You've been tasked by the city council to put together a plan to transform a whole neighborhood in the city. You have the opportunity to build new housing, office buildings, parks, and leisure areas near the waterfront. It is in your hands to make the city a better place.
Cities is a city-building game in which you draft the best projects and arrange them in your own playing area. With action and resource draft mechanisms, it will give you the opportunity to visit the cities of Sydney, Venice, New York, Barcelona, Rio de Janeiro, Lisbon, Mexico City, and Buenos Aires. Can you design the most magnificent neighborhood?
The game is played over eight rounds (or four rounds in a two-player game). Each round, players use their workers to collect 1 scoring card, 1 city tile, 1-2 feature tiles, and 2-4 building pieces. City tiles are made up of park spaces, water spaces, and building spaces. Building pieces are placed on building spaces of the same color to form buildings, which can be 1-4 stories high. Whenever a player fulfills an achievement, they place one of their discs on the achievement board. At the end of the game, players add up the points they have gained from all of their scoring cards and achievements.
—description from the publisher
- Adorable art and cute Oddities
- Wide range of card abilities
- Season mechanic adds strategic depth and replayability
- Good replayability with many unique cards
- Light, charming, and family-friendly chaos
- Some luck involved in drawing cards that may or may not be playable due to season
- Take-that elements can create negative experiences for some players
- Collection-building of charming creatures with take-that interactions and season-based strategy
- Whimsical world where collectors assemble Oddities across Seasonal cycles.
- Whimsical, light, family-friendly flavor with charming art and card flavor text
Mechanics (from transcript analysis)
- Collection and rarity — Common Oddities count toward your collection; Rare Oddities grant special abilities.
- Deck building — Season cards form a deck; players must match the current season to maximize usefulness and guide actions.
- Draw and play sequence — On a turn, a player draws a card, then may draw a second card or play a common or rare Oddity to their collection.
- Luck and draw variability — Shuffles and card draws introduce luck, affecting what cards you can play.
- Misfit target actions — Misfits can be played on opponents to apply negative effects to their collections.
- Quirks as one-time actions — Quirks are single-use actions that provide temporary advantages.
- Season deck-building — Season cards form a deck; players must match the current season to maximize usefulness and guide actions.
- Season-based restrictions — Season cards restrict which cards can be played, adding strategic depth.
- Take-that and stealing — Many cards allow stealing or hindering opponents, depending on the action played.
- win condition — The first player to accumulate six Oddities in their collection wins the round/game.
Video topics + discussion points
Quotes (from this video)
- the characters on the cards and Oddities are absolutely adorable
- There is a wide range of abilities on the cards I think you could play several rounds and not see the same special actions which is great for replayability
- If you love Charming art and light strategy with a bit of playful chaos Oddities might be your next family favorite
- our family really enjoyed Oddities
- how cute the art was
- season restriction adds a little extra to make the game a little more strategic
References (from this video)
- Tight timing of actions
- Strong thematic integration with city-building
- High decision density for a lighter heavy game
- Missing solo mode in the published version
- City construction with public objectives
- Urban development on a compact grid
- Strategic tile drafting and worker-placement interplay
- New York (thematic example)
Mechanics (from transcript analysis)
- Public objectives tied to city — Public objectives influence scoring and strategy.
- tile drafting — Draft tiles that affect your city layout and scoring.
- worker placement — Place a worker to take multiple, distinct resources/actions.
Video topics + discussion points
Quotes (from this video)
- Explorers of Neoria is my number 10. It is a wonderful, very unique game where basically you are taking out or drawing these different little chunky bits from a bag.
- I really love that decision of do I want to just take one from the board that I know exactly what the color is or do I take out too randomly from the bag and hope for another color that maybe I would prefer.
- River of Gold... there are three simple actions that you can do. You can sail, you can build, or you can deliver.
- This is a fantastic game. I will say that I think I'm pretty good at this game.
- Nova Roma has such a cool action selection worker placement mechanism.
- Minos Dawn of the Bronze Age... the dice drafting worker placement shines in this game.
- Wondrous Creatures is fantastic.
- Skyrise. There is fantastic player interaction.
References (from this video)
- Engaging city-building theme
- Accessible engine with tableau-building flavor
- Some players feel thematic integration could be clearer
- City growth through project drafting
- Urban city-building and planning
- Strategic, thematic
- Dominion
- Carcassonne
- In the Mood for Cities
Mechanics (from transcript analysis)
- drafting — Players draft projects to place in their city.
- tableau-building — Cards and placed projects form a tableau maximizing points.
- tile/board placement — Projects are placed to shape a growing city.
Video topics + discussion points
Quotes (from this video)
- board games a lot of ways have helped me find friends and build confidence in Social aspects
- we sold out about half our inventory yesterday
- the Mandalorians got it right
- the show must go on
- semi-cooperative
- I cannot win
References (from this video)
- great visual presence and table presence
- accessible and family-friendly
- potentially light for heavier gamers
- urban development, planning and competition
- Global city-building with real-world destinations
- lighter, accessible
- Architects of the West Kingdom
- Possibly other city-builders
Mechanics (from transcript analysis)
- city-building / project drafting — draft projects and build neighborhoods up to four stories
- multi-criteria scoring — points based on height, color variety, and color sets
- project drafting and building — draft and construct neighborhoods; build up to four stories
- seasoned, multi-criteria scoring — points based on height, color variety, and completed objectives
Video topics + discussion points
Quotes (from this video)
- Rebel Princess is fantastic.
- The premise is it's kind of like a slight social deduction setting.
- it's a tableau building game
- the end-game via last tile is clever
- the cutest little game
- Dune Imperium is my number one
- hidden roles add tension and intrigue
- the eight rounds
- tiles and shared space create intense competition
References (from this video)
- 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)
- Compound Scoring — Complete objectives and match requirements for victory points
- 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)
- 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)
- Compound Scoring — score via personal, public, and scenario objectives
- Deck building — 3x3 city grid with terrain features
- 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)
- elegant tile-placement
- varied city themes (e.g., Sydney, Venice, New York)
- expansion potential (Cities USA)
- randomness of draws can impact pacing
- may benefit from expansions for replay variety
- tile-placement and city development
- globally themed city-building
- family-friendly, accessible
- Castle Combo
- Endeavor Deep Sea
Mechanics (from transcript analysis)
- achievements and secret objectives — top cards grant endgame bonuses and personal goals
- secret objectives / endgame bonuses — hidden goals influence scoring strategy
- tile placement — build a city by placing tiles with varied effects
Video topics + discussion points
Quotes (from this video)
- it's the cutest little game with these cute oversized Rocap bars
- Green Team always wins
- Endeavor Deep Sea... due to problematic slavery mechanic
- Windmill Valley is beautiful to look at
- I love cities
- Arcs is hot
- Cities USA coming soon
- Telestrations was hilarious