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Underwater Cities gives players the opportunity to terraform the last ‘habitable’ spaces on Earth by building cities and their supportin...

Underwater Cities Underwater Cities

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Worker Placement


Underwater Cities gives players the opportunity to terraform the last ‘habitable’ spaces on Earth by building cities and their supporting infrastructure under the waves.  That’s the premise at least of Underwater Cities which is a hybrid tableau builder and worker placement game.  In the game, 1-4 players build tunnels, cities and other building on their own player boards by taking one of the available action slots on the main game board.  That sounds like a dozen other tableau builders out there but there are enough wrinkles and differences here, aside from the theme, which will keep this hitting the table for some time to come.

Gameplay

Each round of the game, every player will take three turns.  A turn starts off being a simple affair in which you choose a card to play from your hand of three cards and an action slot on the mainboard.  If the chosen card and action slot colours match, you can do the actions on both, if they don’t you’ll be limited to just performing the board space action.  This provides a significant amount of difficult decisions (this is a big plus), right from the beginning of the game.
The mainboard
However, the best part about choosing your turn actions is that at the beginning of your turn you must discard down to the hand size limit of three cards.  This doesn’t seem like it would have much of an impact of the game, but it allows for tactical thinking on other players turns, choosing which cards to discard and keep, and it means there is little-to-no downtime in between your turns.  This is no mean feat for a multi-player medium weight board game.

Like most worker placement games when a board action slot has been taken no other player can take that action.  The main game board is double-sided to accommodate 1-2 players and 3-4 on the other side.  When playing with 3 or 4 players, there are 15 actions slots on the board, 5 each in yellow, red and green which correspond to the card colours.  This means that a 3 player game will feel less congested than a 4-player game and your options to meddle, intentionally or not are limited.  In a 4-player game, however, you’re constantly re-evaluating your decision as invariably the action slot you want to take has been, probably 3 times, before it’s your turn again…thankfully this will often happen sooner than you’re ready.
2-player end game - player board
From the middle game onwards, because of the action cards that have been claimed into your tableau, there are often action combos that can be pulled off.  This is facilitated by the rule that you can resolve either the action card or board space action in the order you choose.  Where there are multiple actions within those areas, you can choose the order in which they’re resolved as well.  This means that you can often be a little a clever on your turn to maximise your benefits and doing something like this gives me at least, a great deal of satisfaction.

Finding these synergistic combos isn’t that easy though.  During your ‘downtime’ you’ll be scrambling to choose which cards to keep and which to get rid of at the beginning of your turn, choosing a card to play for your action – assuming the action slot is still available and trying to find the most optimum combo.  I never had the chance to play with anyone that I hadn’t taught the game to, but I assume that experienced players will be able to do all this as well as minimise the remaining options to their opponents.  That was not me though, I found the size of the iconography too small to see clearly in your opponents’ area.
3-player middle game - mainboard
Underwater Cities also features a variable turn order track, although it is simple, this must be one of my favourite mechanisms because nearly all of my favourite board games feature them, e.g. Brass, Dominant Species, Age of Empires etc.  However, one of the underlying rules in this game is that whenever you cover an icon up you get that immediate bonus.  In this game, if you get into the 3rd space or higher of the turn order track you will also get a bonus, which on many occasions permitted additional actions to be taken.

There are a plethora of icons on your own player board to cover up as well, giving a specific bonus, which can – and often do permit additional actions to be taken.  Which brings me onto another aspect of ‘tight’ worker placements that I enjoy.  The Euro-gamers perennial struggle to ‘feed your people’.  Not so much an issue in this game but overall resources are very tight.  There are three production rounds separating the three eras of the game, after which you’ll feel like Croesus; this will be short-lived.  However, I’ve nearly always found a way to do something worthwhile for my progress on my turn.  I never felt like I was treading water (ba-dum tish), or as last player or out of the game.
Inside the rule book

