Tabletop_Gaming__April_2019

(singke) #1
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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

Free download pdf