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In The City: Origins box art
2013 Ranked #19,499

In The City: Origins

This drafting strategy game has players recruit citizens, gain influence, interfere with rivals, and score the most victory points. Emptying two city-square columns triggers the end, making each recruit part of a race for the throne.

Card Game Fantasy Open Drafting Variable Player Powers

Players

2-5

Play time

45-60 min

Age

9+

Complexity

2/5

Rating

5.87

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.9/5

Harder to teach

Replay value 4.1/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.1/5

Scales well

Strategic depth 4.7/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

The king has died! To save the city from usurpers, you must use guile, stealth, and cunning to outwit your enemies.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

The king has died! To save the city from usurpers, you must use guile, stealth, and cunning to outwit your enemies. Shifting alliances, unreliable partners, and devious opponents all complicate your path to the throne. Manipulate aristocrats, generals, and ignoble citizenry as you seize the crown and save your city. In the drafting-style game In the City: Origins for 2-5 players. Each player starts with a leader card (different every game 20 in all in the base set) and each turn they recruit a person from the city square. This gets them victory points, influence to recruit bigger and better people, the ability to manipulate the cards you are recruiting, and the ability to interfere with you opponents. The game is over when 2 out of the 7 columns in the city square are empty. At the end of the game, the victory points are totaled and the winner is the player with the most. The winner of the game becomes the new King of the city. As such, the people you recruit have a certain amount of sway in choosing the new king so those with more sway are worth more victory points. For example, an aristocrat is worth more victory points then a hired digger. Each leader is named after a position of importance or power showing that they would want to take the throne.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (5)

Play and group

Players
2–5
Best with
2
Play time
45–60 min
Age
9+
Complexity
2.0/5
Credits and catalog connections

Credits

Designers

1
Duncan Davis

Publishers

1
Sherwood Games

Linked items

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