Utopia

Setup

Simply print a Utopia paper for every player, and give them a pen!

The contents of the Utopia paper are explained more below. But in general, it’s a random set of squares/hexagons with subtle roads and buildings that you can “fill in” to make them permanent/pick them.

Objective

The game ends once someone is unable to fulfill a turn. The winner is the player whose Utopia scores the most points. Scoring is completely handled by reading what every building does and calculating its point value.

Gameplay

Clockwise turns around the table. On your turn, you call out a number between 1 and 6.

All players must now …

  • Fill that many roads in one tile
  • Or fill one road in that many tiles

Now call out another number between 1 and 6. This indicates which building everyone needs to place.

  • Draw its icon on a tile with an empty building slot
  • Tiles with a building can never change again (not the building nor the roads)

Now comes the final twist that makes this a really interesting game, I believe.

The sum of your two chosen numbers must always be less than 10.

Paper

On your paper is a hexagonal grid.

  • Within are faded/dotted lines indicating roads or tracks. (From the center of each edge to the center of the hexagon.). There are always six tracks maximum.
  • In the middle is an empty spot that can hold a building of some sort. There are eight buildings.

(Check the 18xx roll-n-write for a reminder about how this looks or works.)

Buildings correspond with numbers. The lower numbers are least useful, higher numbers are most useful.

Around the edges are exits / entrances. These sometimes show numbers / goods. This is how you get those things into your Utopia, or sell them to the outside world.

Buildings

There are 6 categories

  1. Housing
  2. Basic needs
  3. Nature
  4. Transport / Infrastructure
  5. Goods / Resources / Production
  6. Advanced Needs

We miss stuff like Culture, Entertainment, perhaps Education / Healthcare. But too many options will just bog down the game.

Housing

House: worth nothing on its own, but needed for other buildings

Basic Needs

Supermarket: requires a connection to food. Worth 2 points for every connected house.

Nature

Nature

Infrastructure

Station (transport): ??

Production

XX: worth 5 points. Subtract 1 point for every other (non-XX?) building to which it’s connected. Add 2 points for every exit it’s connected to.

Advanced

Lala

To-do & Issues

What’s a good set of buildings?

  • Some that score
  • Some that combine with others to score (or rely on them)
  • Some that interact (with what other players are doing)
  • Some that change the rules for you (what you can do on your (next) turn, how you can manipulate numbers, etcetera)

ISSUE: Probably overwhelming at the start when placing tracks. Where? How many? Give some guidance for this.

ISSUE: If you say a number, everyone gets that number. This makes it hard to really gain a lead or use strategy to get the “best” buildings for yourself.

Maybe write those numbers down. Use them to prevent repetition or apply limits.

Idea: everybody has their own number they’re tracking. When you say one number, everyone decides the other number themselves. (By subtracting their secret current status from what YOU said. Again, sum can’t go over 10.)

Variation

Variation in the game comes from:

  • Different starting papers (if you print from the website with “random”)
    • Hexagons blocked off
    • Some hexagons with fewer roads
    • Some buildings already added, or nature changing stuff
  • Different buildings even. (Pick your own set of 6 buildings? Each number has some variations?)
  • Buildings that forbid (or require) something for other players
    • A building that allows you to place any number/building but the one given on the next turn.
    • A building that allows adding tracks to a fixed slot anyway, as an exception
  • Setup Rule: everyone is allowed to place five tracks and one building of choice in the 1-4 range. You can’t pick the building that the player before you (in turn order) chose.