Components

There is a traditional bewilderment of icons in this game however after the first round or two of my first I found them all to be intuitive and easy to follow without referring to the rulebook.  There is also a fantastic Player Info card which details the cost of each build and what they produce and how to conduct Production rounds.  However, as mentioned earlier when those icons are in your opponents' area across the table, their size makes it difficult to see what they are, but this can be levied against most tableau builders.
Good looking cards
Most of the other components: the cards, mainboard, metropolis tiles, player markers, city domes etc. are completely unremarkable considering modern game publishing i.e. they’re of excellent quality and just what I would expect.  However, there are a few component issues that are worth mentioning.  The player boards and player info cards are really thin card stock, almost a heavy bond paper.  The resource and money tokens seem a little odd in their design choices.  The money comes in 1s (small size), 5s and 10s which share the same size…I don’t understand why they’re not consistent and make the 10s bigger or keep them all the same size.
A random assortment of bits
However, probably the biggest issue with the components is with the 3 resource markers.  They look just like a pile of singles with a 3 in the middle.  This is better than earlier printings of the game, which didn’t have a 3 on these tokens, but it’s still not great.  Unless you keep the stacks of singles and 3s separate you can’t really tell how many you’ve got.

Criticisms

Aside from my component criticisms, my quibbles with this game are all fairly minor and I can easily overlook them.  The first is one of scalability.  I have not tried this solo, but the 2 and 3 player game feel quite different from a 4 player game.  I prefer the 4 player game, as long as you’re not teaching the rules, otherwise, it can drag on.  This goes against the bgg consensus that suggests 2 players is the sweet spot.
After my initial sorting
I would normally comment on the box insert in Components, but here they haven’t bothered with anything.  No cardboard trench, no ill-fitted plastic tray.  You just get all the bits thrown into a few bags and card decks and a box.  Unless that box is jammed with counter sheets and rules, like many wargames are, then this is poor practice.  Especially considering that this version comes from Rio Grande Games, one of the bigger players in the board game world.  I think my 3d-printed insert will work out just fine.
Much better, - still don't like those 3s
The vast majority of the scoring will be done in the end game, there is no way to see who is ahead or behind up until you start counting up your final scores.  This, alongside the difficulty in seeing your opponents' tableau to allow you to choose the action slots your opponents want, turn this into not much more than multi-player solitaire - not necessarily a bad thing.

Conclusion

With all that said, I do enjoy Underwater cities a lot.  It gives players an array of decisions to be made and there are some really smart design choices that make this gameplay quick and it is definitely on the crunchier end of the spectrum.  Discarding card(s) at the beginning of your turn makes so much sense.
3 player end game - player board
Many people have compared this to Terraforming Mars, and the main differences between the two, for me, are the board of Mars, in which players are able to have direct conflict with one another, which is a plus Terraforming Mars.  Underwater cities, pros compared to Mars, are the way in which you play and resolve cards and those synergistic combos, which I didn’t really find in Terraforming Mars.

If you like thinking games and finding optimisation strategies with a minimal amount of player interaction then I can easily recommend this game. 

I’d like to thank Asmodee for sending this review copy.  Many local game stores will still have this in stock and you can use this link http://www.findyourgamestore.co.uk/ to support your FLGS or use their online shopping web store.

Publisher: Rio Grande Games
BGG Page: https://boardgamegeek.com/boardgame/247763/underwater-cities
Players: 1-4
Designer: Vladimír Suchý

Playing time: 2 hours +

‘Welcome to Centreville’ is an unusual title to be published by GMT Games. My view of their games is mid-to-heavy weight wargames using ...

Welcome to Centerville Welcome to Centerville

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Worker Placement

‘Welcome to Centreville’ is an unusual title to be published by GMT Games. My view of their games is mid-to-heavy weight wargames using lots of different game systems. What often sets GMT’s games apart from other publishers for me most is their production quality. In my opinion, many wargame publishers skimp on production quality whereas GMT consistently knocks it out of the park. This game is a departure from the normal wargame I expect from GMT but nothing has been lost from the production quality in this new game from Chad Jensen.

If I had any criticism about component quality, and I am nit-picking here, the ‘cloth’ bag from which you draw new vocation tiles is very light-weight, almost paper-like; but it works and gets the job done. You do have to apply 12 stickers to the wooden pieces before your first play. The board and wooden pieces are all excellent in terms of quality, as are most new hobby games released these days. The theme and the artwork are appealing to the non-wargaming audience. In fact, my wife expressed an interest in playing this game just based on the box art. (disclaimer: my wife doesn’t share my gaming obsession…yet.  Fifteen years in and I still haven’t given up. To play a GMT game with my wife was/is on my bucket-list, so thank-you for making such an accessible game GMT. I just need to get her to step up to Here I Stand next…(spoiler: it's not going to happen!))

