The Story:
In "Cities" you are the architect of a city of the world. You try to build a city that is most attractive for tourists. You position attractions close together. You build parks as big as possible and place terraces close to the water. You guide tourists to their favourite spots, because only through them you can earn your points.
The Dilemma:
But... you never know exactly which tile will be drawn next. Will you wait another round for the perfect tile? Will you adjust your planning? Or have you got a brilliant idea and can you position the tile in a way that it brings points for more than tourist?
Every player builds his own city and makes his own choices. "All" you have to do is make better choices than your opponents!
—from the official website
- Simple design from reputable designer Phil Walker-Harding
- Accessible tile-laying mechanic
- Works with various objectives
- Devir has mixed track record with forgettable games
- Game still in progress when transcript cuts off
- Constructing cities with various buildings, parks, and lakes
- City building and urban planning
- Tile-laying city construction
- White Castle
Mechanics (from transcript analysis)
- Objective scoring — Complete objectives and match requirements for victory points
- tile placement — Players place tiles representing land, buildings, parks, and lakes
- Turn order priority — Early placement grants first pick of available options
- Turn selection system — Players place meeples in rows of objective cards, land tiles, decor tiles, and buildings
Video topics + discussion points
Quotes (from this video)
- You're listening to the Broken Meeple show, a podcast that speaks passionately about board games for the benefit of those who play them
- This is probably one of the most interesting and possibly one of my favorite trick-taking games I've played now
- My eyes lit up you know and it's kind of like the first time I saw that typewriter mechanic for civilization of New Dawn
- People crying that this is like a nearly Flawless game are seriously downplaying the luck problem in this
- This is the Pinnacle of Bland
- There is no excitement in this game, this game just doesn't generate an emotional response
- It generates a lot of fun banter, a lot of cool thinking
References (from this video)
- Very lightweight and approachable for families and new gamers
- Quick-to-teach rules and short playtime
- Limited depth for players seeking heavy engine-building or long strategic games
- Casual city-building, quick plays, family-friendly
- Urban development in a light, approachable city-building context
- Light, breezy, accessible
- Star Tycoon: Build Your Galactic Corporation
Mechanics (from transcript analysis)
- set collection — Players collect cards/resources to fulfill city goals and optimize scoring opportunities.
- tile placement — Players place city elements to maximize scoring opportunities and board efficiency.
Video topics + discussion points
Quotes (from this video)
- it's time for another game night
- let's see what we got on the table
- this is a market driven
- Tony and I love Market driven game
- so we can't wait to check this one out
- y'all I'll be giving Tony the next taste
- Bud snack that is Monster Munch pickled
- onion this was recommended by alisten
- virs in the UK they were on Amazon so I
- ordered them up got them we'll be trying
- these in upcoming episode
References (from this video)
- simple to learn, quick to play
- works well with higher player counts
- strong interaction through competition for objectives
- late-round hijacking of scoring criteria can be frustrating for some
- not a standout as a year-best title
- urban planning with drafting and dynamic objectives
- City-building on a 3x3 tile grid
- strategy-forward drafting with objective-driven scoring
- Barcelona (city-building variant)
- Hana Makoi
Mechanics (from transcript analysis)
- 3x3 grid placement — Place tiles on a fixed grid with color/type constraints
- category/tile drafting — Draft from four categories per round to shape your city
- multipliers and public objectives — End-of-round scoring depends on layout and objective cards
Video topics + discussion points
Quotes (from this video)
- attention to detail
- I really really really enjoyed Perspectives
- two-player only cat and mouse kind of game
- it's not going to be on the shelf for a super long time but I enjoy it for what it is
- the drafting can be a little frustrating
- the art has nothing to do with the game but it has everything to do with the game at the same time
References (from this video)
- easy to learn with satisfying pacing
- expansions planned
- limited to four players
- urban development and planning
- city-building
- puzzle-like
Mechanics (from transcript analysis)
- set collection / scoring objectives — complete city-building objectives for points.
- tile placement — place city tiles to form districts and earn points.
Video topics + discussion points
Quotes (from this video)
- Black history is personal to us.
- Black history is American history 247 365.
- keep the foot on the gas.
