tabletopgaming.co.uk 71
While the randomness of rolling
dice and drawing gears is deftly
balanced in the rules – two unwanted
resources can be converted to any one
alternate and saved for future turns,
and gears must be drawn together
and can only be used once per turn
for a gear link or factory development
- City of Gears can still occasionally
fall prey to the luck of the draw. e
blunt conclusion means that a lucky
scoring bonus drawn in the last few
turns can suddenly swing the game
in a player’s favour, while the limited
number of resources still makes du
rolls frustrating to a degree.
ese small and shared frustrations
pale in light of the game’s well-
considered mixture of points-
gathering and player interaction,
leaving the cardboard machinery
running smoothly with nary a hitch.
It’s wrapped up in an impressive
presentation that provides the
pleasure of plonking the chunky
plastic gears into star-shaped
holes along the edges of the tiles to
link them together – although the
iconography used to denote certain
development eects could be clearer
at points.
City of Gears is a well-oiled
machine built with dependable parts.
It might not feel like the freshest
experience on the tabletop, but
there’s a certain charm to its sheer
reliability as an enjoyable, if not
outstanding, hour of gaming.
MATT JARVIS
F
or a game that looks and runs
like clockwork, City of Gears has
plenty of electrical spark running
through it.
Behind its steampunk appearance
is a tting mechanical meshing of
gameplay. ere’s the management
of resources as players roll dice to
gather steam, gears and electrical
charges. Gears can be spent to
connect up the central nine-by-
nine grid of city tiles (randomly
placed during setup and revealed as
they’re explored), creating bridges
for meeple-like workers – powered
by steam or more potent electricity
- to travel along and extend their
owner’s network of tiles. e gear
links double as a way of activating
ability combos on connected tiles
when resources trigger one location’s
ability, granting the chance to
reap bonus resources and victory
points along a well-constructed
web. Gears also feature an optional
‘development’ ability that can instead
added to a factory, building up an
array of bonus actions and scoring
opportunities that gently expand the
initially simple loop.
What begins as a relatively docile
expansion out of your factory quickly
becomes a scrappy tussle for control
of each city tile. e robotic workers
can zap rival automatons into a pile
of scrap, sending them back to the
factory and forcing them to traverse
the board once again. Zaps can also
be spent to destroy the gear links
connecting tiles, cutting o rivals’
valuable networks. With workers and
gear links determining ownership
over tiles – and their victory points – at
the end of the game, City of Gears’
latter half can be surprisingly blood–
erm, oilthirsty. Luckily, getting zapped
isn’t a game-ending setback, so the
heated competition never feels cruel.
e comfortable combination of
spending dice results, expanding
your presence on the grid and
activating tiles zips along surprisingly
quickly – playing on the standard
board (a low-conict option for
bigger groups is included), the
endgame can come around before
you know it. e random nature of
the sudden nish – which is triggered
by pulling three white gears from
the bag, and immediately ends the
game – can be a bit jarring, especially
as multiple (or even all three) white
gears can be pulled on the same
player’s turn, leaving little chance
to react or make good on certain
scoring requirements.
Clockwork, not hard work
City of Gears
TRY THIS IF YOU LIKED... LORDS OF WATERDEEP
Supposedly an inspiration for the dice-rolling steampunk game, this
Dungeons & Dragons spin-off remains a reliable strategy hit years later.
PLAY IT? PROBABLY
City of Gears is as solid as they
come, combining conventional
route-building and scoring with a
surprisingly heated level of player
interaction towards its slightly jarring
end. Like its clockwork visuals, it’s an
experience you can count on to run
dependably, even if there are more
modern-feeling successors out there.
WHAT’S IN
THE BOX?
◗ 16 production dice
◗ 24 automaton
worker pawns
◗ 80 ownership markers
◗ 36 resource tokens
◗ 30 movement tokens
◗ Four converter
development cogs
◗ 40 standard cogs
◗ Four opening day cogs
◗ Gear bag
◗ 18 city tile boards
◗ Four factory
player boards
◗ 60 prestige markers
◗ Nine discovery tokens
45m 2-4 8+ £55
WHAT’S IN