The actual gameplay in Suburbia is deceptively simple. On your turn, you will usually first acquire a tile. You can either buy one of the basic tiles of each type (suburb - residential, park - civic, heavy factory - industry), or you can buy other tiles, which are revealed as others are bought, and priced according to a sliding market scale (usually this is where you'll be going). Each tile has a name in addition to type (other examples: mobile home community - residential; landfill - industrial; office supply store - commercial). Once you decide what tile you want, you pay its price and then put it in your city anywhere that you like, just so that it touches at least one side of a tile that's already there. Once placed, you determine what effects this placement has. There could be effects just from placing the tile, from what you placed it next to, from other tiles in your borough, or even according to what tiles other players have placed in their boroughs. These effects could be positive or negative (or both), and tend to tie in well with the theme. For example, placing a factory might bring you more tax revenue, but plop it down next to a residential area and the pollution will make your reputation suffer. Placing an international airport will reap benefits to every regional airport in play, even those of other players. Like any good urban planner, you must carefully consider the benefits and costs of your tile placement, and choose accordingly.
| A growing city, with income and reputation above. |
Suburbia reminds me of a Reiner Kinizia game in that the gameplay, which boils down to "get a tile, place a tile" is very simple, but the complexity comes in the scoring and effects of your actions. This does lead to the game's one drawback - it can be difficult to ensure you are accounting for all possible effects when you place a tile. There simply can be a lot to keep track of. However, the iconography and text are quite comprehensible, and the process will eventually become routine the more you play - I was feeling very comfortable by the middle of the game, even as my borough grew larger and more complex. The upside of this is that the possibility of triggering effects in other players' areas increases player interaction and decreases boring downtime, as you must be paying attention to what your opponents are doing. Without this element, Suburbia could easily fall into the "multiplayer solitaire" trap. Also, as this game revolves around open information, there is no harm in helping other players make sure they have taken all effects of their play into consideration.
Although it's a fairly abstracted derivation from its PC ancestor, Suburbia's connections to SimCity are clear. You must balance acquisition and placement of different building types as well as watch your budget to avoid overextending your resources. The basics are simple but hide an underlying system that is complex and rewarding when you unlock its potential. Plus, you can probably fit in an entire game of Suburbia while waiting for an open SimCity server. Those who feel burned by the computer game's troubles should really consider going cardboard and taking a trip to Suburbia.
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