METROPOLIS
A charming game which
cultivates quality of life in a pleasant environment.
Ravensburger Game No 01 534
4
Game of intelligence for
two to five players by Sid Sackson
Translation by Fred Haines
Contents:
1 gameboard, 80 site cards, 25 buildings (8 houses,
3 stores, 4 apartment buildings, 3 factories, 2 office buildings, 2 hospitals,
1 department store), 140 counters of 5 different colors (36 white, 36 green, 26
blue, 21 yellow, and 21 pink), 6 evaluation tables (3 for each language).
Have you ever dreamed of building a city according
to your own plans and living there?
A house situated near a park with a little shop
next door, the department store and the factory in the exact places you want to
find them!
This game is played without money but requires
sensible planning and cooperation. It requires making the best of the random
distribution of the first construction sites. Do you know where to build the
hospitals, the schools, and the factories which provide the jobs? The final
evaluation will depend on the site chosen for the construction and the
buildings located in the area.
If you only think of your own personal advantage,
you will necessarily be drawn into conflict. Considering the whole picture pays
off in the game of Metropolis - for you as well as for the quality of life and
the comfort of the environment in the newly created city.
Goal of the
Game
The construction sites for the building of the new
city are distributed at random among the players throughout the game. Abutting
location confers a right to obtain contiguous parcels which in turn permits
more imposing construction projects. Before long the first buildings go up.
They can gain or lose in value depending on the buildings put up on either
side. The winner is the one whose buildings reach the highest value by the end
of play.
Preparation
Lay out the evaluation tables in such a way that
they can be consulted by all the players. Put the buildings beside the board as
a reserve to be drawn upon by all participants. Carefully shuffle the eighty
construction site cards and distribute the cards and counters as follows:
Two players: Twelve cards each, the white counters
for one, the green counters for the other.
Three players: Eight cards each, the white counters
for the first, the green counters for the second, and the blue counters for the
third.
Four players: Six cards each and counters of each
one's choice.
Five players: Five cards each and a series of
counters, all of the counters being distributed in this case.
Each player puts a counter of his color down on the
lots which have been assigned to him by the cards he was dealt. Doing this
gives rise to a starting position which is random and changes from game to
game. The cards which were dealt play no further role in the game and are put
aside.
The remaining cards are stacked face down beside
the playing board. Then draw four cards from the stack and lay them face up
beside the board in view of all the players. The first offer of construction
sites is made thus.
The players agree among themselves which of them
will begin the game.
Careful study of the starting position, the
evaluation table, and the plans of the buildings is advised.
The Buildings
The following illustration shows the shapes of
sites suitable for the construction of the different buildings:
[illustration showing shapes of house, store,
apartment buildings, factory, school, office building, hospitals, and
department store]
One of the two hospitals and two of the four
apartment buildings are mirror images of each other and cannot be erected on
the same sites.
Evaluation
Table
The evaluation table is the guide to planning and
tactics throughout the game. It consists of a list of different buildings.
Each building has a base value which depends on both its size and the difficulty of
placing the construction in question. The base value changes in accordance with
the favorability of the site and with the environment.
Ø
The site increases the value of
some buildings. This is account for in the designation of the building, as in
'house with view of the park.'
Ø
View of the park is an advantage conferred
upon lots 15 to 29, 25, 40, 45, 70 and 60 to 64. An apartment situated on
parcels 25, 20, and 21 is considered, by virtue of its location, an 'apartment
with view of the park.'
Ø
Along the river is an advantage of lots 45
to 49, 55 to 59, 70 to 74, and 80 to 84 but not of parcel 64, even though the
river runs by it.
Ø
Downtown describes the sites 40 to
49 and 50 to 59.
Ø
The environment, which is the overall
picture presented by the other built-up lots in the same district, raises or
lowers the base value of an individual building.
Ø
A district is comprised of ten lots
numbered in the same decade, the parcels 40 to 49, for example.
Ø
No means that the mentioned
buildings may not be built in the same district, for instance, building a
school or a hospital in the same district as a factory, or vice versa,
depending on which building is laid down first, is prohibited.
Rules of the
Game
Play proceeds clockwise. The player whose turn it
is chooses one of the four face-up
lot cards, that is, one of the four proposed parcels or sites. The choice is by
two criteria, whether the site is exempt from all restrictions (see 'rights')
and whether it permits the realization of interesting construction projects.
The new proprietor (who is not always the player
with the turn!) takes possession of the site card and marks his parcel with one
of his counters. A new card is drawn from the stack and turned face up for the
next player in such a way that every player always has a choice of four
different lots.
Free Choice
Up to the Fifth Site
Players may take over any site offered as long as
the district in question has less than five sites occupied.
Right of
Abutment from the Sixth Site On
Possession of a site beside another one confers the
right to obtain the latter. When several players are so entitled, the parcel
goes to the player with the turn.
The illustration shows a series of sites which
already belong to four players, A, B, C, and D. This example explains the rules
which apply to the right of abutment.
The abutting sites are those which are beside each
other, lots 11 and 12, for example, but not sites which touch at the corners,
such as lots 11 and 15.
Sites without
neighbors can be taken by any player whose turn it is. In the example, only
parcel 15 is not contiguous to any other.
The sites which abut another may not be taken by
anyone but the adjoining site. Only player B, for example, is authorized to
take parcel 10.
Sites with several adjoining neighbors can be taken
by any one of them whose turn it is. Thus lot 16 could be taken by B or C, 18
by C or D, and 12 by A, C, or D. The fact that a player owns the majority of
neighboring sites has no bearing on his rights.
Surrendering
a Site
The player with the turn may also take a site over
which he has no personal right. He must in that case surrender it to one of the
authorized players, whom he may freely choose. Let us suppose that it is player
A's turn and that site 12 is on offer; he may pass it on to players B, C, or D.
The site card is then transferred to the chosen player, who marks his parcel
with a counter of his own color.
A player may be from time to time compelled to
surrender a lot to another player in the case where none of the four face-up
cards permits him to chose a site for himself. But it is equally common to
offer a site to another partner as an exchange.
Construction
A player may begin construction at any time if it
is his turn. After selecting the site, he may construct the desired building
under the following conditions:
Ø
The
type of construction desired must still be available - 'first come first
served!'
Ø
The
player must own the necessary sites (or if necessary share them with a
partner).
Ø
The
type of construction chosen must be authorized for the district (it is, for
example, forbidden to build a school beside a factory - see the evaluation
table).
The player picks up his counters from the sites
where he wants to build. He chooses the desired building from the general
reserve and puts it on his sites. To mark it as his property, he puts one of
his counters on the building.
A player may test to see whether the site is
suitable for the building, but once it is laid down, it may no longer be moved
during the game.
Negotiation
The players may negotiate among themselves at any
time during the game (even if it is not their turn), to exchange parcels, for
instance, or to agree to the construction of buildings which will gain in value
by virtue of their juxtaposition, or to affect the chances of another partner.
Players may also decide to join their sites in order to join in the
construction of one large building
and share its value (in accordance with the sites each furnishes). This is not
however permitted unless the construction occupies four or six parcels.
End of the
Game
When all the sites have been distributed to the
players and some buildings are still available, each player may take another
turn to see if it is possible to construct one of the available buildings on
his sites.
The game may also end early if no further building
can be constructed:
Ø
because
no more buildings are available, or
Ø
because
the buildings which are available are not suitable for the available sites.
The present value of each building is determined by
reference to the evaluation table and it is credited to the owner (or the
owners, if they own properties in common which they have agreed to share).
The winner is the player who amasses the most
points.