This is an AutoGeneratedTextVersion of New City
A Changing Landscapes game for the piecepack by Rob LeGood
Version 1.1, March 6, 2003
Copyright (c) 2003 Rob LeGood
2 or 4 players, 30-40 minutes
As one of those advisors, your job is to bid against your opponents to ensure you build the best and brightest area of the city. Whichever advisor has built the most prosperous quarter, as shown by the amount of gold in his coffers, will be declared the ruler of this `New City'.
Once the city has been built, the advisor with the most Gold in their coffers is declared the ruler of New City and wins a very special prize...
Districts (tiles) are the different areas or zones of the city devoted to certain tasks. Be it a Residential District to house the citizens of the city, or a Market District containing shops and wares, districts are the building blocks of a city and their primary purpose is to supply you with income.
City Improvements (coins) offer chances to add a little something to each of your districts. While each district can only contain one improvement, the benefits of building these improvements are long-lasting. Certain improvements offer additional benefits depending on the district it's built in. (And to help the players easily identify this, if an improvement with a certain value is built on a district with the same value, there's usually an additional benefit. For example, The Gambling Hall "coin 3" built on the Entertainment District "tile 3")
If the safe house is built in the Slums, extortion money improves. If this slum collects at least one gold in extortion from either a Market or Entertainment District, the income for the Slums improves by one.
For example, Lucy has a Slum with a safe house built next to two Markets and and Entertainment District. When is comes time to collect income, she gets one gold for the Slum itself, one gold for each of the two Markets next to it, two gold for the Entertainment District next to it and since she's collecting at least one gold in extortion money, and gets a bonus one gold from the safe house. This means the Slum is producing a total of six gold in income this turn.
If the Trade Guild is built in a Market Place, it improves the revenue of the Market to three gold.
For example, John has 9 gold total and has just won a new Slums District with a 10-gold bid. John's Trade Guild house is located in one of his entertainment districts (Tile 3). Since they haven't been used this round, the trade guild kicks in 2 gold to the bid (3 divided by 2, rounded up), meaning that John only needs pay 8 Gold for it, leaving him with one gold. Had the Guild already been used this round, John wouldn't have been able to bid above his maximum 9 gold.
If built in the entertainment district, your Gambling Hall becomes famous! (Because isn't easy access to booze and gambling what life's really all about?) During the collect income phase, each player that doesn't have one of these famous Gambling Halls, must pay one gold to each player that does. This payment occurs after all other income is generated.
For example, John and Sue have built Gambling Halls in their entertainment districts, while Don and Mary haven't. When it comes time to collect revenue, Don pays John and Sue one gold each, as does Mary.
Whoever is lowest on the pawn ladder chooses one of the face-down piles of tiles and turns them over. These are the four districts that the players will bid on this turn.
The player lowest on the pawn ladder must select one of the revealed face-up tiles. This will be the tile to be bid on this turn. When choosing the tile, that player makes an initial bid of at least one gold to open the bidding. If that player has no money, the choice of a tile goes to the next-lowest player on the pawn ladder.
In reverse pawn order, each player either makes a bid or drops out of the bidding. To make a bid, you must bid at least one more gold than the previous bidder, with one exception. If you are higher on the pawn ladder than someone else, you may simply match their bid instead of beating it. If a player wins an auction by matching a bid, that player's pawn is moved to the bottom of the pawn ladder. You may not bid more gold than you have in your coffers, unless you have built a Trade Guild or Statue.
Example: From top to bottom, the pawn ladder is John, Sue, Mary, Phil. Phil select a market district to be bid on and opens the bidding at 3 gold. Mary (next highest on the ladder) matches Phil's bid of 3, while Sue decides to raise the bidding to 4 Gold. John decides to drop out. Phil is not higher than Sue on the pawn ladder, so he bids 5 Gold to keep himself in the auction. Mary decides to drop out, and Sue matches the 5 Gold bid. This is too expensive for Phil, so he also drops out. Sue wins the market district for a cost of 5 Gold and, since she won it by matching a bid, her pawn drops to the bottom of the pawn ladder, making the new order: John, Mary, Phil, Sue.
The winner of the auction subtracts the gold from their total and places the district on their area of the city. The first district must be placed on the intersection of the four quarters. (In addition, it's a good idea to place your die, with the ace on top, on the inner corner of the first district, so that ownership of the district can be quickly seen.) Each tile after the first must be placed in your quarter, next to a previously played piece (but not diagonally).
The King is also looking for a certain level of beauty in his city, which is achieved by placing new districts next to districts with similar features. If a newly placed tile matches a feature (value or suit) of one of its neighbours, gain an immediate bonus of one gold. If it matches any feature of two neighbours, gain three gold. If it matches three or four neighbours, gain 6 gold.
