1994 German Game of the Year building skyscrapers around the world |
last update: November 20, 2004 | |||
Manhattan was one of my first truly German games... with English rules stuck in the box and a price tag to match. ($45!!!) You can find your own copy at a much cheaper price, thanks to Mayfair's English reprint. ($21 at Boulder Games... sheesh.) Manhattan can be a bit cerebral, but it's a lot of fun and shines with it's full complement of four players. What follows is some strategy advice and a very popular variant that introduces a bit of B movie horror to this vertical tile-laying game. Strategy 1. Spread yourself around. 2. Do the math. 3. Build friendly. 4. Bigger is not necessarily better. 5. Waste not, want not. The same holds true for your cards. Save a card or two that can be used to take over a building until late in the round/game. The surprised look on your opponent's face alone is worth playing it! 6. A strategy that might work once or twice. 7. My gain is your loss. 8. The first shall be last... 9. A complete strategy plan care of Kschoose. Later, while they attack each other, build up your building/neighborhood total. As the point totals start to get close, the 3 point bonus for controlling the tallest building can carry you to victory. 10. Come back, Shane! Thanks to ShatRat, Lyle Rhodebeck, eyeofnight, ppol, David Vander Ark, kschoose, and Randy Simcox for their posts about Manhattan strategy which form the basis for this page. Variants The Godzilla Variant Well, Manhattan is already a good game. But, after having played a bit too much poker, Eric Moore and I were discussing the game and I said "Well, Ben can't wait to steal a godzilla from an Alan Moon game and play Manhattan with it." A few minutes later, these rules were born. Take any convienent counter (of course, a Godzilla from one of Alan's games is preferred) and set it in the center of any city. For purposes of Godzilla, the cities form a 2x3 rectange that wraps around at both edges. Play of the game is completely normal, except, after you play a card and build a piece, Godzilla moves. If you played a card that let you build in the center, Godzilla doesn't move. If you played a card that let you build in any other space, Godzilla moves in that direction (diagonally if you built in a corner, horizantally or vertically if you built on an edge). Any building that Godzilla steps on is destroyed. This sick idea was jointly conceived by Brian Bankler and Eric Moore. Thanks to Ben Peal for the inspiration. They also inspired Richard Irving to add yet another twist. Big vs. Little Monster Big monster destroys an entire building when he enters a space with a building. Little Monster only eats the tops floor piece (and if he stays where he is by playing a center card, he eats another piece.) I prefer big. Web of Power Variant Thanks to Tom (mregamr on BSW) for suggesting this most excellent way to deal with your hand getting gummed up with the same kind of cards. Two identical cards can be played as a wild. This would (almost) eliminate the problem of having too many of the same card. Not sure if you would want to let the player replenish to 3 or 4. New Cards Variant A more radical overhaul of Manhattan comes from Bill Martinson... which actuallys sounds like a pretty good idea to me, if I ever had the time to make up a set of cards! I never really liked the fact that in the first few turns of the game, the kind of card you play and the neighborhood you choose are not very significant. The start player could practically select his first card at random (notwithstanding the fact that he might hold duplicates). So we made a replacement deck of 54 cards that have the neighborhood names on them, one card for every position/neighborhood combination. (One Soho top left, one Soho top middle, one Soho top right, and so on.) You can still use any card to play in any neighborhood, but if you play in the neighborhood that matches the card you immediately earn one bonus point. The result is that the strategy cells in your brain come on-line a little earlier in the game, and you sometimes have a difficult choice to make: optimal placement or another bonus point? Also, it's even more fun to save just the right card for just the right moment, so you can thwart an opponent and ping the extra point at the same time. Departures BoardgameGeek entry for Big City The Game Cabinet from Stuart Dagger Ideal Game Library from Bruno Faidutti The Game Report from Peter Sarrett | ||