Cities is a team-up of designers Steve Finn and Phil Walker-Harding. Together, they've created a clever little drafting game that lately is one of the most enduring and beloved types of games in my group: one that plays lightning fast (about 30 minutes, in this case) while packing more meaningful decisions than you'd expect in that amount of time.
The game is played over 8 rounds. In every round, players go around the table drafting one item at a time. By the time the round is over, they must have drafted exactly four different things, in the order of your choice:
1) A land card representing 4 squares in a cityscape. The cards place alongside one starting card you're given, forming a 3x3 arrangement of cards by the end of the game. How you place those cards as you draft them is up to you, though your later choices will soon be constrained by that 3x3 limit and the directions of your earliest choices.
2) A group of two or three building pieces. The pieces come in four colors, and must be stacked on a square of matching color on one of your land cards. You can stack pieces up to four high, creating skyscrapers in blue, red, yellow, and green.
3) Tiles that fill other squares on your cards. They might be decorations for parks, or activities in the water. For either of these, a diversity of features scores better at the end of the game. They might also convert a color-locked building site to "wild," allowing you to later construct a building of any color there.
4) A card with an endgame scoring condition. It might give you points for every square in your largest single park area, points for every yellow skyscraper exactly 3 pieces tall, points for every complete set of the four colors of buildings... or a variety of other things.
Each of these four things relates closely to the others. Once you have a particular endgame scoring card, you might be driven to want buildings of a particular color. The land cards you've chosen might leave you flush with empty park spaces, making you seek tiles with features to fill them. The game is not so complex (for the savvy gamer, at least) that these connections are unmanageable. But even if you know exactly what you want, that's where the drafting mechanism kicks in to make you think harder.
You must take exactly one of each of the four things every round. Maybe there are two endgame cards that both suit your developing city perfectly? You must choose. What if none of the city cards seems critical to your plans this round? Can you find one that might give you better options in the future?
More challenging still is when there's something you know you want in more than one of the categories. If you take that group of building pieces (that are all the perfect color) now, will that endgame scoring card (that's also perfect) still be there when the draft comes back around to you? Say you glance over at your opponents' cities, and see that two of them already have that park decoration you desperately want. Is it worth risking that your last opponent won't draft it this time around, so that you can instead grab the perfect land card now?
In a handful of plays of Cities, I have found every time that the game presents me with a steady stream of choices. Perhaps none offer the tremendous depth of a more advanced, hour-plus game... but neither do they cause the paralyzing indecision those games sometimes invite. And there's nice replayability to Cities as well; the game comes with what essentially are "scenarios" representing different major cities of the world. Each one lays out three different conditions where players race to be the first, second, or third to reach them to score bonus points (each condition evocative of a real-world feature of the city).
That name, though. Cities. It's hard to think of a less memorable, less internet-searchable, less compelling title. I've played the game perhaps half a dozen times now, yet still, when I suggest "want to play Cities?", I get blank stares and have to show people the picture of the pieces on the back of the box before they go "oh, that game!" Any time I've talked with a fellow gamer about what I've been playing lately, if I mention Cities, they answer "I've never heard of it." I'm not necessarily holding Cities up as a top game of all time, but it's a game that deserves a better title, for sure.
If you're looking for a speedy game to kick off a game night -- or perhaps a good "one more game" when you're tired but not yet ready to completely turn off your brain? Cities might fill that niche. That is, ssuming you can remember the name of it after you've finished reading this. I give it a B+.