Plan, build, and develop a small town into a major metropolis. Use hex-shaped building tiles to add residential, commercial, civic, and industrial areas, as well as special points of interest that provide benefits and take advantage of the resources of nearby towns. Your goal is to have your borough thrive and end up with a greater population than any of your opponents.
Suburbia is a tile-laying game in which each player tries to build up an economic engine and infrastructure that will be initially self-sufficient, and eventually become both profitable and encourage population growth. As your town grows, you'll modify both your income and your reputation. As your income increases, you'll have more cash on hand to purchase better and more valuable buildings, such as an international airport or a high-rise office building. As your reputation increases, you'll gain more and more population — and the player with the largest population at the end of the game wins.
During each game, players compete for several unique goals that offer an additional population boost — and the buildings available in each game vary, so you'll never play the same game twice!
The second edition of Suburbia features updated artwork, larger tiles than in the original game, a dual-sided scoreboard, GameTrayz storage organizers, and more!
Suburbia - How To Play
Spiel 2025 Pickups! LIVE & tired!
- Host has been wanting to play it since hearing positive reviews from another podcast.
- developing towns into cities
- small towns
Mechanics (from transcript analysis)
- economic engine building — Tiles help build up an economy to fuel growth and enhance reputation.
- Tile Placement — Cities are made up of tiles.
- variable goals — Players compete for unique goals that boost their final population.
Video topics + discussion points
Quotes (from this video)
- it's super nice to see people joining our Facebook page and all of that is great and wonderful but the best part has been all the wonderful messages that people have been leaving for us there very kind heartfelt things and I got to tell you it's really really encouraging to read that I I really appreciate it thank you so much
- Michael's the proprietor at the Heritage Harbor House ends here in Prince Edward Island so if you happen to be traveling maybe you're on vacation and you're looking for somewhere to stay here here please check out this local Gamers accommodations I've stayed there so I can definitely give it a positive plug
- I would really like to discourage you from doing that I mean the money that's being donated here is going directly to a children's hospital not to me so even $1 $2 would get you into a draw for this so please consider making that donation
- you'll be able to watch as Rodney's physical and mental state deteriorates over the course of 25 hours
References (from this video)
- city building
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the more expensive a game is the more I feel I need to play it in order to justify its cost likewise the cheaper something is I don't feel like I have to play it as often
- it's not quantity it's quality
- you kind of forget when you're a member of The Cult of the new as I sometimes tend to be just what it's like to sit down and not have to teach the game again not have to try to remember the rules for other people and everyone can just sit down and just focus on playing the game rather than learning to play the game
- the game that I really want to try and exhaust for me is Star Trek Fleet captains because it's the only one I know of that includes all three of these elements but I can also use it for the fourth one as a Sandbox to explore and experiment with
- you know you might think well 10 plays of a game that's not so much well it's 10 by 10 so you're looking at 100 plays of your year
- it's possible as you play a game more often as Sarah comments you'll find things in it you don't like and as you play it more that could get accentuated
- the biggest thing that really brought me back into the same game like Warhammer or 40K all the time was creating these campaign Maps
- I can forgive a game several perceived design flaws if out of the experience it creates a memorable moment that makes me smile to think about or makes me want to retell it
- it just depends on how you look at it you can justify anything the important thing is that you enjoy the game you're playing if you don't enjoy then you certainly have not gotten your money's worth out of it
- I don't often consider how much gaming time do I really have to work with here
References (from this video)
- City Builder
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Hunter is another one of those games we ended up playing a lot at University mostly while drinking
- Hunter has several problems it takes a lot longer to play than it should for what it is especially when you're doing the coup those can drag on quite a long time and also fundamentally it's pretty racist
- I think the hunter idea of a Banana Republic itself is pretty dated but the idea of a corrupt government where players of different office members competing for positions and stockpiling money definitely has potential just there's got to be a better way to interpret it
- Cosmic Encounter is still going strong and that is an achievement and a half
- it's core idea of a simple gameplay element Modified by a whole bunch of variable Powers has had a profound influence on all of gaming and unlike a lot of designs from this period it still holds up pretty well today
- so happy birthday to me for 42 years old today here's to 42 more
- if you want to do the same thing yourself just go to board game geek click on advanced search and search by year published range and just fill in the year and feel free to post your list Below in the comments
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's the game I compare every single semi coop to
- I'm biased here because I like the show a lot
- what a video guys what a video we're gonna do it again next year
References (from this video)
- strong neighborhood-building appeal
- enjoyed by neighbors and new players
- city-building / tile placement
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Hadrian's Wall is so neat it feels like a game you can play solo or with others and still have a great experience.
- Enchanted Plumes ended up surprising me; it was exactly what I wanted it to be.
