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Gaming Blog

Flip City - First Play!

14/5/2022

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14th May 2022

It's a Saturday and I'm in Aldershot after a impromptu get together with some friends.

Flip City AKA Design Town is a light and uncomplicated push-your-luck deck building game about developing a city.

What's in a game?
  • Cards: All the cards in Flip City are double-sided and one side shows a 'basic' building such as a convenience store while the flip side shows the 'upgraded' version, which in this instance is the shopping mall.
    It's easy to tell which side is which, the purchase cost only appears in the top right corner of the basic side. Other than that, cards list their special ability at the bottom and 'flip cost' in the bottom right corner (More on flip costs below.), while in the bottom left it lists whether the card confers coins, VPs or 'unhappiness' (Which is a bad thing, again more on unhappiness below.)
    Residential area: The residential area is the game's 'starter' card and is the only card that does not have a purchase cost. The key thing to note about the residential area is that not only does it generate unhappiness, it forces the player to play it!
    It's essentially a trash card and after flipping it to the other side, it can be flipped again to put it into another player's discard pile.
    Other cards: There are 5 other types of card that come with the game including the expansion. They represent businesses or amenities that can be found in a city. All are double sided and there are about 10 copies of each type.

The cards are all the standard quality you'd expect from a card game.

The game uses brightly coloured stylised art throughout and I always like this kind of artwork and I think it looks good here.
additionally, the cards can be placed next to each to make a city landscape. Yes, it's unnecessary but it's a nice touch and shows some extra thought has gone into the presentation.
Flip City uses some iconography, but all of it is clear and easily learned or understood.


How's it play?
Setup
  • Starting cards: Each player gets a starting hand of 9 cards consisting 4 residential areas, an apartment (Which is a flipped, upgraded residential area) and one each of the 4 other types of card (Not including the office which is a 'mini-expansion.).
    These should be shuffled into a deck with those cards face-up. Players must be careful not to inadvertently flip their decks.
    The remaining residential area cards are not used in the game.
  • Other cards: Sort all the other cards into their individual types with the 'basic' side face-up and create a deck of each type and place them in the central area. Thus there will be 4 or 5 decks (If the office expansion is included.) in the central area.
  • First player: Determine a starting player.

On to play
Each's active player's turn will consist of up to 2 phases, a play cards phase in which they play as many cards as they want or go bust and a buying phase.
  • Play cards: Unlike other deck-building games, players in Flip City do not have a hand of cards.
    Instead they draw cards one-at-a-time from their deck, immediately resolving it before deciding to draw another. This means that players will always know what the first card will be at the start of their turn and what card is next during their turn.
    The twist here though, is that sometimes, when certain cards are revealed after a  drawing card, the players will be forced to play that card.
    Stop: The active player may choose to stop drawing cards any time they choose unless a revealed card forces the player to draw and play it.
    Go bust: If at any time, the active player plays cards that display 3 or more unhappiness symbols, they go bust and their turn immediately ends.
  • Buying phase: Provided the active player has not gone bust, they may potentially perform one of the following three buy actions. The amount they have to spend will be equal to the combined value of coins on the cards they played.
    Buy a card: The active player may buy a card from the supply and add it to their discard.
    Flip a card: the active player may pay the cost to flip a card in their discard pile to its other side.
    When a card is flipped, it may immediately trigger an ability or it will change the cards ability when it's next drawn.
    Develop a card: If the active play can afford both costs, then they can buy a card from the supply and flip it before putting it into their discard pile.
  • End of turn: Once the active player has completed their turn, all the cards they played are put into their discard pile. 
  • Next player: Once the active player has either gone bust or completed their buy action, play moves to the player on their left.

Endgame
Play continues until 1 of 2 winning criteria is met.
  • Points: If the active player has played cards that score 8 or more VPs, then they win the game.
  • Cards: If the active player has played a convienece store and at least 17(!) other cards, then they win the game.


Overall
Flip City describes itself as a microdeckbuilder and it's not really wrong. Most deck-builders come with a supply-market of 10 card types or so but Flip City makes do with 4 types (5 if you include the micro-expansion), although they are double-sided, so there are actually 10 types of card. Even so, it's a very compact feeling game.

For me however, where Flip City differentiates itself from other games of its kind is the implementation of a push-your-luck mechanic.
It works well here, especially in conjunction with meeting the winning conditions, essentially forcing players to continue drawing cards and pushing their luck until they either have 8 VPs or 18 cards in play.
As a result, Flip City is a little different to many deck-builders, which at their core are more-or-less about creating cash-generating engines to purchase cards that will earn them more cash during the early-game or VPs during late-game play.
In Flip City, generating cash is still important because it allows players to acquire more cards but some of those cards will have to work towards being able to draw 8 VPs or 18 cards.


Flip City is a quirky, charming, fairly light and quick to play pocket-sized deck-builder that presents players with some meaningful paths to winning and choices as well as some unusual game play and a nice little risk-and-reward mechanic.
Given it's light nature, I'm not sure how the game will hold up to repeated play but that's sort of missing the point. This is a fun filler game that is good to ply every once in a while.
It's worth a try and if deck-builders are you thing, then this will probably appeal to you. 
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