Explore Paris in the 19th century. Discover its renowned architecture and obtain the most eminent buildings in the right districts to achieve victory.
Paris is a typical medium-weight Kramer and Kiesling Eurostyle-game with straightforward gameplay, short player turns, and an ingenious point salad mechanism. You mainly score points by obtaining the right buildings and collecting the right bonus cards.
In Paris, you take on the role of wealthy real estate investors in the Paris of the 1900s. Paris is at the height of its transformation into one of the most beautiful cities in the world. After having successfully organized the World Fair in 1889, topped by the construction of the Eiffel Tower and celebrating the centennial of the Storming of the Bastille, Paris goes through a period known as “la Belle Époque”. The architecture of Paris created during this period ranged from the Beaux-Arts, neo-Byzantine, and neo-Gothic to Art Nouveau and Art Deco. It is your task to purchase some of these magnificent Parisian buildings in order to make a profit and invest in the development and upkeep of some of Paris’ most iconic buildings and landmarks.
- clever two-player shared-board duel with a tug-of-war feel
- high production quality (art, components, cards)
- expansion postcards add meaningful variety and depth
- tight, tactical decisions with meaningful blocking and timing
- postcard rules and their interactions can be tricky to remember
- expansion postcard rules add complexity that may slow down first plays
- city-building with lighted lampposts and decorative façades; postcard-driven scoring tied to landmarks and layout
- A stylized Parisian street where players illuminate and decorate buildings along a shared cobblestone promenade.
- abstract, postcard-inspired scoring with real-world Parisian imagery and monuments
- Rosenberg-inspired polyomino tiling games (conceptual comparison)
Mechanics (from transcript analysis)
- annex/gargoyle/measured scoring — Special postcards can directly affect scoring via annexing locations, or placing a Gargoyle on an opponent’s building for shared benefit; Eiffel Tower interacts with lampposts and surrounding spaces.
- expansion postcards — The Eiffel expansion adds new postcards with unique effects (e.g., Gargoyle, Mona Lisa, Obelisk, Eiffel Tower) that influence scoring and placement.
- postcard actions — Each postcard around the board provides an optional action; once activated, a token is placed to denote use and many postcards have scoring effects.
- reserve vs. common supply — In the first phase you either draw from your own stack (hidden) or take a building tile from the common supply into your reserve for later placement.
- shared-board tile-laying — Two players place tiles on a single board, competing for space and adjacency to maximize scoring potential.
- two-phase scoring — Phase 1 fills the cobblestone floor; phase 2 places buildings on top of reserved tiles with scoring tied to lamppost adjacency and largest connected area.
Video topics + discussion points
Quotes (from this video)
- it's a tile lane game that has very much so ue rosenberg kind of vibes
- two player only
- these postcards are tricky to remember
- the expansion postcards are a lot more extra
- tactical this game is so tactical
References (from this video)
- Unique dice-driven area control
- Distinctive tactile components
- Potentially steep learning curve for new players
- area control with a dice-throwing mechanism for deployment
- handcrafted hardwood-board town with territory competition
- tactical, bluffing-driven area control
- Qwirkle
- Hey, That's My Fish!
Mechanics (from transcript analysis)
- Area Control — claim territories and form lines for points
- bluffing/hidden information — dice results and deployment shape strategic decisions
- dice drafting — roll dice to determine deployment values
Video topics + discussion points
Quotes (from this video)
- Sushi Roll deserves to be one of the most successful family board games on the market
- One Key is the perfect simplification that still retains the fun to try and communicate through imagery and argue over what you're convinced you can see
- Bosque is a gorgeous looking game
- it's the perfect setup for a party game just that right amount of arm flapping and frustration at your teammates
- the Catacombs of Horror ... continue to surpass my expectations in how they can continue to bring creativity to puzzles
- Dragon's Breath is one of the best kids games I've ever played
- Paris is a one-of-a-kind dexterity game with a handcrafted hardwood board
- Undo ... is a cooperative one-shot experience
- Home Brewers ... I love it because it does a great job of capturing its theme
References (from this video)
- Strong thematic idea; well-regarded design
- Can be long for some groups
- Economic engine building
- Parisian city-building
- Elegant, classic euro
Mechanics (from transcript analysis)
- set collection / route building — As players construct Parisian landmarks to score.
