Depending on your reputation, this score can go down as well as up - so balancing reputation and monetary income at different stages of the game is key. Population level is the equivalent of victory points in Suburbia and a separate board is used to track current score. Each player takes control of their own borough, and from a humble beginning - featuring just three of the basic building tiles - must increase their income and reputation tracks to bring in people and wealth so that the cycle can be repeated. Whilst it remains more or less impossible for a board game to replicate the scope and expansiveness of a game like Simcity, Suburbia is nonetheless one of the more ambitious board games that I’ve seen. Even at over six years old, Suburbia remains a firm favourite - let’s talk about why. On the tabletop, few games capture this same feeling to the extent that Ted Alspach’s classic Suburbia does. From Simcity to Cities: Skylines and even recently into space, thanks to games like Surviving Mars, there’s nothing more satisfying than planning and laying out streets and buildings, then watching them fill with people. ![]() ![]() I find that one of the most enjoyable concepts in video games is that of building up your own city. Race to build the most efficient and well-organised city in Suburbia, an old classic which continues to give and give even after 6 years.
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