Since Dominion returned to the market in 2008 and has achieved widespread success around the world, many deck-building games seem to be trying to take their place and share their success. More or less these games, themes are different, some of them are cooperative, but in general, they have a common mechanism, starting with a small deck and gradually building a better one. Today I will review a "simplely simple miniature building" game, as it is described in the box called Flip City. Designed by Taiwanese designer Chen, Chih Fan, the game was originally called "Design City" and was published by Homosapiens Lab in 2014. In 2015, Tasty Minstrel Games released a second English version of the game called "Flip City" and included a more optional card type than the original card [Office extension].
The flip city can be played by 1 to 4 players, over 8 years old, lasting about 30-50 minutes. As its title suggests, it is centered on building cities, but you must also make residents happy at all costs. The game contains only 86 different types of cards, which represent a part of the city and are double-sided, with the "flip" side being an upgraded version of the original version or sometimes a completely different building. That is, the card is:
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Residential area/apartment -
Convenience store/shopping center -
Factory/power plant -
Central Park / Station -
Hospital/church -
Office/trade center
Each player starts using the same deck, just like all deck games. These cards are 4 residential areas, 1 apartment, 1 convenience store, 1 factory, 1 hospital and 1 central park. This small deck is shuffled, so be careful not to flip the cards when you do this without seeing them. Next, form a general card supply, including the following cards:
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12 x convenience store -
10 x Office [optional extension] -
12 x hospital -
8 x factory -
8 x Central Park
The game is divided into two phases:
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Playing stage: The revolutionary concept of Flip City is that players don't draw cards, but they must play cards one by one from the top of the deck until they feel it is time to stop. This means that, in theory, people can play his entire card, play it randomly and continue playing. Cards have been played, offering coins, points, unhappiness, and other abilities. After each card is played, the active player must decide whether or not to play cards again and see the top card of the deck. The key to stopping playing more cards is when you get 2 unfortunate symbols, because this is the limit your city can handle. If at any time during the game, there are 3 unfortunate symbols in the cards that have already been played, your turn will end immediately and will not enter the final stage. In other words, a turn is wasted. At this stage, you can also reclaim a card with a recycle symbol from the drop heap and get anything displayed on the card. -
Construction phase: Using the cash obtained in the previous stage, you can choose one of the following:
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The card is purchased from the general supply by the number of coins indicated on the payment card. The newly purchased card will be transferred to your discard pile -
Flip: Select a card from the drop stack and "flip" it to the other side with the fee indicated on the payment card. -
Development: Buy a card from the supply and flip it by paying two costs
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After the build phase, you can check if the win condition is met. There are 2 victory conditions in the game:
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Earn 8 points during the Play Card phase or period -
Meet another victory condition specified in the play card [for example, the convenience store statement "If you play 18 or more cards this turn, you win!"]
If the victory condition is not met, the play will go to the player's discard pile and the next player can start the turn. The cash, points and unhappiness obtained during the turn will not continue to the subsequent turn.
There is also a solo variant of the game that differs from the standard game in the following ways:
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General supply includes only 4 cards of each type -
Each time a player's deck is shuffled, he must select a card from the general supply and remove it from the game. -
If the general supply is exhausted before any winning conditions are met, the player will lose the game. -
When the apartment is flipped, it will be removed from the game
These are the simple rules of Flip City, now let's see how the game scores in our usual scoring categories:
Component:
Flip City's only component, the card, is beautifully designed. Each card type depicts a region of the city in a cartoon style, but with vivid colors and clear graphic details. The symbols used on the cards are very large and easy to understand. The card text is printed on a special background, and the font size used makes it easy to read. The cards are made of very good quality cardboard, but they are always good. The flip face of the card is characterized by no purchase cost. Most flip side cards have a loop symbol on the bottom right, instead of the flip symbol [except for apartments].
The folded rule book explains the simple rules of the game in the most efficient way, leaving no room for any problems, or at least no obvious problems.
The small box that holds the game seems to be a good fit for this job. It works on all cards, even the sleeves, without leaving extra space for them to scatter around.
All in all, the components of the game are satisfactory and I can't ask for more. from
10/10
Gameplay:
When I first read Flip City's rules, I thought it would be a very simple game, and it might be too simple for me to build a game on the deck. However, after some drama, I understand its motto, "a seemingly simple miniature architect" is very accurate. Although the game has only 6 types of cards [actually only 12, if you add flipped cards], these seem to be enough to create a very challenging game. Both stages of the game are very interesting. You must be very careful during the game card phase, not to exceed your unhappy restrictions, so whenever you are in an unfortunate level 2, you will have this "press your luck" element to keep you in the seat. the edge of. Sometimes, drawing an extra card without losing the round may be critical to the number of coins you collect to buy expensive cards or flip. At other times luck won't help you. You will stumble upon a residential area at the top of your deck. You must play this area anyway and it will destroy your plan and make you completely waste your time. I totally like this challenge and struggle with statistics. You can get help with estimates by looking at the cards on the drop stack, keeping in mind that you start with 4 residential areas. The construction phase is equally challenging, forcing you to make important decisions about how to develop the deck. Should you buy a card from a discard pile or flip a card or buy and develop? Normally, you can use all of these options, but in the first few rounds, your decision will have a crucial impact on your progress. By playing Central Park/Station, you have the opportunity to purchase/overturn extra time to further expand your range of options.
Flip City includes some interactions between players, and through apartments and power plants, you can place bad cards [residential/apartment] in your opponent's discard pile.
In the setup process, there is some downtime in order to organize the cards that are generally supplied, but since there are not so many cards in the game, it does not take too long.
The game can be played by 1 to 4 players, and any number is equally enjoyable. The inclusion of a solo variant is very popular because it allows you to exercise yourself and try different strategies to win without a company. However, this variant has limited replayability because once you win the game and try a different strategy there is no further goal, ie you can't get a better victory score or win faster because you only have goals. win.
Luck plays a role in the game, but players have equal opportunities to be favored or unpopular. The important thing is that the player can choose to push or not to win. A person can play conservatively, never take risks, or be interested in challenges, and try to gain an advantage while risking losing everything.
Looping ability is an interesting feature that allows you to take advantage of the cards in the drop heap. It appears on the flipped version of the card, and in addition to their standard capabilities, it also helps achieve your goals. from
7/10
learning curve:
The rules of the game are very simple and are explained in detail in the rules manual. People can start playing within a few minutes of starting to read the rules. This is a very popular feature for many [mostly casual gamers], and it's easy to be bored by listening to long descriptions and explanations. Even if you haven't played deck construction games before, you can learn to play Flip City without any difficulty. In fact, it may be the ideal game to introduce someone's type. from
9/10
theme:
Flip City is about building a city, or more precisely, building the best city while keeping the citizens happy. On the subject, I can describe the order of the game like this: you start from a small town, have some residential areas, an apartment, a convenience store, a factory, a hospital and a central park. In the game card phase, you can observe your city's features, and different buildings offer some benefits [money, points, and some unhappiness]. Then, during the construction phase, you can expand your city by building more or transforming existing buildings into improved buildings [through flip/development]. The success of this process makes you feel really...
Orignal From: Comment: Flip the city
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