Video topics + discussion points
Quotes (from this video)
- Shark Park, a memory kind of game.
- they're essentially just more complex versions of the last.
- it feels like it's a bigger game that was streamlined and streamline is often very good, but this one I felt almost a little streamlined too much.
- This one's almost there. And I know a lot of people love the Talisera.
References (from this video)
- strong Parisian flavor and aesthetics
- clearly themed around a real-world city
- niche appeal; not universally loved
- some complexity in scoring or tile interactions
- city-building and historic landmarks
- Paris, France
- geography-inspired design
Mechanics (from transcript analysis)
- set_collection — collect elements representing Parisian features for points
- tile_placement — place tiles to form districts and score through layout
Video topics + discussion points
Quotes (from this video)
- this is the board game quiz show
- i'm quizmaster christina
- viewers you can feel free to pause after the questions to play along at home
- it's just great
- i started with agricola
- it's a fantastic game
- you can check out our bi-weekly podcast
References (from this video)
- Beautiful production
- Smooth and easy to learn
- Theme feels weak
- Linear progression with little thematic engagement
- Light euro
- Urban european city-building
- Abstracted
Mechanics (from transcript analysis)
- tile placement — Place buildings to create a scenic cityscape and earn points.
Video topics + discussion points
Quotes (from this video)
- it's important to think about my health as well
- i need to take a break
- it's only a game
- think of your health particularly in this day and age
- take care and remember it's only a game
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The two by the way was Kingdoms for Lauren which is actually I think liked by others but I felt that you had to break your teeth on the rules to get to a game that was a whole lot of messiness.
- I really did not love Kingdoms for Lauren but I respect that it's a game that will work for others.
- The highest the highest individual score given out in 2022. So that's the 3.5 is the most common rating given.
References (from this video)
- Strong thematic integration with the Paris real estate/urban development motif
- Multiple viable strategic paths (money generation, district control, landmark prestige, and endgame bonuses)
- Endgame tiles and set-collection mechanics add depth and late-game planning pressure
- Prototype components may be revised before final production, which could alter tactile feel and iconography
- Some rule and UI clarity concerns may require sanitization in the final rules or player aids
- Urban development, property acquisition, prestige, and district control
- Early 1900s Paris, as a real estate developer/investor scenario
- Economic strategy with positional tension; area control, resource management, and timing-driven scoring
Mechanics (from transcript analysis)
- Banking and resource flow — Banks provide immediate money when keys are placed; money, along with other resources like wood, marble, and gold, forms a market economy supporting purchases and upgrades.
- District control and area scoring — End-of-game scoring is driven by the total value of buildings within each district and who controls the districts, with multiple scoring opportunities via bonus tiles.
- Endgame tiles and set-collection — When all building tiles are exhausted, players can claim endgame tiles that grant bonuses or set-collection points, adding strategic timing considerations to endgame.
- Key/token economy and behind-screen management — Each player has keys and money behind a screen; actions involve placing keys onto the board to unlock revenue banks or move them to buildings/landmarks to claim ownership and income.
- Landmarks and prestige tokens — Landmarks can be acquired to unlock prestige token conversions (bronze/gold/silver) for points; tokens can be spent later to maximize scoring potential.
- tile placement — Players place topmost building tiles from stacks onto the board, matching a district-plot layout and values to available spots. Placement starts a turn workflow and sets up future options.
Video topics + discussion points
Quotes (from this video)
- Prototype so some of the components and maybe some of the rules might be changed a little bit for the final copy.
- This is coming to Kickstarter around next week, yes mid-March.
- We are real estate investors in the early 1900s and we're trying to make our mark by acquiring buildings and landmarks.