Thursday, October 17, 2019

Dave Reviews: Denmark Tetris

Copenhagen

For entirely unknown reasons, my brain laid a bit of music under the name of this game, and now it's an earworm.

Copenhagen! Copenhagen, Copenhagen!

This has nothing to do with the game itself. I just want to see if sharing it will help the sound go away.


Copenhagen is a game about making buildings. Contrary to the box art—the filthy liars—not every block of your buildings will have a window. And why not? Look at the city itself:


Windows! Nothing but windows! Why don't you give us more windows? Yeah, if everything was a window there wouldn't be any gameplay and everyone would have the same score and there wouldn't be any challenge, but it's so purdy!

Alas, we have mostly but not entirely windows in Copenhagen: The Incorrect Game. You have a tall, narrow space in which to construct your building—the dimensions are pretty accurate, at least—and your goal is to entirely fill in rows and columns of the building with no gaps. This isn't too difficult for anyone even passingly familiar with Tetris, and it's made easier by the inclusion of single-square windows that you can place with the bonus actions you earn by covering shields on the board or completing certain rows of the structure. Alternately, if you don't need that terrible crutch, you can earn different types of additional actions that can help tip the balance in your favor.

Constructing the building itself requires pieces, and getting pieces requires cards. A set of seven colored cards awaits your perusal, from which you can take two that are next to each other. Your default extra action lets you take two cards not next to each other, but you can only do that once unless you refresh your extra actions (the third and final option you can take when earning a bonus action). Alternately, you can buy and place one of the building pieces—purchases are made with the cards matching the color of the building piece. If the piece will touch a piece of the same color, it costs one card less. Other than that, the only real placement rule is that the piece has to sit on the ground level or on top of another piece. Balance is irrelevant; you can shove a five-block-long piece where only one block on the far edge supports it. Furthermore, if you have the space, you can build underneath placed tiles (they don't drop from the top like Tetris pieces, regardless of the two games' other similarities).

Scoring is simple: you get one point for a complete row, two if it's all windows. You also get two points for a complete column, four if it's all windows. These are the only ways to score points. The game ends when you hit the mermaid near the bottom of the deck (a nod to the Little Mermaid statue in Copenhagen, which is a nice touch), or when someone reaches twelve.

Here's the thing, because there's always a thing—your building space is nine tiles high and five wide. Therefore, if you notice that fact, it becomes pretty obvious that you want to build up rather than out, since you can get equal points with fewer tiles. Getting the bonus actions from completing certain rows is all well and good, but since you don't need to complete the rows underneath, all you need is to leave a space to build on and save the cards to buy a long piece that will finish the row despite only having, say, two columns going up. Two columns full of windows is eight points; finishing the right rows gives you extra points and extra bonus actions, and unless someone else is pulling off the same strategy, it's probably enough to win.

Because the very long tiles you need to maximize this strategy are in short supply, it's not guaranteed to work, so thankfully knowing this doesn't solve the whole game. You still need to think around what color cards you can get, what your opponents are taking, and how you can beat them to the punch, or if you can find a way to thwart their plans. It's very difficult to stop people from building columns, however, due to the larger number of cheaper, smaller pieces available, so once everyone knows how to play, a victorious strategy is built around the margins rather than being able to take substantially different routes through the game.

Is that a problem? Depends on you. It's not designed to be a heavy game, and sometimes you just want to play something familiar. It's a very good game to introduce to relative board game noobs, who need something more controllable (and probably enjoyable) than Catan but really just want a relatively relaxing experience that still gives their brains some work. It's good for a few plays no matter who you are; beyond that depends on whether Copenhagen speaks to the gaming centers in your brain and the tiny nerds who control them.

Score: Seven windows out of nine building blocks.

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