I don't know what this material is called but it's not cloth.
Welcome to Centreville, as the title and box-art would suggest, is no wargame. It is a Yahtzee-style dice chucker to compete for the most lucrative buildings, positions and jobs in the titular Centreville. Each player is attempting to increase their Prestige and Wealth above those of the other players to win the game. These two metrics are scored separately on the same track and the lower of these scores is your final score. If you have 67 Prestige but only 20 Wealth your final score is 20.

On your turn, after you’ve rolled the extra-chunky six dice, up to 3 times, you can use the rolled icons to occupy spaces on the board. In general, the most rewarding, or more powerful spaces of the board are available when you roll 3 or more of the required icons. There are 10 different icons that you can roll and each icon can be used individually, or in sets, to place one of your tokens onto the board, or to take a counter that provides a turn-changing ability from the board. Alongside the icons, each die has a different colour which affects which areas of the board those icons can be applied to. Using my basic (and probably wrong) maths there are 36 different icon/colour combinations that you could roll (4 icons are colour agnostic).
Hunky, chunky dice!
As you can see, there are a plethora of options available to players and it proved bewildering to new players on the initial rules run through. However, each player is provided with an excellent player aid, which after half a dozen turns or so makes it abundantly clear what you can do with the icons you’ve rolled. I found, after the briefest explanations of how you win the game, and the basics of what you do on your turn, the game and it’s many options are best explained by playing/explaining the first few turns rather than painstakingly going through each possible outcome.

I am not disposed to like the randomness of Yahtzee-style dice chucking games. In this game however, the number of options and their combinations with the turn-changing abilities mitigates that randomness somewhat and after half-a-dozen plays, it has become my favourite Yahtzee-mechanic game. You’re still limited to the dice you’ve rolled after the third roll (or even four rolls with the Urban Planners or Media tile's special ability) however, there are two special icons on the dice that behave differently from the other symbols which allow and require you to roll tactically to be more effective.

The first 'special symbol' is a question mark icon which duplicates any other icon. If you roll one tree icon and 3 question marks you effectively have 4 trees and can occupy the most expensive property in town.
Icons...icons everywhere. There are 13 distinct board areas on display in this corner of the board.
The second special symbol on the dice is the hourglass symbol which effectively locks that dice in that it cannot be rolled again on your turn. Each hourglass will move the time marker on a space, (potentially triggering a scoring round or adding a disaster tile to the cloth bag) and they provide a small bonus to either Wealth or Prestige for the rolling player.

The number of symbols on each dice is different but you can attempt to control the roll through ‘Master Tiles’ and the question mark symbol. For example, the blue Master Tile allows you to set the Blue die, there are Master Tiles that allow you to set 4 of the 6 dice. The black die has 2 hourglass symbols on it, more than any other die. Rolling and re-rolling the black die has a greater risk and there is no equivalent Master Tile to control it with.

Initial Setup for a four player game
The board itself is a pleasantly compact board that contains a multitude of icons and areas. In general, the ‘town’ is divided into areas which provide Wealth, and areas which provide Prestige. There are other areas which allow players to add new abilities to their standard turn. These new abilities, gained through Vote icons or Education icons allow further control of the dice or the game turn. The standard turn is simple and even in the late game where each player may have 3 or 4 turn-changing abilities a turn can be completed in short order.

However, players that suffer Analysis Paralysis could be catatonic here. Trying to min-max this game I think is best left to Alpha-zero. If your group suffer with any AP players then don’t buy this game, or just refuse to play with them. In this game there is nothing to do between your turns; you can’t start planning until you see the first roll on your turn. I timed (discretely of course) 12 and a half minutes in between one of my turns playing a four-player game with 2 AP players. Playing quickly it could come back around to you in under 5 minutes.

