![]() ![]() ![]() Everybody start Suburbia with just three hexagonal tiles: One suburb, one park, and one factory. How you achieve any of this is equally simple. It’s urban planning meets the immortal game of chicken. Grow too slowly and you’ll be unable to catch your friends when the game ends. Grow too quickly and you’ll find yourself tangled up in red tape, with dwindling funds and a pathetic trickle of new residents. The board showing everyone’s population is covered in tiny red speedbumps, and passing one of these reduces your income and your suburb’s desirability. Let me outline the rules: Players in Suburbia are racing to have the most people in their suburb when the game ends, but this is a delicate balancing act. But it’s these comedic undertones that make me love it. It’s easy to learn, impossible to master and endlessly surprising. To maximise the profit from his rare Crystal Caverns my friend had single-mindedly surrounded them with a druidic circle of affordable housing. Or stranger still – the last game I played saw my friend developing an idyll that ran very close to “secret cult”. A “commercial district” consisting of an office building, a stationary shop and a graveyard. A school tucked between a slaughterhouse and a cliff edge. ![]()
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