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Rating Summary (91 Total)


The rulebook is short and sweet. Definitely easy enough to set up and teach during a game night. The tiles are a nice thickness, the colors are pleasing, and there are helpful aids, both in a guide for each player, and little hints built into the board (where your income and reputation markers start, how many tiles you use for different numbers of players, etc). The start player marker is delightfully over the top, a painted wooden rectangle that gets stickers on two sides. One of the things I noticed in researching the game, and saw even more in playing through it, is how the designer took care to have the tile placement be thematic. You don't want a factory next to the suburbs or a park. You don't want an airport in the center of town. You want a gas station and a school next to residential areas. I foresee lots of replayability. Only about half of the tiles, and only a few bonus tiles, are used during a game. There's not much in the way of direct conflict. You can take or bury a tile you think your opponent wants, and you can benefit from tiles that your opponent builds, but you can't directly destroy anything on your opponent's board. Has a bit of a Glen More feel to it, choosing tiles and watching what's adjacent to what, but it's also about money and population and not just tile placement. From GCL:


Itch: Sim City


Okay Euro-style game with tile placement. It's not very deep, and it has a TON of fiddly bookkeeping. The bookkeeping is bad enough at 2 players, but gets exponentially worse for every player beyond that.


7.7 / 2-4p Best 3 / 90m / Overall 72 / Strategy 54 / 2.78 (Engine Building)




(App) Interesting decisions, but not super "fun."


Slick design, interesting decisions. Dice tower con promo card received 1/7/2015





Has the Broken Token insert and all expansions!


Fun tactical engine builder/tile laying game. A bit hard to keep track of triggers at times and painfully luck dependent about the tiles that will be available.


No need to sleeve


I find this game so relaxing. Just hanging out, building my little town, watching it grow. Only think I don't like is how fiddly the cross-player income can be, wish it was all relegated to your board. Never played it with 4, seems like 3 is the sweet spot though with downtime.


Medium weight tile placement game. When I read the rules I thought this would be very mediocre. I was extremely surprised as we were playing it. The tiles are immensely thematic and all of them work both mechanically and thematically (except maybe the lakes, but they need to be there for gameplay purposes). There is a good chunk of indirect player interaction as well, both for competing for the public goals and for the city-wide tiles. e: After too many plays way too fast, traded this. Got way too repetitive and didn't feel like I was making interesting decisions. e2: Trying to trade for this again now that the amazing looking expansion is out.


MPS engine builder. Bonus point for the sly sense of humor, otherwise it's nothing special.


1-4, 90m


W/ Exp: Suburbia Inc., 5-Star Promo: Con Tiles This was on the shelf for a long time before we actually managed to play it. It might actually be on the way out. We really liked the game and trying to build the best engine in our cities.


Build a city, keeping costs low and influx of residents high, and managing the spatial relationships between different kinds of buildings. Suburbia simplifies city management and development down to a few easy to manage resources (money, income, population, and immigration) and has a ton of variability. It can be a little to easy to forget what you and your opponents have built in the first few plays, but after a while it becomes second nature. Brilliant iOS implementation.


Whoops! Misunderstood the rules and that caused a different turn of events. Looks like I need to play this again.


Delightful strategic quasi-economic fun. Fantastic, and the accounting of it all actually works thematically.


The mechanical unification of income, prestige, and population creates a strong foundation on which Suburbia stands, and represents the forces players must balance for their budding city to prosper. This sense of balance extends to the various building categories, and 'interative' icons. Unfortunately, the combinations and interplay of the various tiles place a strong bookkeeping burden on the players. Too often players must count up interactive icons to calculate a specific bonus, or toggle prestige and income after a population boom. This repetitive cube pushing diverts attention from the game's strong combo-building toward mundane accounting.


Looking for a good 2 player set collection game for my SO and me. I think the theme is perfect for the gameplay and I can see it getting a ton of play between us without being as fiddly as Castles.


A fun city building game, it's biggest pitfall being the amount of information you have to keep track of within your city as it grows.


(8/16) 8. (10/17) Drop to 6. I really do think this has probably been replaced by Castles of Mad King Ludwig.