What is Infinite City?
Times are good, the economy
is expanding, the workers are pouring in, and the largest city in the world is
growing exponentially! Only one corporation can control it all. Will it be
yours? Infinite City is basically a game about controlling territory. The interesting twist
is that you’re actually building the territory that you’ll control, rather than
just claiming it from a pre-made map.
This game for 3-6 players
consists of only very few components: 6 groups of 15 colored wooden tokens and
120 city tiles. Each city tile represents one prominent building or district in
the city. The artwork on the tiles features some pretty neat looking
near-future cityscapes. The tokens are rather bland but functional. Each tile
has a specific name and a special rule that comes into effect as soon as the
tile is played. Each player begins with a hand of 5 tiles and will play at
least 1 tile on each of their turns. So, over the course of the game, you can
really watch the city grow from its humble beginnings. There is no limit to how
big the city can get beyond the practical limitations of your play area.
Each player also starts the
game with all 15 of the tokens of their color. Each time they play a tile, they
also place a token on it to indicate that they control that tile. Players will
score points at the end of the game based on the tiles that they control – the
more tiles, the better. Various rules on some of the tiles can move or remove
tokens, however, so control is not guaranteed once you’ve staked your claim.
Where you place your tiles is
very important. For one thing, a lot of the special rules on the tiles have an
affect on adjacent tiles, so you’ll want to give consideration to which tiles
you’ll be influencing. Also, players only score points for groups of at least 3
contiguous tiles that they control – an isolated tile or two that are not
adjacent to the rest of your controlled tiles will not be counted when totaling
your score at the end of the game. Knowing this, you can sometimes place tiles
to block and breakup your opponents’ areas of controlled tiles.
The special rules on the
tiles add a lot more depth to the game. For example, a Factory lets you draw
additional tiles at the end of your turn, the Construction Site lets you play
an additional tile on the same turn, and the Embassy lets you steal control of
an adjacent tile from any other player. There is a fair degree of variety among
these special rules, and figuring out how to get the greatest benefit from each
of your tiles is an integral part of the game’s strategy.
Furthermore, some tiles have
a number in the top-left corner, next the tile’s title. If you control any of
these tiles at the end of the game, you score additional points equal to these
numbers. So, some tiles are just inherently more valuable than others. What’s
more, some tiles have special silver borders. The player who controls the most
of these silver tiles scores additional points equal to the number of silver
tiles they control. Note that only one player can score these extra points for
the silver tiles.
As you can see, there are a
lot of things to consider when playing your tiles. You need to consider their
special rules. You want to build the largest contiguous areas you can. You need
to favor tiles that have a printed point value over ones that don’t. And
finally, you want to control the most silver tiles. If you can’t build
contiguous areas, you might still be able to win by controlling a lot of
isolated tiles with high printed point values, or by controlling the most
silver tiles. Or, vise verse.
Timing is Key
I didn’t really start to
appreciate the nuances of the strategy in this game until I had played it a
few times. In addition to everything I mentioned above about selecting which
tiles to play and where to position them, there is also the matter of timing.
The game ends when one player has all of their colored tokens in play. As soon
as that happens, each other player gets one more turn and then scores are
tallied. Alternatively, if at any time all five Power Stations are in play, the
game immediately ends. No one else gets another turn.
It can be a valuable strategy
to keep a tile in hand that can remove a token from another player’s tile.
Removed tokens go back to the player they belonged to, so you can use this to
prolong the game another round if a player just placed their last token. Or, if
you hold the last Power Station in your hand, you have to be watchful to play
it at the right moment. Hold off until you’re ahead, but don’t wait too long
and give your opponents’ a chance to overtake you again.
What Can We Take Away from
This?
Infinite City has very simple components, and rules that can be absorbed in mere
minutes, and yet it offers surprisingly deep strategic choices. Having multiple
factors that influence your score creates multiple paths to victory and allows
for several viable strategies. The fact that you don’t determine your final
score until the very end of the game creates the opportunity for you to adjust
your strategy mid game, or to disrupt your opponent’s strategy.
Overall, I like that this
game offers a reasonable challenge for experienced gamers, while still being
easy to teach to newer players. So far, the one thing that I’ve seen new
players have the most difficulty learning is the scoring system. This is kind
of a shame, because the nuances of the scoring system are really what create
most of the opportunities for various strategies. I’ve noticed that
inexperienced players seem to just always play as many tiles as they can
adjacent to tiles they all ready control. That isn’t a bad strategy, but
it isn’t always the best.
I think if one thing stands
out to me about Infinite
City, design-wise, it is this: simple rules, if they interact
well, can breed depth of strategy without the need to over-complicate things.
These are my general
thoughts on Infinite
City. I’d love to read any observations you may have about
the game and its design, or any thoughts you might have on my own observations.
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