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Gaming Blog

Copenhagen - First Play!

29/5/2022

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29th May 2022

It's a Sunday Evening and we're on Board Game Arena for some gaming entertainment.

Copenhagen; largest city in and capital of Denmark. Few know though, of the cities secret history of builders having ties with errr.... tetromino shapes? At least that's what the game Copenhagen would have you believe... sort of!

Caveat: we've only ever played Copenhagen digitally.

What's in a game?
  • Player boards: Each player board is styled to look a little like the facade of a urban townhouse in what I imagine is meant to be Copenhagen.
    Mechanically speaking, each player board is a 5x9 grid which provides 45 spaces, and 4 of these spaces contain shields. Finally, outside the grid is a column of 3 more shields.
  • Tetrominoes tiles: Copenhagen comes with tetrominoes tiles in 5 different colours plus white. Strictly speaking, these aren't all tetrominoes as they come in sizes of 2-5 but they are all orthogonally linked square shapes. 
    Additionally, each colour of tetrominoes has it's own 'themed shape'. E.g., all the purple tiles are straights, the red tiles tend to be blocks and so on. Having said that there's some crossover in shape types between colours. The white tiles are the exception here as they are all 1-space tiles.
    They're also somewhat limited in numbers, there are 3 of each size in each colour  except for the 5-space tiles, where there's only 1 5-space tile in each colour. Again, white is the exception in having 12 tiles.
    Finally... windows! All tiles have 1 or more windows on them. As a rule all tiles have 1 space without a window, a 2-space tile has 1 window space and 1 non-window space, the 4-space tile has 3 windows and 1 non-window. Yet again, white is the exception as every white tile has a window on it. Why are windows important? M
    ore on that later.
  • Facade cards: These cards come in the same 5 colours as the tetrominoes tiles. They look quite busy but in fact, they just show the all the relevant shapes in their particular colour.
  • Game end card: A unique card which can trigger 1 of the game's 2 ways of ending.
  • Ability tiles: There are 5 types of these square tiles, each type confers a special ability when used. They're also double-sided with a 'used' icon on the flip side.
  • Harbour tile: This large tile has spots to place the draw deck and discard pile. Along the outside of the tile are 7 spaces to line up 7 facade cards in a sort of 'U' shape.
  • Scoring track: This tiles tracks player scores and slots in adjacent to the harbour tile.

The components for Copenhagen are pretty colourful and bright, although there's barely any art to speak of. 
​
There's also barely any iconography to speak of. The symbols on the ability tiles aren't immediately obvious and will probably require looking up in the rules a couple of times. Other than that though, everything else is easily understood.

Picture
Tiles and cards.
Picture
Player Board.

How's it play?
Setup
  • Harbour tile: Put out the harbour tile, then shuffle the facade cards into a face-down deck. Going clockwise, deal 7 cards face up to the allotted spaces around the harbour tile, then put the deck on to it's space on the tile.
  • Tetramino tiles: Put out the tiles as per the player count and arrange them by colour and type.
  • Special ability tiles: Put out 5 stacks of special ability tile according to the player count.
  • Player board: Give each player a player board.
  • First Player: Determine a starting player
  • Starting cards: Each player draws cards from the deck as per player count and turn order.

