Monday, July 22, 2024

This Sprawlopolis is really good

I have to confess that I have largely admired the Sprawlopolis family from afar. I have always thought the games were downright brilliant but, until quite recently, I played their parent game Circle the Wagons more than the entire family put together.

That’s really because I have a black and white printer and I’m colorblind on top of that. The textures in the original game aren’t super distinct and even when I printed out the game in color, the colors were diffuse enough that it was hard for me to tell some of them apart.

Both Agropolis and Naturopolis do a much better job at both texture and color contrast but I was already derailed by the original game. Which is a shame because the family is very good.

Micro tile-laying games were already a well established concept, including ones with overlapping cards. Variable scoring conditions were also established. Sprawlopolis also has a variable winning score depending on the scoring conditions, which I hadn’t seen before but I would be surprised if it wasn’t already out there.

What Steve Aramini has done, though, is a really good job of packaging all of these elements together into a tight, well balanced, challenging game. 

Revisiting Sprawlopolis, what I am really struck by is how many tough and annoying decisions there are in the game. I look at a lot of 18 card games because, well, they’re really easy to print out and play. And from my experience, Sprawlopolis has a lot of weight for a micro game.

I feel micro games and more minimalist games have become more a part of the gaming culture. This started a ways back since both Love Letter and Qwixx helped get that ball rolling in their own ways. (Feel free to tell me how I’m wrong)

And I feel that a design goal that some micro games pursue is for the game experienced to feel like a “big“ game. It doesn’t always work and sometimes the results feel cluttered and fiddly. And it isn’t always the goal of a particular game. In the first set of Pack O Game, HUE is solid but feels intended to be small. On the other hand, TAJ feels ambitious but fiddly and GEM actually feels like a bigger game.

Sprawlopolis feels bigger than eighteen cards. More than that, the gameplay is intuitive, not fiddly. Scrabble and Carcassonne and other games have made tile laying second nature to so many of us. You don’t have to concentrate on how to play but on the actual choices you need to make.

I revisted Sprawlopolis because I signed up to playtest Casinopolis. Now, I want to re-examine the entire family.

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