You are the mayor of one borough of Small City, and you have eight turns to secure enough votes to be re-elected. To do this, you have to attract more citizens, encourage the growth of residential areas for them to live in, and aid the expansion of both the commercial and industrial sectors – though the latter sector also brings pollution with it, and you need to deal with that, too, as high pollution levels will have a negative effect on your score at the end of the game.
If you build suitable infrastructure, your citizens will undoubtedly vote for your re-election, but beware of false promises! Votes can be earned over the course of the game by placing citizens in the residential spaces, by erecting cultural buildings, by keeping commercial buildings in suitable areas, and also by making good on the promises that you made to the citizens at the beginning of the game.
The player with the most votes (i.e., victory points) after eight turns wins.
- Satisfying spatial puzzle
- High player interaction
- Good thematic integration
- Rewarding city growth mechanics
- Can be complex and difficult to learn
- Requires significant planning and foresight
- Player interaction can be highly confrontational
- City building and development
- Clinic
- Princess of Florence
Mechanics (from transcript analysis)
- area influence — Placing buildings and cultural structures influences adjacent tiles, enabling higher-level buildings and strategic advantages.
- hand management — Managing action selection cards and promise cards is important for achieving personal objectives and scoring points.
- Pollution — Building certain types of structures generates pollution, which negatively impacts scores if it reaches certain thresholds.
- set collection — Players aim to collect specific sets of buildings or achieve certain configurations to meet end-game goals and gain victory points.
- tile placement — Placing building tiles on a personal player board is central to the game, with adjacency rules affecting expansion and scoring.
- worker placement — Players use worker meeples to select actions, with costs often varying based on turn order and previous selections.
Video topics + discussion points
Quotes (from this video)
- My 18 was get all of your dudes and I was like, wow, it doesn't seem like money's very easy to do in this game.
- My pollution gets subtracted from my score at the end of the game.
- I enjoy this more than Clinic... but I enjoy Clinic because I had only played Clinic so I played Clinic like seven times. I haven't played enough.
- This is like playing clinic but with the 3X3 instead.
- The puzzle is rough. I mean, I knew it was going to be rough, but it's rough rough.
References (from this video)
- Makes sense thematically and mechanically
- Engaging player interaction
- Strategic depth
- Rewarding to play well
- Incredibly complex and convoluted building phase
- Pollution management can be challenging
- Building a city
- small City
Mechanics (from transcript analysis)
- action selection — Players choose action cards that have associated costs and effects.
- area influence — Placement of buildings is influenced by adjacency rules, particularly for cultural buildings and residential zones.
- End-game scoring — The game includes endgame goals and scoring based on residential buildings and potentially other factors.
- mayor mechanic — The mayor's placement affects adjacent spaces and player options, acting as a disruptive element.
- Pollution track — Certain actions and building types generate pollution, which negatively impacts players if it reaches certain thresholds.
- Resource management — Players collect and spend resources (wood, stone, iron) and money.
- set collection — There's an implication of collecting sets of buildings or achieving certain configurations for scoring.
- tile placement — Players place various building tiles (residential, commercial, industrial, parks, etc.) onto their player boards.
- Variable player powers — The game appears to have unique player starting conditions or bonuses, though not explicitly detailed.
- worker placement — Citizens (workers) are moved to different locations on the board to perform actions or generate income.
Video topics + discussion points
Quotes (from this video)
- this is the meat of the game this is the building phase and it is incredibly complex and convoluted but it makes a lot of sense both thematically as well as mechanically but there's a lot
- I hate it but all right
- I love clinics I don't know about this game yet oh this is I think this is a better well we'll play it and then I'll knowon I'll have an opinion after I play it's yeah I hate it but all right
- I love small City and I'm fine with clinic similar to George yeah I I like both
- this city is a mess City's a mess it's a freaking mess
References (from this video)
- It's a really good puzzle.
- The variants make the game better.
- Component quality is fine.
- Colors are good and clear.
- The box size is way better in the deluxe version.
- The puzzle is rough.
- The advanced board makes it way harder.
- It is difficult to visualize the 3D aspect of it.
- It feels more limiting than Clinic.
- city building
- urban
- Clinic
- Princes of Florence
- Age of Steam
Mechanics (from transcript analysis)
- engine building — Referenced in the context of building a 'small engine'.
- set collection — Implied through the goal of collecting specific tiles or achieving certain configurations.
- tile placement — Discussed in relation to spatial challenges and how expansion works.
- worker placement — Mentioned in the context of using workers for park upgrades.
Video topics + discussion points
Quotes (from this video)
- The puzzle is rough. I mean, I knew it was going to be rough, but it's rough.
- I love Clinic. It's one of my favorite games.
- It's a really good puzzle, but it's a lot of work in a good way.
- The 3D aspect of it is what's difficult for me to visualize. But I feel like this is harder than clinic.
- The variants are recommended and are seen as making the game better.