J C Lawrence
United States San Jose California
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The short version::
City & Guilds is a surprisingly elegant tile laying game with a multi-layered scoring pattern. It is Steve Kingsbury's first designer game and one of the better upper-middleweight games that was released at 2004's Essen fair.
Yeah, it is that good.
Caveats:
The only real caveat is production quality. Production quality is at best "fair". The game board, while nicely cut and trimmed, had some minor alignment issues. Similarly the paper art cover for the game box wasn't quite positioned correctly when making the game box, and wasn't fully glued along the interior flaps. The tiles are mounted on study card and quite pleasant, but the paper used for the art is a bit soft and porous making me suspect that it will wear quickly. The bits of card left holding the tiles in the frame (what I'd call "sprue" in molded plastics) are thicker than I'd like, making for little projecting "twigs" along each edge once they are punched (a quick run over with a single edged razor blade handled). Finally one of the yellow cubes in my set was, well, not a cube but instead a sort of cube-meets-pyramid shape. Outside of that single flaw, all the wooden pieces were fully up to the standard of other designer games (and I love the wee coke-bottle wooden pawns). At a more general level City & Guilds seems to be an example of "JKLM's":http://www.jklmgames.co.uk/ (the publisher) second edition production quality: better quality paper, tiles, printing and more visually appealing than say first edition Kogge, and while fully functional and modestly attractive, it will win no exclamations. JKLM still has a way to go to reach the production qualities of say the games from Alea, Hans im Gluck, or Queen.
The rules are not great. They're certainly not as bad as has been made out, but they could stand improvement. On the good side the rules communicate the principles of the game relatively clearly using consistent language in a consistent fashion and the example diagrams accurately match their descriptive texts and show useful and realistic game situations. A second edition of the rules which improve on a few weak areas has already been posted to "boardgamegeek":http://www.bggfiles.com/viewfile.php3?fileid=8356 .
Where the rules fall down is in a slightly confused layout of some core principles (eg scoring of guilds in blocks), and in skimming over or otherwise ignoring some corner cases. I've noted the few rules questions we were unable to answer from the first edition rules below.
Finally the game includes a couple of mechanics that are actually just niceties and superfluous to the actual game mechanics. Neither are huge, but it would have been nice if the rules had more clearly stated that they are conveniences/player aids and not core elements of the game.
1. The rules spend a fair while going over making three stacks of the tiles, keeping one tile atop each stack face up for tile drafts, and then redistributing the stacks should one stack be emptied etc. Ahem. Yeah, right. Just toss the tiles in a bag (Crown Royal bags are good), and then draw three tiles to make the draft set. As players draft tiles, just draw new tiles from the bag.
2. The whole business of using the white and black cubes to mark the leader and second player on each block is unnecessary to playing the game. They are player aids/conveniences that make surveying player positions on the board easier and are not actually necessary to play. Depending on how vigilant your players are and how fiddly you find maintaining the correct assignment of them as tiles are placed you may or may not wish to use the black and white cubes at all. (I like them but don't mind not playing with them).
Now on to the good stuff:
I'm not going to attempt to rehash the rules. What I will do is to try and cover the core mechanics, their relationships, and how they combine to build a good game with interesting decisions.
The City & Guilds board consists of a map of a city section containing eight city "blocks" each of which has space for eight tiles.
There are a small set of core concepts in City & Guilds which are necessary to understand the core of the game:
City blocks -- The game board depicts eight blocks. Each block consists of eight squares on which tiles may be placed. When a block is filled with tiles it is scored and when all eight blocks have been filled and scored end-game scoring occurs and the game is over.
Guild chains -- Orthogonally adjacent sets of tiles of the same guild are considered to be in the same chain. The trick is that orthogonally adjacent can cross the roads between blocks. As long as you can draw a straight line along one of the axis from one tile to another tile from the same guild without crossing another tile or empty tile space the two tiles are considered to be part of the same chain. These guild chains are the core of end-game scoring and result in sum to about a third of a players total points for the game.
Guild investment -- In parallel to the tile laying area of the board are four Guild Investment Tracks. These are simple tracks along which players may advance to show relative investment in the four guilds. The investment tracks are in tension as regards the tile laying area of the board. Advancement on the investment track is at the expense of ownership and influence on the board and visa versa. Comparative guild investment affects VP allocation during block scoring and for end-game scoring and in sum probably directly affects about two thirds of a player's total points in a game.
Basic play pattern:
The basic pattern of play in City & Guilds is almost trivial:
- Play a tile from your hand of three tiles.
- If a building, place one or two pawns on it.
- Possibly increase your "investment" in the guild of the tile played by moving your marker along the progress track for that guild
- Draft a replacement tile from the three face up tiles.
- Next player...
This continues until 64 tiles have been placed on the board, filling all eight city blocks. As soon as the last block is filled the game ends and final scoring occurs. As there are 80 tiles in the game, 16 of the tiles will not be placed in any given game. Like the multiple layers of scoring, the tiles have two dimensions of relationship. In one dimension tiles may be buildings or markets, and in the other dimension tiles belong to one of the four guilds. There are also eight tiles which are exceptions to the pattern -- four minstrel tiles and four pubs tiles -- all of which are buildings which don't have any guild affiliation.
It is in the scoring patterns that the heart of the game lies. There are four inter-related scoring layers in the game. Two are invoked every time a block is "finished" (all the spaces in it filled with tiles), and the last two only occurs at game-end. In our games the end-of-game scoring has accounted for about a third of players' final scores. The player with the most points at the end of the game wins.
Please see the rules for when pubs and minstrel tiles are played.
