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.
Here's a comprehensive strategy guide for City:
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
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:
The +2 Actions make it an excellent engine component from the start
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
Mid-Game Development
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.
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
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
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
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
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
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
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
Action Providers: - Village variants - Festival - King's Court
Deck Improvers: - Chapel - Steward - Remake
Counters and Competition
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
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
Strategic Considerations: - Deliberately emptying cheap piles - Tracking opponent's pile depletion - Managing three-pile ending risk - Balancing gain versus buy decisions
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:
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.