Once the district has been built, head back to the beginning of this phase and select a new district. Once all four districts turned over at the beginning of the turn have been built, play continues on to the building of city improvements.
In pawn ladder order, each player has the option of building one (and only one) city improvement under the following rules:
If the value of the city improvement you wish to build is equal or lower than the current round, the cost of building the improvement is free. You also have the option of building an improvement one step higher than the current round for a cost of 3 gold. For example, John wishes to build a statue (Coin 4) in the third round. John pays three gold to do this. Had he waited until the next round, it would have been free to build.
Once each player has had a chance to build a district, each player collects income based on the districts and improvements in their quarter. The King, not wanting you to do without in your early building days will supply an extra income of one gold for each of the first two rounds. What a great and fabulous King!
Income values are also summarized on the quick reference cards at the end of these rules.
In the example above, Sue, the red sun player (bottom right hand corner) is collecting her income. Her quarter of four tiles produces the following:
Thus, the total gold raised in revenue this round is 4 + 3 + 0 + 6 = 13 Gold. Once this is done, we see that neither the yellow sun, nor the Blue shield player has a famous Gambling Hall so they each owe the Black Moon and Red Star Player one gold each. Sue has earned a total of 15 Gold this round!
Once the fifth round is over, the player with the most gold is the winner, with any ties resolved by the pawn ladder. The winner is not only declared the ruler of the city, but may also, as granted by the King, as the last action of the game, stand up and proudly announce the new name of this `New City' to the other players! Victory has its benefits!
Thanks to the playtesters: Jonathan Dietrich, Sean Bennesch, David Steel and John Bissada. Special thanks to Michael Schoessow (and his helpers) for judging the Changing Landscapes competition, discovering the 2-player variant, and suggesting the City Improvement variant.
If a Gambling Hall ("Coin 3") is built in an Entertainment district ("Tile 3") it becomes a famous Gambling Hall.
2) So how do I stop paying the players that have famous Gambling Halls?
Simple. Build your own famous Gambling Hall. Simply building a normal Gambling Hall is not enough; it must be famous!
3) If I do build a famous Gambling Hall, does that mean that I can start collecting Gold from those that haven't?
Yes. Having a famous Gambling Hall is the only way to collect Gold from the other players.
4) If the value of the tile a Gambling Hall sits on is altered (for example, if it's on a Park which is next to a Slum), how is the bonus income from the Gambling Hall affected?
It's not. The Bonus income from the Gambling Hall is independent from any effects on the tile. A Gambling Hall on a park will always produce 5 bonus Gold each round, whether it's next to a Slum or not.
5) I think I get it, but just to be clear, how much income would I get if I had a Park built next to a slum with a Gambling Hall on it?
The park produces nothing as it's next to a Slum, while the Gambling Hall produces 5 Gold in bonus income, so the total is 5.
6) Does a statue negate the effects of all slums in the quarter, or just the slums bordering the district holding the statue?
The statue only protects the Residential District it's in from Slums which border it. Any other Residential Districts next to those slums are negated as normal.
7) I've built a Slum next to two Markets. I've also built a safehouse in my Slums. Does this mean I get a bonus Gold from each of the Markets?
No. The extortion bonus supplied by the safehouse is either 1 or 0. Having a slums next to multiple Markets and/or Entertainment districts does not increase this bonus.
8) Let's say I win a bid by matching another bid. Does that mean I get to pick the next tile to be bid on because I'm now at the bottom of the pawn ladder?
Yes. The reshuffling of the pawn ladder occurs immediately after the bid finishes.
Feel free to send any comments, suggestions, or variants to the author, Rob LeGood, at rflegood@sympatico.ca.
Big thanks to Mike and the rest of the judges for their input!
v 1.0 - Initial release of the game, submitted to the Changing Landscapes piecepack competition
Value | Name | Special Effect | Income |
1 | Slums | Improved income if next to a Market or Entertainment district | 1 + 1 per Market + 2 per Entertainment |
2 | Market | None | 2 + 1 per Residential |
3 | Entertainment | None | 3 |
4 | Residential | Reduced income if next to slums | 2 - 1 per Slum |
5 | Park | No income if next to slums | 1; 0 if next to a Slum |
Value | Name | Effect | Special Effect |
1 | Safehouse | Gain 1 x tile value in gold | Improves extortion bonus by one |
2 | Trade Guild | Bid half tile value (round up) in free gold, once per round | Improves market income by one |
3 | Gambling Hall | Bonus income = tile value each round | Gain one gold from each player without one, during "Collect Income" |
4 | Statue of You | Bid tile value in free gold, once per round | Income of residential district = 3 |
5 | Palace | Gain 5 x tile value in gold | None |