getting them into
place as you want to keep this secret from your opponents
and so they're a little awkward to manipulate. Still
it's a classy touch and better than writing it down
on a piece of paper.
Having said all this, did I enjoy the game? Well, yes,
but to be honest, it did not set my world on fire. I
initially thought that the interaction of having each
player take a different view (literally!) of the skyline
would lead to more exciting play. It's certainly a more
unique mechanic than say, owning the most buildings
in a city or creating the tallest skyscraper. Despite
this I'd rather play Manhattan where I feel that I have
more control over my fate. I'd probably hold Cityscape
in higher regard if the actual building part of the
game were of more interest. You're only worried about
height and sightlines and so placing another few stories
on a building lacks the pleasure of a really clever
move in Pueblo for example. Manhattan and Pueblo are
two very excellent games however so even if Cityscape
does not reach their heights does not mean it unworthy
of consideration. It's a decent game and one that
I think will appeal to casual players. The rules are
simple, it plays quickly and while its possible
to mess with your opponents, it does not feel particularly
nasty.
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