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2016 · 2-4 players · 60min · weight 2.20 · 13,531 ratings
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v1.
Place a numbered architect beside a row/column to claim the tile at that depth; drop it into the matching row of your 4×4 city grid.
- [3]action_blocking— “next player cannot place an architect in the same row or column where this tile was located”
- [3]_other:index_draft_depth— “claims the tile that's as far in as the number of the architect placed”
- [2]polyomino_packing— “each player builds their own metropolis; 4x4 city board; tiles placed matching numbered row or column”
- [2]set_collection_diversifying— “competing with one another for shops, parks, public services and other structures”
- [2]delayed_payoff— “players score points based on how they've placed tiles; extra points for specific patterns at game end”
Archetype fits — v4 deep
How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.
| Archetype | Composite | LTF | Session | Combo | Arc | Share | 5in | Onboard |
|---|---|---|---|---|---|---|---|---|
| Balatro Quadropolis's polyomino_packing + delayed_payoff + set_collection_diversifying compound across the 4-round arc — late tiles slot into established adjacency scoring patterns (combo_scaling_depth 5, additive-with-compound shape). Fixed tile pool caps content_extensibility at 4 vs Balatro's procgen ceiling, and 60-min session overshoots the 15-30min sweet spot. | 5.50 | 6.0 | 6 | 5 | 7 | 5 | 7 | 6 |
| Cozy Open tier triggers (Worker Placement) cap loss_tolerance_fit at 5; polyomino_packing on a 4x4 grid is cozy-adjacent visually, but action_blocking is interpersonal-contention shape, alien to Carcassonne's no-fail tone. Cartoon city art direction is cozy-friendly but the loop is competitive optimization. | 4.80 | 5.0 | 6 | 4 | 5 | 5 | 7 | 5 |
| Snap Quadropolis's action_blocking on the 5x5 draft board is opponent-pressure-shaped — but no factional asymmetry, no on_play_trigger reveal, no per-base lane structure. 4x4 personal city grid + 5x5 draft board is too dense for Snap's 3-lane phone legibility ceiling. | 4.70 | 6.0 | 5 | 4 | 5 | 4 | 5 | 5 |
| Wordle 60-min multiplayer drafting compresses poorly to 60-90s; index_draft_depth + action_blocking depend on opponent placement, breaking solo daily-seed shape. The 4x4 finished city is theoretically share-emoji-friendly (6) but the loop won't fit Wordle's pictorial-rule ceiling. | 4.70 | 6.0 | 3 | 3 | 5 | 6 | 7 | 5 |
| Coop Competitive worker-placement with no shared fail-state and no communication_constraint — coop archetype fit is structurally absent from the loop. | 3.20 | 4.0 | 5 | 2 | 3 | 3 | 4 | 4 |
Translation candidate
Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.
Index-pulling drafting and 4x4 grid placement are perfect for touch; small state, short turns.
Rules card
Synthesized from sources below. Readiness: draft-ready. Confidence: 0.74.
Readiness
draft-ready (confidence=0.74, rules=0.65, fun=0.90). BGG rank: 582; year: 2016; weight: 2.20; playtime: 60 min
| Source | Quality | Role | Note |
|---|---|---|---|
bgg_comments | 0.75 | player voice | positive/player-voice sample |
llm_memory | 0.65 | draft synthesis | sonnet-self-rated-7 |
wikipedia | 0.15 | context/reception | possible-title-mismatch: Board game |
Core Loop
Each round, players take turns placing numbered "architect" pawns on the edge of a 5x5 grid of building tiles. The position of your pawn on the row or column determines which tile in that line you can take (position 1 = first tile from edge, position 2 = second tile, etc.), and the pawn number also determines where you must place the tile in your personal 4x4 city grid. Each pawn can only be placed where no other pawn occupies that row/column position combination, creating a constraint puzzle each turn.
After taking a tile, you place it in your city at the column or row matching your pawn's number. Buildings can only be placed in legal positions — certain buildings require adjacency or open space, and population/energy cubes must be supplied by corresponding utilities, or excess buildings score nothing.
