WELCOME TO THE FUTURE OF CITY BUILDING!
GOLD COAST, AUSTRALIA, 2100. Construction of the first oceanic MegaCity begins. Tackling overpopulation and rising sea levels has become the planet’s number one priority.
Advances in technology enable us to build towering superstructures on immense floating platforms. You are the next generation of architects called upon to design and build these marvels of structural engineering.
Race to collect contracts, construct beautiful buildings and vie for awards as a unique MegaCity emerges each time you play. It’s a competitive business where prestige points are everything!
A combination of dexterity and light strategy, MegaCity: Oceania is the city building game in which you actually build a unique city every time.
Players create a brand new MegaCity by collecting Building Tiles, Building Pieces and Contracts. However, this is not a co-operative game - you are battling to score Prestige points based upon the contracts you complete. Players can also gain bonus Prestige points by creating tallest buildings, using a single material, and placing monuments in Parks. At the end of the game, Awards are handed out that contribute to the final score, and points are lost if players have any pieces left over in their personal supplies. Whoever has the highest total is declared the winner, and the finest architect in your new MegaCity.
Players build when it's not their turn, meaning this is a game with little downtime. A combination of dexterity, light strategy and creativity make MegaCity a truly unique experience - a city building game where you actually build a brand new city every time you play!
- combines dexterity with light strategy
- allows for planning and implementing city construction
- not necessarily the host's favorite type of game (dexterity)
- architects designing and building super structures
- immense floating platforms out in the sea
Mechanics (from transcript analysis)
- city building — construct beautiful little buildings and divide for awards as a unique mega city emerges before you on the tabletop
- dexterity — the dexterity element
- Set Collection — race to collect contracts
Video topics + discussion points
Quotes (from this video)
- The court that surrounds him and contains subjects who seek power and so each player represents a family that will vie for control over the different subjects of the land.
- Seven different victory conditions so the path to victory may shift as you play and you gain more information about each subject's motives during the game.
- Usurp the King does sound interesting enough that I'm really looking forward to giving this one a try.
- Players are aspiring vinyl collectors, you know vinyl those big flat black LPS that my daughter wouldn't recognize if I waved one in front of her face.
- Players then will acquire morsels of information and that information will lead them to different vinyl bins where they will select albums to add and expand their collection.
- Inventory is limited and the other customers may be targeting the very same vinyl gems as you.
- There's there's there's something about this game that scene very very familiar.
- Players take turns being the focus of an intervention by drawing a problem card with a nonsensical problem like uncontrollable interpretive dance or neurotic inability to turn right.
- Friends will give obscure clues and hints at what the problem is without giving it away completely and the sooner the intervened it can guess what their problem is well if the more points they'll score.
- It's also one of those games that I don't know how often I will find the need to play it after playing it once but sounds interesting enough.
- Players take on the role of foxes trying to steal as many chickens as they can from the henhouse and then cook them up into delicious fried chicken dinners.
- Each character's Fox that they play has a unique ability that can be used once throughout the game giving them a little bit of player asymmetry.
- Rolling poorly too many times he might scare the chickens out of your bag which would end the game and no chicken dinner for you sorry.
- I love a good word game.
- In this game all players create words simultaneously from their letter pieces that they're going to have on the table out in front of them.
- There's a thrilling little challenge of word discovery that starts to happen.
- You score more points the fewer pieces that you lose.
References (from this video)
- fun, engaging tower-building with a satisfying city-growth theme
- a balance of dexterity and Euro-style planning that feels weighty
- moments of dramatic luck and skill with tower stability
- longer playtime; could overstay its welcome for some groups
- rules and table setup can be awkward in mixed-table environments (e.g., double tables)
- Rune Stones
Mechanics (from transcript analysis)
- actions per turn and shared planning — On a player's turn you perform actions that influence building bases and contracts, while others may respond.
- bag-draw construction — On turns you draw random pieces from a bag to assemble towers; bases and contracts guide scoring.
- contract-based scoring — You build towers to satisfy contracts to earn points; docking the tower completes a contract.
- dexterity with euro-style objectives — Players stack intricately shaped pieces to form towers on hex bases, then move the towers across the table.
- end condition via contracts — The game ends when a set number of contracts are completed; scoring reflects overall city growth.
- table stability risk — Dexterity elements create dramatic moments as towers can topple, affecting scoring potential.
Video topics + discussion points
Quotes (from this video)
- welcome to the jungin schemes
- I really had fun
- this is a really fun game that maybe overstayed its welcome
- this was easily the worst game that we played at bgg con
- I think this is a really fun game that maybe overstayed its welcome
- I would not mind playing this several times
References (from this video)
- quirky hybrid of dexterity and strategy
- beautiful components and components variety
- fresh thematic feel
- complexity may deter pure casual players
- learning curve around scoring specifics
- dexterity with strategy and city-building
- floating city concept for a future metropolis
- simultaneous planning with stacking and goals
- Ice Cool
Mechanics (from transcript analysis)
- dexterity placement — place hex/ tower-like structures using plastic pieces
- Pattern Building — match goals to score by building specific configurations
- pattern/goal cards — match goals to score by building specific configurations
- scoring via central city and parks — points come from central structures and proximity to parks
Video topics + discussion points
Quotes (from this video)
- it's a pro Chabal strategy game that feels very different to anything I've played
- the Berlin map on the other side is a great bonus
- it's a cooperative word building game where you can't see your own letters
- it's a murder deduction game
- it's very simple in terms of rules but it has twists
- I can't wait to play this one again properly when it comes out