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Subject: Marketplace Demolishment rss

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Patrick Dignam
United States
Lithia
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Had a situation one night playing La Citta.

It was the last turn of the game, the loss of a citizen to a seven citizen city resulted in having it's marketplace demolished.

We resolved the situation that this city would have needed to reduce it's population to 5 when the next phase 4 of a game turn occured.

Since it was the last turn, it wasn't an issue.
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Christian Beijner
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Re:Marketplace Demolishment
VikingBerserker (#28307),

>We resolved the situation that this city would have needed to reduce it's population to 5 when the next phase 4 of a game turn occured.

Well, I think the rules are very clear on what happens without having a "what happens when a marketplace is destroyed" rule. Cities which have 5 (or more) citizens, do not get population growth. But nowhere is it implied that cities will be reduced in size for this reason.
Since it cannot grow, it is probably doomed in later turns (which there were none in your game).
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Michael Webb
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Western Mitten
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GET A SILK BAG FROM THE GRAVEYARD DUCK TO LIVE LONGER.
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Re:Marketplace Demolishment
Actually it wouldn't be stranded because markets come with a bonus citizen, which incidentally is why our group plays with the 'must reduce city pop to 5 if you opt to destroy the market rule' ourselves...because of the bonus person that comes with the market it is *far and away* the best building to destroy in the normal rules and can be abused if you just stick it off on one side of your city and keep voluntarily destroying it as necessary.
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Luca Iennaco
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Re:Marketplace Demolishment
Jay Tummelson at Rio Grande Games said (reported by yolandavi):

Rules Clarifications:

1) Demolishing Buildings (after population migration.) When your city is understaffed and you're forced to choose which buildings will become rubble, if you choose your water source (fountains & baths) or market, then you must also reduce the population of your city to the new lower maximum capacity--with further razing of buildings as necessary.

2) The card 'Golden Times' that allows you to buy citizens may not be used to stuff people into your city above the fire code limits. The moral of the story is that the water and market citizen maximums cannot be broken, ever, for any reason.

Rules reminders:

1) Population Migration - Moving citizens does need to occur in turn order. This means if you attract a citizen to your city but don't have enough space for him (and said citizen will indeed wander off the board to his death,) and later your city loses a citizen to another player's city, you could have a net loss of people. This rule is clearly stated in the italicized tips hidden at the end of the rulebook, buried in the last paragraph.

2) After choosing city sites in the advanced set-up, the first action in the game is moving the start marker to the next player. Not very intuitive, but that's how the game begins.
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