This is an easy game to introduce casual gamers to. It’s a step above the likes of Catan or Dominion and is just as appealing. It may not be as accessible as those games, just because of the number of things you can do with the icons you’ve rolled, but after that initial rules-hurdle has been crossed this is a good game and surprisingly quick game that new or experienced gamers would enjoy; especially if they’re looking for something a bit meatier after their umpty-teenth play of King of Tokyo. I imagine that if you’re reading this, you are the serious-gamer in your group; this may be the ideal game to introduce your 'less-serious' friends to GMT Games. Next stop Fire in the Lake …
After the first scoring phase.
I did try, unsuccessfully, to introduce this to non-gamers. Specifically, my in-laws; it's not something I can recommend trying. It's either a next step game or a mid-weight euro, I can't decide but it's not a game to convert people into gamers. In terms of complexity, it feels about the same as 7 Wonders. There are many more choices in this game and it plays in approximately the same time. In fact, the playtime along with the number of decisions you have to make is the biggest appeal of this game to me. I can't think of many other short(ish) games that provide so many decisions in such a short time.

The adage ‘do what the other players aren’t doing to win a Euro’ doesn’t really apply here. You need to focus equally on your own Prestige and Wealth to be successful. There isn’t much player-interaction aside from the usual worker-placement DOS (Denial of Spaces) attacks and through the voting mechanism. Votes enable you to take the ability provided by a Public Office from another player by rolling more votes, in a particular colour, than they did to win it initially (each public office corresponds to a different coloured die).
After second scoring phase
There are three phases, to this game which each end with a scoring round. The phases end after the time marker has moved a number of spaces which is determined by the number of players there are. If none of you are rolling hourglasses (unlikely), the phase is going to be long. However, after the first scoring round and the first disaster has occurred there will probably be very few rules questions as the iconography on the board and the summary player aid do an excellent job to answer most questions.

Scoring follows the principle of if you have the most or share the most of something with a player you both receive a set number of points. Second most owning player(s) receive significantly less.  This is applied over the board in all its different spaces, and in that, this is the epitome of a point-salad game - everything scores some points. Scoring only stops play for about 5 minutes and it allows you to strategize for the next phase i.e. do you need to concentrate on Wealth or Prestige for the next phase.
Endgame scoring: Yellow wins with 75 points, Brown has 61 points, White has 54 points and Grey just 47 points. (Grey hadn't played before, and Yellow (me) had played and taught it at least 4 times by this point)

Each player also starts with a secret Legacy Tile, in effect, this is a secret mission, revealed at the end of the game, and is only scored in the third and final scoring round. There are 7 Legacy tiles in the game so each game will have a subtly different scoring regime in the final round. In one of my games, the Legacy Tile changed the winner of the game. This was one of those stand-and-shout gaming moments. I love it when games provide sufficient balance and tension throughout the game that the winner is still undecided up until the final reveal of the game. In my experience, there is skill involved in this game, and for equally skilled players there were rarely run-away leaders.

The game claims 2-4 players. Unfortunately, at two players, the rules introduce a third-player bot, which to me, indicate that it’s really a 3-4 player game. I have played with the bot and it is well designed and its actions can be resolved fairly quickly (there are no bot-action flowcharts here. Lookin' at you COIN!) but it was never really a competitive player. The bot's main purpose is to disrupt and deny spaces from the other two players. The concept and implementation of a bot for the intended audience of this game may be a step too far and I don’t really like a bot that isn’t competitive. I know earlier prototypes of this game there were rules to limit board spaces with two players but they’re not in the published rules. I have a feeling the proto-type 2 player rules would be more interesting to me.
Setup from here takes about 5 minutes

The game does play well at both 3 and 4 players, assuming you’re not playing with AP-prone players, but it is a better game with 4 players. It has a small foot-print and plays in just over an hour. It provides enough choices to satisfy any crowd of gamers and is now my go-to take-along-a-game-to-a-game-group game. I am pretty confident that very few gamers will have tried it or even heard of it. I hope that GMT Games' foray into more Euro-style games continues and proves successful for them. I notice Chad Jensen also has Golden Gate Park up on their P500 list, needing some love.

I would like to thank GMT Games for providing this review copy. GMT Games have started shipping this out so you can still get it from their website for $59 or from a few online websites offering a pre-order price here in the UK. I don't think this game will be very common and I think it will be difficult to track down if you don't act soon, but I guarantee it is worth it.

Marlon Brando in all his glory I have the pleasure of reviewing The Godfather: Corleone's Empire which, at the time of writing is ...