​On to play
In Copenhagen, players take turns either gathering cards or playing them to gain tiles which they put on to their player board to score points.
During their turn, the active player may perform exactly 1 of 2 possible actions.
  • Draft cards: The active player takes 2 cards from around the harbour tile. These 2 cards must be adjacent to each other and cannot 'wrap around' the horseshoe shape the line of cards are in.
    Players also have a hand limit of 7 which they must discard down to if they go over.
  • Draft tiles: The active may draft one of the tetromino tiles, this is done by discarding a set of cards. if 3 red cards are discarded, then the active player can take a 3-space red tetromino tile, if 5 greens are discard, then they can take the 5 space green tetromino and so forth.
    Placing tiles: Once acquired, a tile must immediately be placed on to their playing board. They must be placed either at the bottom of the playing area, or on top another tile - although overhangs are acceptable and tiles can be rotated in any the player sees fit.
Other rules: Well that's it for the basic actions, there are a couple of extra rules.
  • Shields: When a shield on a player's board is covered by a tile, then they get to perform 1 of 3 special actions.
    1-space tetromino: The active player may take and place one of the white 1-space tiles into their playing area. Which if placed on another shield space can trigger another special action.
    Ability tile: The active player may take 1 of the 5 types of ability tile. Players are limited to 1 of each type but they may be activated any anytime in the active player's turn. Once resolved, an ability tile is flipped to its used side.
    Ability tiles allow players to take 3 cards, or 2 cards not adjacent to each other and and so on.
    Reactivate abilities: This final action allows the active player to flip all ability tiles from their used side to their ready side. Obviously, this action becomes better, the more flipped tiles a player has.
  • Exhausted deck: When the draw deck becomes empty, all the cards in the discard pile are shuffled back into a new draw deck.
    Additionally, the End Game card is shuffled into the bottom 10 cards of the draw deck. This may trigger the game end, see below for more information
  • Scoring: There are 2 ways of scoring; horizontal which requires filling 5 spaces and vertical, which requires 9.
    Horizontal: When a player completes a horizontal line, they score 1 point, if the all the spaces in the line contain windows, they score 2 points instead.
    Vertical: A completed vertical line is worth 2 points, if all the spaces contain windows, it's worth 4.
That's it for the rules.

Endgame
Either one of two ways can trigger the game end.

If the End Game card is drawn (Can only occur after shuffling the discard pile back into a draw deck.) then the game immediately ends.
If a player scores a 12th point then the game immediately ends.

In either case, points are tallied, highest score wins.

Overall
Mechanically, Copenhagen is a fairly light, accessible game; players are either drafting cards or drafting tiles. It's the relationship between those 2 actions that's interesting.

Firstly, there's not many tiles that go into the game, e.g., only 1 5-space tile is available in each colour and only 3 each of the other sizes in each colour, which is all quite deliberate. It takes more cards and thus more actions (And longer.) to get the bigger tiles which are the better tiles but there's the risk a player won't get the one they want.
The bigger tiles are better because of the windows (Or lack of.) on them. Getting a lot of 2-space tiles will mean 50% of filled spaces on a player's board will be windowless, while getting a lot of 5-space tiles means only 20% of spaces are windowless.
Completing a row or column with all windows essentially doubles the points that line is worth and the more windows a player can get on their board, the more likely they are to do this.

This brings me to the next point, other than the 1-space tiles, every tile has a windowless space. This means it's very hard to create lines that all score windows. Players will want to position windowless spaces to minimise their effect and provides players with meaningful decisions to make.

These two factors means that players are faced with a dilemma. Go for the quicker easier to get tiles and probably get a smaller score, or take the risk of losing our by going for bigger, better scoring tiles.
There's definitely a higher level of play that involves watching what cards other players are drafting and trying to anticipate what colours they're going for. This kind of knowledge allows players to adapt to what they think their opponent is doing.

I think Copenhagen is a fairly easy to learn game that has a streak of depth to it. Most people will pick it up fairly quickly.
Having said that I personally found the game a little dull. There's nothing here that I haven't seen elsewhere, it's just packaged differently here.

Copenhagen also played just a little too quickly for my liking (Normally something I'd never criticise a game for!); playing with just 3 people meant that frequently 6 cards were being drawn from the 70 card deck every round, this means the game would reach the end of the deck twice after 20-something cards drafts for each player. It felt like the game is mostly likely to deplete it's deck before a player gets to 12 points. 
To put that into perspective; if a player has 20-something card drafting actions, that in turn gives them the ability to draft around 50 spaces worth of tiles. The quickest way to reach 12 points is to have 6 filled rows, all with windows. That would require filling in 30 spaces at a minimum, this is provided they got the cards and tiles they wanted.

I'm sure there are players out there that would find the challenge of getting to 12 points compelling but for me. ​It meant that I found the game unsatisfying and combined with it's blandness made it average and unremarkable.
I can't really fault the game, it's just a little dull.
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