Gamefest.com
Greg Schloesser
December 2005
USA
PIN International has been releasing a series of wooden
games, mostly abstract in nature. The games are being
distributed by *Out of the Box*, apparently giving
them a wider audience. Normally, I would not be a member
of that audience, as I've never really been a connoisseur
of such games. While I've always appreciated the tactics
and skills required to play them, I've generally found
them to be rather dull and a bit too confining.
Well, I must say that the *PIN*
line seems refreshingly different. There are over a dozen games in the line,
and I've played a half-dozen or so. Most seem to be
original designs, with one or two being remakes of
earlier titles. Of those I've played, *City Scape*
is one of the most lavishly produced, and perhaps the
most novel.
Players will take turns placing hunky wooden blocks
onto a 4 x 4 grid, attempting to stack the blocks so
that their four secret goals are met. There are 25
blocks in total, five each of five different sizes,
and they stack evenly and solidly, allowing for tall
skyscrapers to be formed without toppling.
Each player receives four diminutive dice and a holder
sporting the name of a famous city. Players will secretly
insert these dice into the holder, aligning each die
with one of the columns on the board. The number atop
each die represents the target or goal the player is
attempting to accomplish for the corresponding column:
- If the player has placed a 1, 2, 3 or 4 on top
of a die, then he will attempt to arrange pieces in
the corresponding column so that, respectively, 1,
2, 3 or 4 buildings are visible from his perspective.
- If a "5" is face-up on the die, then the
player is attempting to get at least two buildings
of the same height in the corresponding column.
- If a "6" is placed face-up, then the
player is attempting to have the tallest building on
the board in the corresponding column.
The challenge is to place blocks in such a fashion
so as your objectives are met. Each player views the
board from where he is seated, with the actual line-of-sight
being from the tabletop. Thus, a taller building will
obscure a smaller or equal-sized building located behind
it. Of course, when attempting to place blocks so satisfy
your goals, you could be helping opponents meet theirs.
More often than not, however, your placements tend
to impede the objectives of your opponents, much to
their consternation.
While there is a certain thrill in attempting to meet
your goals, in reality, one really doesn't have a huge
degree of control, particularly when playing with four
players. Not only are each player's goals likely to
be different, but even when their dice match yours,
their seating and board perspective will likely cause
any matching objectives to be in different rows. So,
for every block you get to place, there will be multiple
blocks placed over which you have no control. Usually,
you have to eventually choose two or perhaps three
rows on which to concentrate. Very rarely someone will
score all four rows, but that is inevitably largely
a fluke.
Since there are 25 blocks to place, one or more players
will have less blocks to place than their opponents.
The game addresses this unbalance by suggesting the
game be played over the course of a number of rounds
equal to the number of players. That's fine, but when
playing with a full complement of players, four rounds
just seems a bit too many.
At the end of each round, points are tallied for each
row wherein a player has met his objective:
'1" = 10 points
"2" = 20 points
"3" = 30 points
"4" = 40 points
"5" = 10 points for
each building of equal height
"6" = 25 points
for having the largest building in this row
Since it is more difficult to have three or four buildings
visible in a row, greater points are awarded for achieving
such a task. So, players must decide whether they wish
to play conservatively and attempt to achieve one or
two buildings visible, or "go for the gusto" and
try to meet more lofty goals.
The reality hits you after a round or two that there
really isn't much control here. Still, strangely and
perhaps inexplicably, I still find the game fun to
play. There is a certain sense of achievement when
goals are met, even though you know that it was mainly
accomplished via sheer luck. That really should bother
me … and it usually does. But for some reason,
I still find myself enjoying this game.
Gail, Jim, Jared and I vied to construct the skyscrapers
and meet our objectives, knowing that we would likely
not play four full rounds as we were expecting the
arrival of Ray at any moment. Sure enough, Ray arrived
midway through our first round, so we opted to cease
play after its completion. Jim and I both scored a "3" row
and 25 points for the tallest building.
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