References (from this video)
- Light and easy to play
- Cute building mechanics
- Good for unwinding
- Simple decision-making
- Lacks depth
- Not very engaging
- Not memorable
- Minimal strategic complexity
- City building
- Urban neighborhood development
- Light strategy
- Kingdom
Mechanics (from transcript analysis)
- Objective Collection — Players collect public and individual objective cards
- tile drafting — Players choose tiles from available rows
- worker placement — Players place workers on specific rows to take actions
Video topics + discussion points
Quotes (from this video)
- It's not a game that you would see being played competitively
- Cities is a mildly enjoyable quaint lighter game
References (from this video)
- Clean and fast playing
- Simple and elegant
- Tension-filled draft
- Excellent at 2-player count
- Likely candidate for top 10 of 2024
- Not color-blind friendly with red and green tiles
- City building
- Urban development
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is literally you will find no better example in all of board gamedom the idea of board games actually changing lives
- This game is absolutely phenomenal
- This might be my game of the year
- The best game I have played so far in 2024
- I have not found a tile lane game this tension filled since Calico
- Board games are about living good happy fulfilling lives
- Elf Creek games has consistently the highest quality production board game period in the industry
References (from this video)
- short playtime (30–40 minutes)
- simple rules that still support meaningful decisions
- abstracted visuals may not appeal to everyone
- Urban planning and neighborhood development
- Urban city-building in a compact euro-style format
- Abstract/euro-style
- Manhattan
- Patchwork
Mechanics (from transcript analysis)
- set collection / drafting — collecting tiles and actions to optimize scoring
- tile drafting — draft tiles to build a city layout
Video topics + discussion points
Quotes (from this video)
- it's not easy to stand out so I guess we have to look for small gems like Alice's Garden
- open gaming is still pretty good there
- food is incredibly expensive at this place it is diabolical
- I'll be wearing one every day so I think I'm ordering seven of them
- this is a very busy board a lot of Art and pictures and symbols and that everywhere
References (from this video)
- Engaging city-building decisions
- Clear thematic feel
- Good social interaction during demos
- Potentially punishing scoring complexity for new players
- city-building and neighborhood improvement
- Urban development in a modern city
- tile-based city construction with scoring objectives
Mechanics (from transcript analysis)
- drafting — Draft projects to place into your city grid
- scoring — Points earned based on completed objectives and tile features
- set collection — Collect scoring cards and feature tiles
- tile placement — Place tiles to form districts and features
- worker placement — Assign workers to collect scoring resources and actions
Video topics + discussion points
Quotes (from this video)
- it's the largest gaming convention in Latin America
- Mega XP is really really fun
- I feel like it's such a valid place to go
- the energy of the Mexican designers and publishers feels so fresh
- I would love to come again
References (from this video)
- very approachable for newcomers
- highly satisfying drafting and interaction
- well-regarded designers and accessible for a broad audience
- may feel machine-like to some once you know the chain of scoring
- downtime can be noticeable if players overthink
- urban planning with thematic city-building goals
- neighborhood development across eight cities
- open-ended scoring-driven progression
- Alea Loreum-style drafting games
- other lightweight engine-builders
Mechanics (from transcript analysis)
- drafting — selecting actions/tiles to shape your neighborhood
- set collection / scoring goals — collecting tiles to meet personal goals and city-wide objectives
- worker placement — placing workers to draft scoring goals and build features
Video topics + discussion points
Quotes (from this video)
- it's got the feeling of a Euro with tile Drafting and lay(e) but also you're rolling dice to determine the actions
- it's all about secretly bidding power as you fight for area majority and control around the board
- the story is so well written and the choices you make feel like they matter and they're important
- I love Robin Hood as a theme give me all the Robin Hood Stories movies games more please
- River of Gold is my number one game of 2024 for me
References (from this video)
- Straightforward city-building feel
- Family-friendly yet offers depth
- Strong design pedigree
- May lack depth for seasoned gamers
- Replay variety depends on scenario selection
- urban planning
- City-building on a 3x3 grid with terrain types
- straightforward Euro with scenario variability
Mechanics (from transcript analysis)
- objective cards and public objectives — score via personal, public, and scenario objectives
- tile/board construction — 3x3 city grid with terrain features
- worker placement — assign one worker per row to collect features
Video topics + discussion points
Quotes (from this video)
- this is the newest board and dice game at least one of the newest
- a very straightforward Euro definitely on the lighter end of the medium
- I'm glad I did
- these are the kind of Euros I tend to really get along with
- the old ones are normally the best ones
- this is a stripped back Euro
