City of Gears is a unique steampunk game of exploration, area control, worker placement, and engine building. From your incredible Factory, you must race to claim ownership over the magnificent ruins of an abandoned clockwork metropolis. Each game plays in under an hour, and because only nine of the city tiles (from dozens available) are randomly chosen and placed each game, no two games ever play the same.
Each turn, you roll a number of production dice and activate City Tiles, then you move your automaton workers and perform a variety of actions (such as drawing and placing gears to reactivate areas of the city, sabotaging opponents, and activating unique steam powers) as determined by your resources. Along the way, you will develop your Factory with special powers which set it apart and provide you with powerful bonuses.
As the city is revealed and its abilities are discovered, players must concoct plans to accrue prestige and hinder opponents so that once Opening Day arrives, they will emerge victorious! Do you have what it takes to set the City of Gears in motion?
- Game comes with a lot of flexibility in its setup.
- Game end is triggered by revealing the ninth city tile, with a countdown to the end of the game.
- Victory points can be gained from city tiles, development gears with endgame effects, and area control.
- Building new robots gets more expensive as the game goes on.
- Players are limited in the resources they can store to prevent building up huge supplies.
- entrepreneurs attempting to expand their influence
- city
Mechanics (from transcript analysis)
- Action Point Allowance — Players perform a set of four steps each turn: produce resources, activate city tiles, perform actions, and spoil overages.
- Area Control — Players gain victory points based on area control on city tiles at the end of the game, determined by robots and gear links.
- Dice rolling — Players roll resource dice at the start of their turn to determine available resources.
- Resource management — Players produce resources by rolling dice and collecting tokens, which are then spent to perform actions.
- set collection — Players draw gears from a bag and can place them into development slots or onto gear links.
- take that — Players can overcharge to destroy opponents' robots or gear links using zap tokens.
- tile placement — City tiles are dealt face down and revealed during gameplay. Gear links are placed into holes on the map.
- worker placement — Players move robots onto city tiles to activate them and potentially gain linking bonuses.
Video topics + discussion points
Quotes (from this video)
- In city of gears players play the role of entrepreneurs attempting to expand their influence in the city of gears.
- The game will end shortly after all nine of these see details have been revealed and the player with the most points wins.
- On each player's turn he or she carries out all four of the steps shown on the reference on his or her player board before play passes to the next player.
- Players complete the four steps in the order that they're listed on the reference board produce resources then activate city tiles then perform actions and then spoil overages.
References (from this video)
- Impressive table presence that draws players in
- High customization with many tile configurations and a large gear bag
- Strong middle-ground between gateway and euro game in depth
- Replayability via many tile configurations and layouts
- Engaging strategic depth once you realize you control areas via your gears
- Fiddly 3x3 tile grid can be awkward to flip and reposition during setup
- Some icons lack detailed descriptions in the rulebook; may require external references
- Initial intimidation from the striking table presence for new players
- Industrial power, gears, and control of a shifting city
- Abandoned clockwork metropolis in a steampunk-inspired world
- Analytical, experiential, and lightly humorous
- Forbidden Island
- Downforce
Mechanics (from transcript analysis)
- Area Control — Players place gears to influence and claim sectors of the city as the board unfolds.
- area control / area influence — Players place gears to influence and claim sectors of the city as the board unfolds.
- Dice-driven actions / resource activation — Production dice are rolled to activate actions on tiles and power worker actions.
- Resource management — Gear resources power actions and unlock advantages or “superpowers” for players.
- Resource management and upgrades — Gear resources power actions and unlock advantages or “superpowers” for players.
- Robot workers / automation — Automated workers are moved to perform tasks, interact with tiles, and enable capabilities.
- Sabotage and conflict — Gears and actions can hinder opponents, creating choice-based contention.
- tile placement — A modular set of city tiles is used; players draft, place, and flip tiles to shape the city.
- Tile placement and city tile drafting — A modular set of city tiles is used; players draft, place, and flip tiles to shape the city.
Video topics + discussion points
Quotes (from this video)
- table presence of this game surprised me
- the table presence actually intimidated quite a few people
- city of gears totally lives up to my expectations for it
- it's not a big thing, it's a euro game, it's not a really high-stakes Ameri game
- I might call it a little more than a typical gateway game
- two great designers who go together like chocolate and peanut butter
References (from this video)
- distinct gameplay feel unlike other euros
- high production and interactivity
- hard to understand without playing
- requires some learning curve
- architecture and automation with gear-based visuals
- steampunk city in conflict/reconstruction
- thematic, mechanical
Mechanics (from transcript analysis)
- area control / worker placement hybrid — putting out robots and connecting regions via plastic cogs
- tile/board interaction — actions chain back to linking tiles and regions
Video topics + discussion points
Quotes (from this video)
- it's one of those games that can be played by anyone
- it's basically Taboo but trap words
- one of the best-looking covers of a ball game I've ever seen
- a dynasty of games that feels different to anything else
References (from this video)
- interesting interaction in a strategy game
- compact for a strategy title
- unknown depth for non-fans of the theme
- influence and interaction with mechanisms that affect other players
- Strategic city-building with Victorian steampunk vibes
- strategic and competitive
Mechanics (from transcript analysis)
- tableau-building / worker placement like — Influence and interaction determine payoff; others can affect your space.
Video topics + discussion points
Quotes (from this video)
- this is from I games in Ukraine and this is from one of the designers of mysterium
- we had a lot of laughter with this one
- surprising amount of skill to hitting that Tower
- this is a reversed dungeon cruel
- I had loads of fun with it last night