I wanted to like this game. I did. I really, really did. It’s adorable city building on a small board with a bunch of cubes and a plethora of building choices with synergy bonuses all over the map. It should be something I would enjoy.
I think I tried to enjoy it with too many people. Which is a fine way to enjoy lots of things, just not this.
Tiny Towns has a simple premise: small critters have started a town, and they need to build it up as much as possible without wasting their resources. Like most small critters, they have no background in urban development, so they haven’t learned how to stockpile everything in one spot and move it from place to place as necessary. They just dump something in each location and stop when the town is full.
The basic mechanic is simple enough. The active player chooses one of the five types of resources. Everyone takes one and puts it on their board. Each type of building has a resource pattern associated with it; once you have that resource pattern laid out on your board, you may construct that building in any of the spaces where those resources were put. This forces you to be extremely careful where you place each cube, since you can’t take anything off the board once it’s placed.
Now imagine playing this with six people, where you only control the selected resource once every six turns. Yeah.
I have not played Tiny Towns with only two (or three) people. I imagine it’s quite a bit like Downforce, in that it has a set of mechanics which work considerably better with a small group. This makes the choice to sell it as a 1-6 player game extremely irritating. The game demands a high degree of intelligent choice in how you place your resources. It’s fine to make you look at your opponents and take their probable choices into account, but when there are too many of them it’s impossible to account for everything that’s going to happen between your current turn and your next one.
That, in turn, makes certain monuments (special structures unique to each person) extremely powerful in large games. Namely, anything that lets you get around the strict placement and building rules is wildly OP. There’s a variant for new players that lets you set two resources aside until you get used to the game; I recommend bigger games be played with that in effect no matter how experienced everyone is.
The rule holds, however: games are judged on how they are out of the box, not fixed by the players.
(3.5 / 5)