- Mass Transit is a cooperative-leaning roller of logistics with approachable complexity.
- Nova Luna is a special game, a race to the finish with clever pattern-building.
- Mystic Veil balances collecting veils with building your cards in a clever way.
References (from this video)
- Satisfying city-building feel
- Replayable with variable layouts
- Deliberate planning can feel slow in play
- Array
- Urban planning
- Caverna
- Carcassonne
Mechanics (from transcript analysis)
- Tile Placement — Tiles represent city districts and influence tile interactions.
Video topics + discussion points
Quotes (from this video)
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Oh my goodness oh my goodness oh gosh oh God I have so many
- It's my roommates so it's less my shelf a shame and more his shelf of Shame it's shared shame
- Well it's actually head to the by itself now
- I have a lot of Legacy games on my shelf of opportunity because you need the right combination of people just it's so difficult to get to the table it's a big overhead and figuring it out is a lot once you start if somebody decides they don't like it you've got problems just takes hours
- I'm talking to somebody who's in game nine of charterstone with no hope in finishing
- It's so terrible that they vowed me not to sell it and I've had it for so long they can basically make him make me hold on to it
- I don't buy board games I hate to break it to you but there are yarn shells of Shame and there are bookshelves and I I have subscribed I'm at the top of the list for both of those but I'm not I can only be on so many shelves of shade the shame is gone now
References (from this video)
- Smart puzzle with growth tension
- Replayable city-build dynamics
Mechanics (from transcript analysis)
- reputation and income tracking — Progress depends on city rating, with penalties impacting pace.
- Tile Placement — Tiles placed yield bonuses and interact with neighbors.
- tile placement with adjacency effects — Tiles placed yield bonuses and interact with neighbors.
Video topics + discussion points
Quotes (from this video)
- We are celebrating our second anniversary of our channel so we are doing our top 100 of all time.
- It's a really smart dice placement game where your dice are slowly moving up every turn until they retire and new dice start moving around the track.
- Meadow is super smart as a tableau builder with a simple, elegant arrow system.
References (from this video)
- Logical tile interactions
- Satisfying feeling of developing a city
- Core game is recommended, with expansions potentially adding diminishing returns.
- Expansions might add complexity without proportional benefit.
- City building and development
Mechanics (from transcript analysis)
- city building — Players construct a city using hex tiles.
- Tableau Building — The city grows with interconnected tiles.
- tile drafting — Players draft tiles to build their city.
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Original Suburbia loved it
- Had a great time really enjoyed it
- This is great
- Left it in shrink wrap
- Intimidated by the amount of cardboard
- Intimidated by the size of this box
- Too much cardboard
- Too much stuff
- The desire to own all the stuff once I own it once it's in my hand is more limiting than almost any other Factor
Mechanics (from transcript analysis)
- Tile-laying — The game is about building a city/suburb.
Video topics + discussion points
Quotes (from this video)
- one of the most incredible pieces of artwork I've ever seen
- one of the most ridiculously compelling Euro style hand management action selection style board games I've ever experienced
- if you're willing to sit through the 2-hour teach with notes sitting in front of your section to learn how to use like the 17 cards that are in front of you and the multitude of actions you can take with them this is worth it
- don't do like I did and immediately rush out and buy everything for it
- Mark Swanson is one brilliant two ridiculous three has made a a beautiful wonderful incredible game that I'm still going to continue to own
- you got to punch like 700 chits and then get them all organized you got to figure out a tub or a container to organize them on
- whole economy system a whole blind space exploration a AA control combat style head-to-head Skirmish
- masterpiece where the economy of your ships get leveled up technology gets added
- I had one friend who fell in love with this who had a copy for himself who taught me how to play it who made me love it
- I point at that game and I said that game's amazing one of my favorites of all time and then I clarify and I say I'm not teaching it to you no we can't open it
- hold on to that board game that you have high hopes for it's not hurting anyone hopefully
- it's not just getting them to the table sometimes it's looking at them and thinking about what it'll be like when you do get it to the table or what it was like when you did
References (from this video)
- classic, approachable yet crunchy tile-placement
- tightly woven tile interactions create satisfying a-ha moments
- can feel repetitive over a long playtime
- some players may want more direct interaction
- growth, zoning, and urban population dynamics
- city-building simulation
- puzzle-like economic strategy
Mechanics (from transcript analysis)
- economy/population pacing — balance money, population, and happiness as the city grows
- Tile Placement — place hex tiles to construct your city and generate income
- tile synergy / adjacency — tiles interact with nearby tiles to modify income and population
Video topics + discussion points
Quotes (from this video)