- no bloat to the rules or anything like that
- it's so easy to table
- two to four players 40 minutes just sounds like it's taking all those boxes for me
References (from this video)
- approachable and compact city-builder
- strong two-player interaction without heavy downtime
- elegant integration of set-collection and tile-placement mechanics
- clear iconography and rules that ease learning
- some players may want more variability or player count depth
- the random secret column can feel a lottery at times
- city-building through tile and worker-placement choices
- Famed world cities with distinct scoring identities
- compact, scored city-building with concrete goals
- Expeditions
- Scythe
Mechanics (from transcript analysis)
- hidden choice and secret scoring — One column may contain hidden score tiles or resources, adding tension
- set-collection and end-game scoring — Multiple scoring tracks and a final scoring phase based on city layout and tile interactions
- tile-driven city construction — Build out a 3x3 grid of city tiles with row-based scoring objectives
- worker placement per row — Each turn you place workers on a chosen row to take actions, with limits on how many you can use per row
Video topics + discussion points
Quotes (from this video)
- I would never play Expeditions without this baked in now
- this is almost like an essential expansion
- quality of life upgrade
- it's coffee table cottagey just sitting out
References (from this video)
- high tension and numerous decision points that reward active planning
- strong thematic integration of lakes, parks, and towers within a city-building framework
- good replayability due to variable objectives and tile sets
- two-player balance can affect pacing and perceived fairness
- theming and objective variety can create a steep learning curve for new players
- tile randomness can occasionally undermine long-term planning
- urban planning with public objectives (lakes, parks, towers) driving scoring
- Mexico City and other global cities as the board setup for neighborhood development
- live, commentary-driven playthrough with tactical drafting and placement decisions
Mechanics (from transcript analysis)
- scoring_reminders_and_color-coding — Visual scoring reminders and color-coded buildings help players track complex scoring criteria across multiple objectives.
- set_collection_and_public_objectives — Each round reveals public objectives (lakes, parks, buildings of certain heights) and players race to complete them for points.
- tile_draw_and_drafting_from_bag — Tiles and buildings are drawn from a central bag and selected from visible options, introducing randomness and choice.
- tile_placement_and_grid_building — Players place tiles on a 3x3 (?) grid to form neighborhoods with rules about adjacency and vertical/horizontal alignment.
- worker_placement — Players assign a limited number of workers to take core actions like drafting objectives, claiming tiles, and expanding neighborhoods.
Video topics + discussion points
Quotes (from this video)
- this game just bombards you with awesome choices and it's so tension filled I want to grab all now
- it's a worker placement game
- going first is a big deal
References (from this video)
- presents a satisfying city-building puzzle
- well-regarded in the hobby
- rules and teach may vary by edition
- hand management, resource allocation
- urban development / city-building
- realistic/compact
Mechanics (from transcript analysis)
- hand management — manage cards to optimize actions and scoring
- tile placement / area influence — builds and score based on city layout and achievements
Video topics + discussion points
Quotes (from this video)
- I'm all for getting rid of board game boxes when needed.
- The more this has happened, the more I think I should do it to all my games.
- I feel like an assassin. The first one's hard, but then it gets easier.
- Keyside is it's the heaviest installment in this series. I think it's a masterpiece.
- Ticket to Ride is one of my all-time favorites.
References (from this video)
- Designed by well-known clever designers
- Quick and clever gameplay
- urban development and planning
- Designing a neighborhood in a city
- light, clever
- Sushi Go
- Baron Park
- Biblos
Mechanics (from transcript analysis)
- Compact, quick-play design — Shorter, highly efficient box and playtime.
- Drafting and placement — Draft projects and arrange them in your play area.
Video topics + discussion points
Quotes (from this video)
- there's just so many games so little time
- the art is really really nice I think the art is what drew me into it initially
- I love games that Implement multiuse
- you are in an Academy of sorts and you are taking your final exam
- it's going to be faster to table at three players
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- strong city-building theme
- high replay value
- rules can be complex
- city-building
- Urban development and city planning
- Array
- Calico
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It's fun, but it's not too hard to learn; there's a lot to do.
- The donuts look very realistic; they really pop on the display.
- Cities from de Games and it's a fun citybuilding game on your little player board.
- It's a simple game but strategically all it's not simple.
- Rockard is thematically so strong; you feel like you’re managing a rock career.
- Windmill Valley is beautiful and ambitious; the tulip-windmill combo looks fantastic.
- The candy is D and now we know the candy is dandy.