#WalledCity is a release from #MercuryGames, which is a company that doesn’t get a lot of hype. The art decisions are questionable, and the rulebook could be streamlined, but other than that I couldn’t find any glaring flaws in my first playthrough; it was a wonderful, fast-paced and refreshing take on area control & hand management that the other 3 players I introduced it to at #KublaCon also really enjoyed. It’s played over 2 rounds of 4 phases each, which are identical in both rounds except for the building. Align: Draft 1 of 12 special powers to use for the round. Build: The board starts out seeded with point chits & dice, but is otherwise totally undivided. Each turn, you’ll play one of your roads along with 1 double-numbered card from your hand of 12 to define the areas to be scored at the end of each Build phase. A card marked “3/2” would allow you to put 3 “citizens” on one side of the road and 2 on the other. Citizens can either be peasants or nobles. Nobles break ties, but in the 2nd round, if the walls remain unbuilt in their area, they run away and don’t count for majority scoring! You only build walls in the 2nd round, and the cards work a bit differently: 1 number adds more citizens, and the other promotes existing nobles to towers along the wall you just built. Score: Each of the areas defined by laying down roads during the 1st building round now score. In familiar area control fashion, having more meeples than the other players gets you more points. There are 4 dice for each of the 5 factions seeded on the board. At the end of each scoring phase, only the player with the most meeples sharing space with these dice scores the sum of the 4 dice, which can be adjusted up or down 1 pip each time you build a road or wall next to them. Defense: Secretly assign 1 card to a defense area, which will determine the endgame point values for adjacent towers. This is a simple but satisfying mid-weight area control game with very clever mechanics that feel fresh but familiar. I also love how each turn is simply building a boundary and playing a card which has 3 different uses depending on the phase/round and must be managed accordingly. Recommended.