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Jesse Dean
United States Orlando Florida
Pound for pound, the amoeba is the most vicious predator on Earth!
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Urban Sprawls three currencies: action points, money, and building permits. The planning deck is the major source of two of these currencies, with each of the deck’s 36 different building permit cards displaying both a money payout symbol and a number of permits on it. Money is important for determining where you can build, but without the right number of permits, you won’t be able to build at all, which is usually a lot more inconvenient then not being able to build in an optimal space. Permit cards can also be transformed into money, if you have one at the beginning of the round, though the reverse is not true. Only action points (Aps) can be used to acquire permits. The other item that action points are used to acquire is contract cards. It is very easy in Urban Sprawl to get distracted by the flashy power of the contract cards but I think this is largely a mistake. Building permits are just as important as contract cards, if not more so, and it makes sense to be careful in both when you acquire them and how you spend them.
So what makes permits so valuable? It is mostly a matter of the scarcity of the higher value permits, and the way the requirements for the bigger ones balloon as the game continues. As you can see from the table above, the combined quantities of size 3 and size 4 permit cards are equal to that of either of the size 1 and 2 quantities. When you add in the Urban Renewal cards, these larger cards become rather scarce, and once you start reaching the City and Metropolis phases (when average permit size goes from 1.56 to 2.64 to 2.83), very important. Playing in a fast and loose way, where you try to use available building permits to build an available contract every turn may require less thought but it will also create even more of the sort of chaos I talked about in my Initial Impressions post, as you become truly reliant on what cards are coming out in order to be able to do anything.
In addition to being restricted by permit size, contract cards can only use permit cards that specifically allow them. This is rarely a problem for the smaller contracts, as they are so plentiful that you can just reach over and grab whichever card takes your fancy. Once you get into the larger permits, however, things become a bit more difficult. All of the level 3 and 4 permit cards can be used with commercial buildings. This makes sense, because there are far more commercial buildings than any other type. All but one of the level 3 and 4 permit cards also allow industrial buildings. This also makes sense because, on average, industrial buildings require more permits than the others. Residential and civic are less permit-intensive and thus have less of a requirement for large contracts. Where this becomes problematic, however, is in getting out those rare, large residential and civic buildings. It might even be worthwhile to hang on to contracts that allow them because merely by holding them you are reducing the capability of other players to build these larger buildings. With this restriction they are less likely to grab them for themselves, meaning you are more likely to get these big, valuable, contracts for a reduced cost. Also, once the Metropolis era arrives with its powerful late-game contracts, being able to build them before anyone else can be a powerful.
In a particular game it is extremely likely that you won’t see more than 75% of the town and city decks, and you will never see more than 50% of the metropolis deck. As a result of this you can never expect to see a particular card. However, the four zones each have a fairly tight mechanical focus making it so that you have a good idea of the sort of ability you will be taking advantage of when you get a building permit. Civic contracts tend to focus on gaining victory points and tend to supply Education, Public Service, and Tourism vocations. Commercial contracts tend to focus on producing and claiming other people’s money, and tend to supply Finance, Media, Tourism, and Transportation vocations. Industrial contracts tend to focus on manipulation of planning cards, and tend to supply Energy, Factory, and Transportation vocations. Residential contracts tend to focus on manipulation of wealth and victory point markers and control of buildings and tend to not deal with vocation markers. With this in mind some planning and strategy is possible, even if it is limited somewhat by when and how the contracts come out.
The eight vocations are not evenly distributed across the contract cards. Some vocations, such as Public Service, appear quite frequently across the contract cards while others, such as Media and Finance, are much, much rarer. In many ways taking a particular vocation-based contract is an exercise in risk vs. reward. Finance has some pretty amazing pay-out opportunities, but with only 4 appearances across the three decks, the likelihood of seeing it again is much lower than the more modestly rewarding Public Service, which has 12 appearances. “Dead” vocation markers are not a total loss, however, as they help you get Mayor, one of the six political offices.
*The Media vocation gets constant income from event cards in the City and Metropolis decks.
With the exception of Mayor and Contractor, ownership of a political office is about controlling the most valuable building of a particular type, with ties going to those who have the majority of buildings of that type, with further ties resolved by other political offices. The special abilities provided by these offices are powerful, and thus worth fighting for. The Union Boss, determined by the most valuable Industrial building, has the flashiest power thanks to its ability to provide 2 extra APs every round, but this typically only provides the ability to select more expensive cards then they normally would instead of getting extra cards. The District Attorney, determined by the most powerful Civic building, allows you to get more victory points from zone adjacency, which can provide a considerable bonus if it is used frequently and carefully. The Treasurer, determined by the most powerful Commercial building, allows forces other players to pay you $2 each at the beginning of your turn. This is helpful because of the fact that it provides you with a continual source of income regardless of which contract cards come out. The last one, and probably my favorite, is the Police Chief, who ensures that you get both victory points and money when getting a vocation pay-out, rather than just one. This one is obviously only useful if you are grabbing lots of vocations, but I admit I am a fan of vocations, so this does not bother me much. It also dovetails nicely into getting the Mayor, as vocation tile quantity during an election determines who gets this office. Because of the relative rarity of contracts of certain zones, it seems that it will be easier to hold on to the political offices associated with those zones. However, an errant urban renewal or the shifting dynamics of the wealth and prestige markers will prevent these offices from being too static. It will take some concerted effort to hold on to a particular office throughout the game, and if someone is willing to go through all of that to hold on to an office, they probably should get to keep it.
In addition to determining what special ability you receive, political offices also give you special bonuses via events. In the City deck there are eight events, two for each of the main political offices besides Mayor that provide some sort of extra special benefit for that political office. Four of these events cause a change in the distribution of money and/or VPs between players while the other four are slightly flashier and fun. All of the Metropolis-era events are focused on the Mayor, mostly giving the Mayor special bonuses or allowing him or her to direct the negative effects of a bad event in a limited way. This means that, while the Mayor is useful earlier in the game, it is most important to control the office during the Metropolis era as that is when the office’s biggest bonuses kick in. The others are important throughout the game, as they have good events during the City era, but also can provide big victory point bonuses at the end of the game.
Digging into the statistical guts of Urban Sprawl has actually improved my opinion of the game. I had previously been cautiously positive about it, but now that I understand it better I can move from there to fully positive. I am not quite sure where it is going to eventually settle into my rankings, but I plan to play it extensively in the near future to find out.
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