Planning a city is hard, building a place to fit the needs of a community takes forethought and resources, then once it's done you have to keep the dang thing from falling on itself. Many games have been made to simulate the activity and management of these things, from the family all the way to a civilization.
Cardbury isn't asking for much, just that you build four buildings with your cards, but getting there is in no way as simple as Klondike. The goal is to build a skyline of four ascending stacks of cards in four different suits in an exact 5-4-3-2 shape, with other things getting in the way of achieving this.
A move consists of drawing two cards and playing a card onto a foundation. You lose if your draw deck runs out, but your time is more limited than that. If upon drawing you have three or more cards of a suit you discard that into a pile; if you make six of these piles or run your hand out you lose. If instead you have one card of each suit and some extras, you make another pile from discarding your draw deck and if this one reaches 13 cards it's also game over.
You must play a card even if it means removing played cards to make way, this means you can only do so on one building per turn. Cards discarded this way do not affect your progress. An empty hand after playing a card onto a stack does not end the game for you if you can draw without running the deck out.
Gameplay is really a reaction to what happens beforehand, with foresight of what you don't want to lose next draw. Every incident costs cards for your stacks, but how you start a stack will also affect your play, best not to need to lose too many cards rebuilding. Only being able to play one card at a time your hand will build up in a way that will cost you time and important cards, so you better start counting.
Deceptively simple, Cardbury efficiently squeezes resource-management gaming into a small game.
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