- the tempo of the game it feels fast at the beginning but then as more properties kind of plop out onto the field you're trying to navigate what are the best places to put your property
- Barcelona is an absolute Gem of a board game
- suburbia is a classic tile placement city-building game
References (from this video)
- Collector's edition takes up significantly more space than the original.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the Restriction is supposed to be and when we moved which was a few years ago now it did get to these shelves are it get the games to fit on those shelves I think we did that and maybe had a bit of room to spare but since moving it's yeah there's a lot of extra shelves downstairs
- 300 is the mark of too much and that includes like the shelves of tiny games of the game and the C crazy
- it's size is driving it more than the numbers and as I said it's it's got a it's got to shrink down to mostly this room and there are big gaps but yeah it'll happen
- Mansions is like a cube to itself Eldritch horror is a Quee to itself
- Shadows of Brimstone that's probably the game that's it's probably tied from tied with Marvel United for a game that's taken up the most amount of space
- box size is the issue and that's why like it's so one of them may be um like Imperial like Imperial was a cool idea and a a great train game but like one of the major things it's get it's got against it is that's one whole cax Cube for that game also box size is the issue
- the game is always a favorite I think we've all got a copy of the game it never needs taken anywhere
- My number one wish list for board game arena is more Cooperative games
- I am continuously and constantly in gam castles of burgundy and I'm still no better at it
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the Restriction is supposed to be and when we moved which was a few years ago now it did get to these shelves are it get the games to fit on those shelves I think we did that and maybe had a bit of room to spare but since moving it's yeah there's a lot of extra shelves downstairs
- 300 is the mark of too much and that includes like the shelves of tiny games of the game and the C crazy
- it's size is driving it more than the numbers and as I said it's it's got a it's got to shrink down to mostly this room and there are big gaps but yeah it'll happen
- Mansions is like a cube to itself Eldritch horror is a Quee to itself
- Shadows of Brimstone that's probably the game that's it's probably tied from tied with Marvel United for a game that's taken up the most amount of space
- box size is the issue and that's why like it's so one of them may be um like Imperial like Imperial was a cool idea and a a great train game but like one of the major things it's get it's got against it is that's one whole cax Cube for that game also box size is the issue
- the game is always a favorite I think we've all got a copy of the game it never needs taken anywhere
- My number one wish list for board game arena is more Cooperative games
- I am continuously and constantly in gam castles of burgundy and I'm still no better at it
References (from this video)
- Love this game
- Big boxes make games harder to play
- Urban development
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- My problem is is I can't find games when I have my eyes to use.
- This is terrifying.
- You're heading towards the camera.
- So, this is the last shelf, right?
- Nick is going to cook me so bad, dude.
- I have not forgiven all the people in the comments who said Combon's cover is not Hoy.
- This all our laser games are together.
- I need an adult.
- This is toaten su.
- Oh, you got one war.
- Suck it, Nick.
- I'm going to go You have Lrona in your hand.
- Great big heavy Euro game.
- I need to get some lighter stuff because I grabbed Not to Wat and Su and this and Thunder Road.
- Oh god, Jesus. You're right there.
- In theory, I should know what's around.
- I have taken it for myself. Thank you very much.
- Wowee. Hope we got workers comp.
- Gosh, I don't know. I'm starting to really worry.
- I have feasts for Odin and I have Tat and Su
- I love this game. I'm going to grab Abyss.
- All right, Mike, it's time for your fifth pick.
- I need a small thing. I need like a card game.
- I really want Ark Nova. And Arcan Nova is here.
- I am taking Ark Nova.
- Don't laugh at me, Jimmy.
- This is not Arc Nova.
- What the hell is this? It's so big and square.
- I've got this, man. This is in a tin.
- Detective Club.
- I have Arc Nova. Clearly, I got a bunch of heavy. I need I need to start going lighter.
- Oh god. Oh god. What was that?
- Oh, there's so many small games in here.
- This is a Murf draft first where both players have drafted the same game.
- Wow.
- I don't know why I'm helping. I most just want to flex my knowledge, dude.
- This is Suburbia Collector's Edition. Get wrecked.
- I love this game. Don't play it enough.
- And frankly, big boxes make games harder to play.
- I want to grab Vida Culture, which is up there, but I feel like I don't have a very good balanced collection
- Marvel United, baby.
- This is a great co-op game. Also kind of on the lighter side. I really, really enjoy this one. I I freaking love this game.
- That might have been a bit of a cheat because I knew it was on the top of the shelf, which severely narrows down.
- Jimmy, what do we even own?
- Throw out some games that you like.
- I feel like inventors and scholars is over there.
- No, this is not what I thought.
- Well, you've got wavefares right now. Quote unquote wavefares.
- I thought at first it was going to be feast roden because you thought you didn't get it, but boy howdy did I not get it either.
