Crimopolis

2019 · City Building

Crimopolis

Set in 1926, you are an unsuccessful gangster in a petty town. Tired of doing small jobs that only earn stress and scars, you dream of putting the hype on big time. The rumble on the street is the big guys in the big cities are pulling the big dough, and you want to be the most prestigious of them all. Crimopolis is a fast-paced strategy board game about bean-shooters, chippies, and sugar in a city where nothing counts but underground influence. Recruit criminals, explore the city, execute illicit jobs, ambush others, and take over their assets. Grow your skills and abilities, so you can counteract when reporters and enemies get in the way. Players explore a city area by moving gangsters further and further away from their headquarters. Tiles feature streets and city blocks with parks, banks, graveyards, churches, lakes, etc. Players assemble gangsters and execute jobs. The trickier the job the more prestige they earn. Taking over other players' assets also gains prestige as well as end game contributions such as city influence, body count, and hidden skills. The player with the most prestige wins. Crimopolis is a mixture of a Eurogame featuring strategy with multiple winning paths and downplaying luck, and an Amerigame allowing for an immersive 1920s gangster theme with direct player conflict and highly intuitive rules. The game length can be freely adjusted: shorter games increase luck, longer games deepen gameplays. The recommended game length balances both and allows for family game nights with players of different ages. Crimopolis was awarded Best Physical Game of 2020 by NZ Games Festival. —description from the publisher

Players
2–5 best 2
Playing time
30–100 min
Age
12+
Complexity
2.2 / 5
2 on LudoyaTerritory BuildingExplorationModular BoardEnd Game BonusesAction Points

About the game

On Ludoya's tables

Full stats in Ludoya
1
Plays logged
3
Players
54m
Average play

2.0/10

from 1 Ludoya review

  • Garfield2.0

    The idea is nice but the random take-that elements are ruining it completely. And there are a lot of take-that elements in this game. The gameplay is quite boring, move and enter a building is almost everything you have to do. [c] Theme: :star::star::star::nostar::nostar: <!-- size 7]Ok, cards are great --> Gameplay: :star::nostar::nostar::nostar::nostar: <!-- size 7]Move and enter a building --> Interaction: :star::star::star::star::star: <!-- size 7]A lot of direct interaction --> Artwork: :star::star::star::star::nostar: <!-- size 7]Nice --> Luck: :star::star::star::star::star: <!-- size 7]Random take-that cards --> Strategy: :star::nostar::nostar::nostar::nostar: <!-- size 7]Not really --> Components: :star::star::star::star::nostar: <!-- size 7]Nice --> Play duration: :star::star::star::nostar::nostar: <!-- size 7]If you only play 1 round it's good --> Easy to teach: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Rules quality: <!-- size 7]not read --> Setup time: :star::star::star::nostar::nostar: <!-- size 7]Ok --> No downtime: :star::star::star::nostar::nostar: <!-- size 7]Little --> Replay value: :star::star::nostar::nostar::nostar: <!-- size 7]Modular board --> [/c]

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Game facts (players, playing time, age, credits) from BoardGameGeek.