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Main Catalogue |  Board Games & Card Games |  Rio Grande Games |  Metropolys

Metropolys

Metropolys


Price: £39.99

 
Board Game; 2-4 Players; Ages 8+ by Rio Grande Games The awe-inspiring Metropolys is in effervescence! Talented Urban planners and architects rival each other to make luxury, elegant buildings of glass and steel defying the laws of balance grow from the ground. Who will eventually impose their style to leave an indelible trail in the history of the city? The answer is in your hands! The players are urban planners in quest of prestige. Over the course of the game, they try to construct their buildings in the best places. As soon as a player has placed all of their buildings, the game ends. The player with the most prestige is the winner. GAME REVIEW BY COUNTER MAGAZINE Ystari 2-4 players, 60 minutes designed by Sébastien Pauchon reviewed by Ben Baldanza Games from Ystari have become a staple of any gaming year. Their output has been surprisingly consistent, and while each game cannot be considered excellent there is certainly not a dud in the group. Keeping this track record must be increasingly challenging, but fortunately it holds up this year with Metropolys. This second Ystari release from the designer of Yspahan is a fast-playing placement game where all the strategy is on getting your buildings placed into the right places of the city. The ``right places\'\' are defined the same for all players for certain scoring features but each player is also working toward a secret goal or goals that will certainly bias their play. There are two versions of the game in the box. The rules suggest thinking of these as two different games, but in practice one can be thought of as a more sophisticated scoring mechanism that will change the strategy but none of the actual placement mechanics. The board shows a mythical city with five areas each divided further into neighborhoods of five different types. Rivers define the area boundaries and rivers also extend within some areas. At the beginning of the game, special scoring tokens are placed into certain neighborhoods. Each player gets a set of 13 numbered buildings in three heights. On each turn, exactly one building will be built as players compete in an auction to get their building constructed. The lead player places a building in any open neighborhood, meaning that no other building has been placed there. In succession, players can outbid the previous placement by placing a higher numbered building in an open neighborhood adjacent to the building being outbid. At some point this process ends: either all players pass by choice, are forced out because they have no higher value building, or no open adjacent neighborhood is available. In any case, the last building offered stays on the board and the others are removed. River bridges make areas adjacent, meaning that bidding can start in one area but extend into other areas as long as each successive bid is adjacent to the prior one. If there is a scoring token in the neighborhood of the winning building, the player takes the token. The game plays like this until any one player has placed all 13 of their buildings. Scoring then takes place, as players reveal their secret objectives and score for these plus any common scoring. The common scoring includes fixed values for the neighborhood tokens earned plus two ``longest road\'\' awards. One of these is a positive award for earning the most subway tokens (direct access to the subway is prized by the building associations), and a penalty for building in an archeological site. The subway is award is treated as in Settlers; once earned, someone must overtake you to get the card. The archeological penalty card changes ownership each time someone builds in a neighborhood with an archeological token. In the basic game, each player has a single secret objective that gives them points for buildings placed next to bridges, next to city statues, next to a lake, or on the city border. In a four player game, it tends to become obvious what people may be going for but usually your strategy is best focused on getting your buildings placed where you want them rather than knocking someone out of an area they want if it doesn\'t particularly help you. The advanced game is more interesting, as players each get two secret goals, one for the neighborhoods and one for the areas. The neighborhood goals give a bonus for each building constructed in a specific type of neighborhood. The area goals reward strategic placement of a series of buildings such as building on each side of a bridge, surrounding a statue or lake, concentrating in single areas, or linking the buildings in a chain. These bonuses take longer to develop and are correspondingly worth more, therefore

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