Turn Structure and State
- No manual/BGA/transcript source is present; card relies on memory plus BGG context.
- BGG description anchor: Each player builds their own metropolis in Quadropolis (first announced as City Mania), but they're competing with one another for the shops, parks, public services and other structures to be placed in them. The game lasts four rounds, and in each round players first lay out tiles for the appropriate round at random on a 5x5 grid. Each player has four architects numbered 1-4 and on a turn, a player places an [...]
Win Condition and Arc
After 4 rounds, players score their city grids. Each building type scores differently: towers by height stacks, factories by population supplied, parks by adjacency to other parks, harbors by water adjacency, shops by population, public services by towers nearby. Unoccupied or unsupplied buildings score 0. Highest total score wins.
The game arc is a tight optimization puzzle — early choices constrain later options because your pawn positions lock into your city layout, rewarding players who plan building synergies across all four rounds.
Decision Primitives
BGG mechanisms: End Game Bonuses, Open Drafting, Pattern Building, Set Collection, Square Grid, Tile Placement, Worker Placement, Worker Placement, Different Worker Types
Memory-derived primitives:
- Grid drafting (spatial selection from shared supply)
- Worker/pawn placement with position-based selection rules
- Personal player board (city grid construction)
- Resource matching (energy and population token management)
- Tile adjacency bonuses
- Multi-round structure (4 rounds in standard mode)
v4 controlled primitives: action_blocking, _other:index_draft_depth, polyomino_packing, set_collection_diversifying, delayed_payoff
Top iOS archetype fits: balatro 5.5, cozy 4.8, snap 4.7.
Why It Is Fun
The pawn-position mechanic is clever because your selection constraint and placement constraint are the same number — you're simultaneously drafting and doing city layout. The tension comes from wanting a tile someone else is eyeing and having to decide whether to "waste" a good pawn position or accept a suboptimal city layout.
Player-voice evidence:
- Un juego que funciona muy bien. Lástima la preparación. Algo farragosa. 20/03/2024 Revisión de
- A city grid tile laying game. Like other city grid games you are making patterns to score, but the method of selection of tiles dictates where you can place the new tile. I enjoyed this one as I felt there was a good bit of strategy in...
- 2-4 players (comm. 2-4 players, best with 4), 30-60 minutes, light (2.2) tile drafting/placement city building game. Rating after the first 7 games. We've played both classic and expert games with 2, 3 and 4 players. The game scales down...
- Nice game where you build the city which give you max victory points. Very good quality components.
- This is a pretty solid and smooth game. All the components and mechanics work nicely together. The building selection with the architects is really cool. I liked managing the inhabitants and the energy in my city. This game was fun to...
Friction and Failure Modes
- Treat Sonnet-memory edge rules as draft until confirmed by manual, BGA, or transcript.
- Wikipedia source is flagged as a possible title mismatch; do not use it as evidence.
- Needs at least one stronger rules authority before final extraction use.
Translation and Design Hooks
- Use this card to ask: which primitive carries the fun if theme/licensing is removed?
- For iOS, look for short-session compression, clear state visualization, and a digital-only twist.
- For new tabletop design, look for the tension source and decide whether to preserve or invert it.
Edge Rules and Gotchas
- Expert mode adds monument tiles with special scoring rules and changes the city grid size
- A pawn that cannot legally place its tile (no valid city position) forces the player to discard the tile — this can be forced on opponents tactically
- Population and energy cubes must be placed on corresponding utility buildings before they can supply other structures; unused cubes at game end score nothing
- Harbors score only if placed on water edges of the city grid
Sources Used
[
{
"kind": "bgg_comments",
"path": "data/bgg_comments/176396.txt",
"quality": 0.75,
"note": "positive/player-voice sample"
},
{
"kind": "llm_memory",
"path": "data/llm_memory_sonnet/176396.md",
"quality": 0.65,
"note": "sonnet-self-rated-7"
},
{
"kind": "wikipedia",
"path": "data/wikipedia/176396.md",
"quality": 0.15,
"note": "possible-title-mismatch: Board game"
}
]
Sources (3)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.