City
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City (Prosperity)

Cost: $5

Type: Action

Text: +1 Card\n+2 Actions\nIf there are one or more empty Supply piles, +1 Card. If there are two or more, +$1 and +1 Buy.

Strategy Review

Here's a comprehensive strategy guide for City:

City Strategy Guide

Overview: City is a powerful engine component that starts modestly but becomes increasingly strong as the game progresses and Supply piles empty. Its initial form as a Laboratory variant (drawing 1 card with +2 Actions) makes it a solid pick even before it "levels up," while its potential to become a super-powered card draw engine piece makes it particularly attractive in longer games.

Basic Characteristics: - Base form: +1 Card, +2 Actions - First level (1+ empty piles): +2 Cards total, +2 Actions - Final form (2+ empty piles): +2 Cards, +2 Actions, +$1, +1 Buy

Early Game Strategy

  1. Initial Acquisition City's $5 cost places it in an important price point, competing with other engine pieces like Laboratory and Market. In the early game, City is slightly weaker than Laboratory since it only draws one card initially. However, several factors make it worth considering as an early purchase:

  2. The +2 Actions make it an excellent engine component from the start

  3. Its potential to improve makes it a strong long-term investment
  4. Multiple Cities can work together effectively
  5. The card scales well with multiple copies

When deciding whether to open with City, consider: - The presence of other $5 cards that might be more immediately impactful - The likelihood of piles emptying quickly (Kingdom cards with gainers, Curse-givers, etc.) - Your overall engine strategy

  1. Early Game Timing The optimal timing for your first City purchase often depends on your opening and the broader Kingdom context:
  2. With a strong treasure opening ($4/$3 or better), buying City on turn 3-4 can be ideal
  3. In slower kingdoms, waiting until you have a more stable deck might be preferable
  4. Consider buying multiple Cities early if your strategy allows, as they become stronger together

Mid-Game Development

  1. Scaling Potential As the game progresses, City becomes increasingly powerful. Several factors influence how quickly Cities reach their full potential:

Factors Accelerating Empty Piles: - Curse-givers (Witch, Mountebank) - Gainers (Workshop, Artisan) - Split piles from newer expansions - Provinces being bought - Cheap utility cards (Silver, Copper)

Strategy Tip: Keep track of piles likely to empty soon and adjust your purchasing accordingly. Sometimes it's worth helping empty a cheap pile to power up your Cities.

  1. Building the Engine Cities excel in engine builds due to their multiple benefits:

Key Engine Components: - Multiple Cities provide consistent draw - The +2 Actions enable combo plays - Extra Buy and coin in final form supports payload delivery - Non-terminal nature allows for dense action chains

Recommended Support Cards: - Villages for additional actions - Payload cards (Treasury, Gold) - Trashing (Chapel, Steward) - Card gainers to empty piles faster

  1. Multiple City Strategy Running multiple Cities becomes increasingly powerful as piles empty:

Benefits of Multiple Cities: - Consistent draw power - Action density without terminal collision - Snowballing effect as they power each other - Reliable engine building

Optimal number of Cities: - 3-4 Cities often form a strong engine core - 5+ can be worthwhile in longer games - Consider kingdom context and competition for $5 cards

Late Game Considerations

  1. Maximum Power When fully powered, Cities become extremely efficient:

Full Power Benefits: - Net +1 Card per play (like Lab) - +2 Actions for engine continuation - Extra Buy and coin for flexibility - Non-terminal nature preserved

Using Powered Cities: - Chain them together for massive hand size - Use extra Buys for multiple Provinces - Leverage additional coin for flexibility - Maintain engine consistency through deck cycling

  1. End Game Timing Cities influence end game timing considerations:

Timing Factors: - Province pile depletion speed - Number of empty piles - Opponent's engine development - Alternative victory card availability

Strategy Options: - Rush to empty piles for powered Cities - Build toward multiple Province turns - Consider three-pile ending potential - Watch for opponent's ending signals

Specific Kingdom Scenarios

  1. Strong City Kingdoms

Cities excel when: - Multiple cheap piles exist - Curse-givers are present - Strong trashing is available - Multiple buys are valuable - Engine components complement well

Example Strong Kingdom: - City - Chapel - Village - Witch - Market - Workshop - Silver/Gold - Provinces

This kingdom allows for: - Quick pile depletion - Strong engine building - Effective trashing - Multiple purchase opportunities

  1. Weak City Kingdoms

Cities struggle when: - Few piles will empty quickly - Big Money is dominant - Alternate victory conditions prevail - Actions are limited - Attacks prevent engine building

Example Weak Kingdom: - City - Militia - Merchant Ship - Duchy - Estate - Colony - Platinum - Bank

This kingdom features: - Slow pile depletion - Strong money alternatives - Limited engine support - Defensive necessities

Combo Potential

  1. Strong Synergies

Card Gainers: - Workshop: Empties piles quickly - Artisan: Flexible gaining and deck control - Ambassador: Rapidly depletes piles

Draw Enhancement: - Library: Combines well with City's actions - Council Room: Helps empty piles while drawing - Hunting Party: Provides consistent access to Cities

Economy Boosters: - Market: Complements City's benefits - Treasury: Strong with multiple buys - Monument: Provides VP while building

  1. Engine Enablers

Action Providers: - Village variants - Festival - King's Court

Deck Improvers: - Chapel - Steward - Remake

Counters and Competition

  1. Primary Counters

Direct Counters: - Possession: Can disrupt City chains - Torturer: Slows engine development - Ghost Ship: Disrupts draw consistency

Indirect Counters: - Gardens: Encourages different strategy - Colony/Platinum: Extends game length - Embargo: Can prevent City acquisition

  1. Competition Consideration

Similar Cards: - Laboratory: More immediate draw - Market: Similar multi-benefit card - Hunting Party: Alternative engine piece

Price Point Competitors: - Duke: Alternative victory strategy - Mint: Strong money alternative - Minion: Different engine approach

Advanced Techniques

  1. Pile Control

Strategic Considerations: - Deliberately emptying cheap piles - Tracking opponent's pile depletion - Managing three-pile ending risk - Balancing gain versus buy decisions

  1. Timing Optimization

Key Decision Points: - When to start buying Cities - When to transition to victory cards - How to sequence City plays - When to push for empty piles

Conclusion

City is a fascinating card that rewards forward thinking and careful kingdom analysis. Its scaling power makes it both an immediate engine component and a long-term investment. Success with City requires:

  • Understanding pile depletion patterns
  • Building effective engine structures
  • Managing game length and timing
  • Adapting to kingdom context
  • Balancing immediate versus future power

The card's flexibility and potential for growth make it a strong pick in many kingdoms, particularly those supporting engine strategies. While not always the optimal choice, City's combination of immediate utility and scaling power makes it a valuable addition to many decks.

Remember: - Consider kingdom context carefully - Plan for pile depletion - Build supporting infrastructure - Maintain flexibility in strategy - Watch timing and end game conditions

With proper support and understanding, City can form the backbone of powerful engines and lead to decisive victories.