An Overview of Metropolis


Metropolis is a game I'm mostly responsible for creating, that was originally a joint project from the first MUN Tabletop Games Club workshop. The idea was to create a resource game where you would have to balance your cash, your workers, your resources, your property, and your plans all at once. Since then, it's gone through several completely different versions, one relying mainly on chance, one relying on getting the right plan for the right price, one relying on the bidding mechanic.
The current version of the game looks like it will be the final beta version. Flavour and some extras on some properties may still be added, but the fundamentals are solid.

The game contains 48 plans, 5 resources, 3 different permanent bonuses that can be bought, and the grid-block for the city.

Each turn, play progresses from the player with the least victory points to the player with the most. Victory points are gained from finished properties on the board, but to make turn order easier, they are also tracked on the income list. Each player collects rent determined by their victory points, then in turn, each player purchases property if they want to, plans if they want to, place plans on properties if they want to and it is possible, purchase resources, and then lay resources. Once a property has all the resources it requires, it is considered finished and flipped over.

A player may hold 2 resources for each warehouse they own, and must store all resources before they may place them. A player may place 2 resources per turn for every worker they have hired. The game has a fixed time limit, so you pay your workers completely in advance. Less arithmetic that way.

Resources are limited, and only a set amount regenerate each turn, depending on the phase of the game. More resources may be generated if any player buys a resource subsidy, which grants them 1 of that resource immediately, and permanently produces 1 more of that resource per turn. The less resources there are, the more expensive they become, ala Power Grid.

Properties, and plans, are 1-star, 2-star, or 3-star, and plans may only be placed on properties the same tier as them. Properties may be gentrified to higher tiers, but not modified to lower levels. 3-star plans are more expensive, in resources and in money, but give more victory points per plot.

The properties are stacked with the 3-stars all on bottom, the 2-stars in the middle, and the 1-stars on top. This guarantees that players will always be fighting over the same properties, and also that appropriate resources will regenerate each turn, because the game enters phase 2 when 2-stars become available, and phase 3 when 3-stars become available. When no more plans can be dealt out, the game ends and the player with the most Victory Points wins.


Currently, the game is played with a set of property cards and a board that I have mocked up, and pieces from Agricola. If you'd ever like to play, I bring it with me to MUNTGC meetings, or I can certainly try to drop by another meeting sometime with the game pieces. I do have a file with the gameboard & cards, but because the game is likely to change, so it's not worth your time to print and cut it out.

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