The Godfather: Corleone's Empire The Godfather: Corleone's Empire

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Worker Placement

Marlon Brando in all his glory
I have the pleasure of reviewing The Godfather: Corleone's Empire which, at the time of writing is Cool Mini or Not's latest 'hotness'. Unusually for a miniatures game, this title wasn't a Kickstarter and compared to CMON's other Kickstarter titles it shows. You're not getting hundreds of superfluous miniatures or any add-ons with this game. Instead, you get a game that has been designed to within an inch of its life and that is a good thing.

I suppose we should expect nothing less than a fantastic design when Eric Lang is at the wheel and he has delivered in spades. The top-notch design extends beyond the game play and components to include the box and the vac trays. When I was opening the box it felt like unwrapping a new electronic device whose boxes are notoriously designed to exude luxury and functionality. Godfather's vac trays are among the best I've ever seen in a game. Usually, I will ditch the vac tray and create a custom insert to hold game components, not this time.

The miniatures vac tray, note the horses head first player counter
Godfather's components also include a metal 'suitcase' for each player. I don't know why, but this addition tipped me over from curious to excited to play this game. You'll notice the base of the miniatures is either a square or circle; there are corresponding shapes on the game board which indicates the legal moves for each character. This aid helps to teach and play the game, there are other similar aids on the board to help the different setups at different player counts.

In the game, you control a family and thugs vying for supremacy of New York. The Godfather himself is a rather abstracted figure that only controls the game turns and some aspects of your hand management. Each family aside from the sculpts and names plays exactly the same. The miniatures themselves are, as you would expect from CMON, very well sculpted. But don't be disappointed by the lack of detail on them when compared to a typical fantasy figure; not many mobsters ran around New York bedecked in fur cloaks, leather pouches and scabbards!
A selection of the family figures
When I taught this game to not-my-normal group of players, none of whom would I describe as gamers, it took less than 15 minutes to explain and set-up all the components. (I had packed the game away to make sure setup would be quick but I can't see setup needing more than 10 minutes at the most)

As you can see the box art is sumptuous and evocative of the early 20th-century gangster theme. This immersive art design extends to both the board and the rule book. The rule book is a work of art in more ways than one. Let's be clear here, this is a simple game; if not a gateway game then a very solid next-step game. The rules could have been crammed onto 4 sides of paper. However here you get a lavishly illustrated rule book which introduces the game and explains concepts so clearly, it could be used as an example in rule-book writing.


Revenge is a dish best served cold - said the green player
On my first playthrough of the game, to make sure I knew the rules, I played with my 8-year-old son. For his benefit, I renamed the resource cards from narcotics, liquor, blood-money and weapons to a more palatable medicine, drink, money and guns. I think this may have sanitised my first play-through, a feeling which I haven't shaken on all subsequent plays. I would have liked the actions to feel a little more 'gangster' or brutal.

One of the most enjoyable actions involves taking-out other players figures. When this happens you get to put the proverbial 'concrete shoes' on them and 'give them an offer they can't refuse' and literally toss their miniatures in the Hudson River. The other core actions are spending your resources to complete jobs or shaking down businesses.

In order to maximise your turns, you need to manage your family. With no figures left you're not able to complete any of the ancillary actions open to you. This is a similar mechanic to managing your rage in Eric's previous Viking-themed game Blood Rage.

There are four turns to every game with five phases per turn. It scales well from 2 to 5 players. At 2 and 3 players, however, the board did feel quite barren until the 4th turn where you receive your full complement of miniatures. With 5 players the final turn felt inordinately longer than the preceding ones.

The final act of a 3 player game
Ultimately this is a worker placement game, with a side of card-drafting in an attempt to control Manhattan and Brooklyn. Where you place your pieces doesn't induce the same level of angst in the other players as do the likes of Caylus or Agricola. It felt like there was nearly always an okay, if not a good option left to take. However, for its audience, I think this is a design feature; very few players will find themselves alienated or picked on at any stage.

When I played the game with my slightly-more experienced group, they all agreed that it had become one of their favourite games and would look forward to playing it again. We rarely get the same games to the table but I think the Godfather will be a regular and welcome visitor to my gaming table now. This game feels a little light for my tastes but I still thoroughly enjoyed it and it was definitely a hit with my core gaming group. 

I would like to thank 365games for the copy of Godfather: Corleone's Empire they've provided for this review. RRP for this game is £79.99.


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