Block scoring:
The two scoring patterns that occur during the game are:
1. Scoring for the contents of a compleated block.
2. Scoring for your investment in the most significant guild represented on that block.
First the block is examined to determine its total VP value. The value of a block is 8 points (matching the eight tiles that constitute a block) plus two points for every market tile on the block, and 5 points for every pub or minstrel tile. Next the block is checked to determine who owns the most buildings on the block (ie has a pawn on the tile) with ties broken by most pawns on the block and then who-got-there-first. Then the other players with a presence on the block are ordered as to second, third, fourth etc. Note that guild affiliations of tiles are not counted for this stage of block scoring. Finally the first/largest presence player gets half the value of the block in VPs rounded up, the second player gets half that rounded up, the third half that again rounded up and so forth.
Second is guild scoring for the block. The compleated block is examined to see which guild has the most tiles on the block (no matter who owns them), with ties broken by which guild has the largest chain (chains may extend off the block to adjacent blocks, see the rules for good examples), and broken again by the total number of blocks touched by the chain. If there's still a tie the guild isn't scored. Once the leading guild has been determined, the investment track for that guild is examined. The player who has invested the most in that guild gets 4 VPs, the second most invested player 2 VPs, and the third most invested player 1 VP. In this way a player who has little or no presence on a block may yet score a significant number of VPs due to the block being compleated.
End-game scoring:
End-game scoring is a bit simpler. Taking each guild in turn the board is examined to find the longest chain of tiles for that guild. The value of the chains is then calculated: 1 VP for every tile in the chain plus a bonus of the triangular number for the total number of blocks the chain is present on (eg 4 blocks is a bonus of 10 VPs). The investment track for that guild. The player with the largest investment is awarded half the VP value of the guild chain rounded up, the second player on the track half that again rounded up, the third player half that yet again rounded up and so forth.
Victory:
The player with the most points at the end of the game wins.
Core game tensions:
- In playing tiles players may extend guild chains across multiple blocks. As the triangular VP bonuses for guild chains increase rapidly as more blocks are touched, extending a guild chain over many blocks makes it an attractive VP target for all players.
- In playing a building tile the player may place one or two pawns on it. If only one pawn is placed, then the player advances on that guild's investment track by one. If two pawns are placed the player does not advance on the investment track. As pawns are the second tie breaker for ownership of a block this creates a tension between the investment track and block ownership. Additionally as there is a limited number of pawns per player, pawns need to be meted and played efficiently in terms of end-game VPs.
- If instead the player plays a market tile, then the player advances two spaces on that guild's investment track. He plays no pawns, and so his ownership of the block remains unchanged, but the total block value is increased by 5 VP for when the block is compleated. The additional market tile moves the block along toward being scored, advances the player significantly along the guild investment track, doesn't increase the active player's ownership of the block, increases the total value of the block by 5 VP, and further established the guild chain as a competitive target for other players.
- In playing a minstrel or pub tile to a block the active player increases the total value of the block by 5 VPs and adds one building to his ownership of the block (minstrels and pubs may only have one pawn placed on them). Minstrels and pubs don't affect guild investment and _do_ break guild chains.
- With so many points coming from the end-game scoring, there's considerable incentive to invest heavily in a small number of guilds and try and make sure that those guilds touch the largest number of blocks possible. After all, the player in the lead will gain up to 4 VPs for every block where that guild dominates, plus half of a potentially very large number in end game scoring. The problem is that it is difficult to get a guild to both touch many blocks and dominate those blocks. Additionally the more attractive a guild becomes in end-game scoring the more other players will try and climb the investment track as well, possibly stealing first place for that guild. Finally, in general the more VPs are moved toward end-game scoring the less points are generated at the interim scoring points.
- Players vie for the pubs and minstrels, especially as blocks come near to being compleated. Both are worth at least 2 VPs to the player in the lead on their block where they are played. Additionally, like any other tile of a different colour they break guild chains on their square. In this way they can be effectively used to limit the block-connectivity of guild chains in which the active player is not heavily invested.
Advised player counts:
The game is rated for between three and five players inclusive. The designer states that almost all playtesting was done with five players.
I'm very uncertain which I like more: the three player game or the four player game. Both are very good in slightly different ways. The three player game is the most strategic and least chaotic, but also has significantly less interesting competition for guild investments and board placements. The four player game is more chaotic in the board state and tile draft set can change significantly between turns, but competition for guild advancement is much tighter and more interesting, as is the dickering over block ownership and guild chain blockage/spread.
I've not played with five players but confidently expect it to be very chaotic and tactical. Four players is quite clearly right on the edge of the knee in several dimensions, and five players is right over on the other side.
Rule ambiguities:
In our games there were three points in the rules which we were unable to resolve directly:
1. At the start of the game each player places one tile anywhere on the board (within certain limits) to form the initial seed tile distribution. The rules didn't state where these tiles came from, and if the player's hand, if/how they were replaced. We opted that they were played from the initial player hands and were replaced from the three draft tiles in normal fashion. We liked this approach as it game an early if weak signal as to each player's interests.
2. If a player runs out of pawns, do they still play tiles? Can they play building tiles and then place no pawns on them? While this only occurred in one of our games, we decided that yes, they could play tiles and no, they didn't have to play a pawn on them if (and only if) they had none left.
#1 is mostly ignorable. The extra signalling of getting to see what people decide to play or draft is nice, but certainly isn't critical to the game or to subsequent good play.
#2 is potentially significant. Scores in City & Guilds tend to be tight all the way up into the end game. Small point deltas can mean a lot. Buildings without pawns can significantly influence block majorities and even inter-block connectivity.
Summary:
This is a great game that plays quickly, has a high rate of interesting and non-trivial decisions, and delivers one heck of a kick for both the money and the play minute.
ObNote:
The original copy of this review was written in StructuredText for another venue, thus the slightly funny formatting here.
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