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Cloud City

26/9/2021

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26th September 2021

Sunday evening gaming on Board Game Arena continued with Cloud City.

Travel around Cloud City and defeat Darth Vader and his stormtroopers... oh wait... what? This is an entirely different Cloud City!

Be an architect and build up tower blocks in your model city to create walkways between them in this 3D tile laying game.

Caveat: We've only ever played this game digitally.

What's in a game?
  • Tiles: There are 48 tiles in Cloud City, including 4 starter tiles.
    Every tile displays 2 building symbols, either adjacent to each other or diagonally opposite each other. Each building symbols is either blue, green or brown.
    The starting tiles are numbered 1-4.
  • Buildings: Cloud City makes uses of building meeples (Beeples?), these also come in 3 heights that correspond to the 3 colours. The blue are the shortest, green are at the middle height and the browns are the tallest.
  • Walkways: As with the other components, the walkways come in the same 3 colours and are used with the building meeples of the matching colour.
    There are 31 walkways in each colour and their lengths vary from 1 to 8 (1, 2, 3, 5 & 8.) and they are marked as such, this is also their victory point value.
There's virtually no art in Cloud City, it's plain but functional and to be honest, I can't where you'd put it.
The games iconography is similarly minimal but easily understood.
I will add that since we've only played Cloud City digitally, it's hard to gauge how it would look with physical components, which could be quite good, judging from the photos I've seen.
Picture
My model city at game end.

How's it play?
Setup
  • Cloud tiles: Shuffle the cloud tiles (Not including the starting tiles.) into a face-down stack and deal 3 face-up next to the stack.
  • Walkways: Put out the walkways according to colour and length.
  • Starting tiles: Determine the starting player and give them starting tile 1, give player 2 tile 2 and so on.
    Each player should put their starting tile down in their own play area, then take and place the matching building meeples on their spaces on their tile.
  • Hand: Deal 3 tiles to each player.

On to play
In Cloud City each player will create a 3x3 grid of tiles, buildings and walkways. Points are scored from walkways which are worth points according to their length, thus walkways score 1-8 points each.
  • ​Play tile: The active player must play one of the tiles from their hand and it must be played adjacent to a tile that has already been played - which in the 1st round would the starting tile.
    When playing a tile, the player's city cannot exceed the 3x3 limitation, in the early rounds there will be a lot of freedom on where to place tiles but towards the end, locations become limited.
  • Place walkways: The player may choose to take walkways from the supply and connect 2 buildings of the same height, they are free to connect them as they are built or later. Furthermore, they can take as many walkways in a turn as they can use.
    There are however, some restrictions; a walkway cannot cross over an empty space without a tile and a building cannot be connected by more than 2 walkways, so no T-junctions or crossroads.
    If the supply has run out out of the walkways a player needs, then it's too bad.
  • Draw: The active player must fill their hand back up to 3, they may take one of the 3 face-up tiles available or draw blindly from the stack
  • Next: Play progresses to the player to the left.

Endgame
Play continues until all players have completed their 3x3 grid, which always takes 8 rounds. Each player's victory points is equal to the value of the totalled numbers on all the walkway tokens they played.
Points are tallied. Highest score wins

Overall
In some ways, Cloud City is a standard tile-laying game: Put down tiles to create links and score points from them.
However, because Cloud City adds a extra dimension (Sic.) to gameplay, the game has that sweet spot of simplicity of rules but depth of choice. Players can choose to try and create single long paths that score big on walkways or zigzagging small paths that score little but often. Players will also want to utilise all the empty space that their tiles inevitably generate. Managing to have walkways pass over or under others is an efficient way to rack up points. It lends Cloud City a almost puzzle-like quality.
The rule limiting walkways to 2 per building is excellent, a good example of less is more, it prevents players from relatively easily creating a web of walkways and forces them to try and anticipate the direction they will need to take when putting down buildings, getting it wrong can cost points. Ideally, players will want to have a single snaking walkway that goes from building to building.

That brings me to the game's other central mechanic; drafting.
Cloud City employs 2 instances of drafting.
Most obviously, is the tile drafting. Players can choose which tile from 3 to take to replace one they've played or draw blindly. This is a common implementation of drafting in tile placement games.
It's the other type of drafting that's more interesting. Cloud City's rules mean that player's do not need to immediately connect buildings with walkways and this can present players with a conundrum:

If a player does not immediately place walkways on their buildings, they can be taken later and placed in way to optimise scoring. There's a risk though, since there's a limited number of each walkway, particularly the 8 pointers, of which there are only 3 in each colour. Once they're gone, they're gone and to get one later can make a player lose out.
Conversely, players can take and place walkways immediately, this is safer in one regard, but the risk here is that the tiles placed later may provide alternate better ways to score.
This is something that players will always need to bear in mind.

Cloud City mostly presents players with meaningful decisions to make and I found the urge to try and create the perfect network of walkways fairly compelling. It was a enjoyable experience that was easy to learn and played fairly quickly.
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