- This is Star Wars Rebellion, everybody. Thank you very much.
- It's that big. Wow. Okay then.
- Pick number eight for Nick.
- How does he keep hitting it?
- Real talk though.
- I feel like a lot of like square and rectangular euros.
- I was just about to say this is Arino. It is not.
- Oh, that's thicker than I thought it'd be.
- Once again, right up on the microphone. We're sorry.
- This is distilled.
- I got me some isats and I'm excited to have a good polyomino game.
- I want Grand Austria Hotel.
- We have too many big games, guys.
- From the bottom, a square and a rectangle feel very similar.
- Dude, right.
- I feel legitimately I mean,
- Is the top dented?
- Is the top supposed to be dented?
- All righty. Okay, I got two more. Yeah, I got two more games. I got to go I got to start going lighter. I've been doing too much big stuff.
- You're always concerned about that.
- A well-rounded collection.
- So, here's the thing with these drafts, y'all.
- Mike picks his favorite games. I try to pick an actually good collection.
- No one's asking you to do that.
- The prompt for these is to collect a wellrounded collection. Mike just picks his favorite games. So get out in the comments comments. Let us know.
- I win. I win these because I actually choose.
- It's not about making a It's about making the best list.
- The best list is the best list for most people. Not for you.
- I'm the one making the list.
- No. Silly.
- I'm picking foof girkin. This is a great trick tank game. It's called five cucumbers.
- I feel the green how it's green. I think this is firkin.
- All right. So, since Nick's out here sassing me.
- All right. This is your final pick. Do what you want.
- I'm going to go back to our drawers.
- I'm looking for the Kinfire Delve games.
- I feel like I stopped the Oh, wait. Hold on.
- Whatever this was, I'm not choosing it.
- Oh, wait. Even better.
- This is a long thin rectangle? This might be uh the Fellowship of the Ring trick taking game.
- Pick Pick. Pick what you think your heart says.
- This one's in shrink. This is a fat boy.
- I thought I had Lord of the Rings. My last picture.
- Oh, you know what? Hold on. This has a unique box.
- This has this little pink thing. I think this is Volano. Volamino. Volimo.
- Am I stepping on a game?
- This is I think Volano. And so it's got that little
- that's my 10th pick. And on the light one day, I'm wellrounded as heck. Good god. Now I really don't know where I am, man.
- Oh god. Sorry. I hit me in the face.
- I
- Yes, it is. Uh, it is a tough game to get into. Uh, and I love that.
- I do love the dice placement for this. It's a really cool game, you know, this is where you're gonna go draft dice and then send them to the cathedral.
- It was like, you know, like, really tough to get into. So, you know, like, I do love that and that's what we're all about.
- You have your own story, your own world that you're building.
- There's a ton of strategy, a ton of different things you can do in this game.
- It's a legacy game, which means that the game evolves and changes as you play it.
- There's a lot of political intrigue and backstabbing.
References (from this video)
- Love this game
- might have been number one
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It's time to do a blind board game ranking.
- I'm going to get five games, but as I see them, I have to put them into their slot one through five wherever I want and without knowing what's coming next.
- This is a divisive
- Not a fan of this one. I really am not.
- It's only going up here from here. It's only going to go uphill. It's only going uphill.
- Love this game.
- This is a very early one. This might have been number one. Easy.
- Unfortunate. Don't enjoy, but it is three per this list. This particular list.
- our favorite Zombie Side. I happily make that number two.
- My list one and two looking real good. It's kind of shaky from there, but it is what it
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I will cry if it gets me points.
- The judge's rule is final.
- Bring me the most off-putting box cover.
- Bring me the coolest component.
- Bring me the game with the best player colors.
- Bring me the thing I would least like to step on.
- Bring me the game I'd most like to play right now.
- Bring me the thing with the best sound.
- Bring me the game with the most boring theme.
- Bring me the best game I can fit in my pocket.
- Bring me the card that would make the best tattoo.
References (from this video)
- Sprawlopolis
- Feudum
- The Saurer's
- Tibay
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- nobody, including us, need this many games.
- This is Divan. Mhm. I don't know anything about this game. I bought it because it looks beautiful.
- This could have easily been a Reiner Knizia game I feel like.
- And I love a reason to play Lost Ruins of Arnak Lost Ruins of Arnak because I think it's a great game.
- We have to empty our unplayed game shelf from everything that's not 2025 releases and then we'll put it in there and the rest go on the floor until we manage to play them.
- And it's based on the problem called what is called again it's based on the seven bridges of somewhere.
- I feel kind of like bad about bringing a hundred games back home.
- I I usually they go in, they go out. And that's also the thing like if I haven't played a game in a month, I will not remember the rules most of the time.
- The longest line I saw was for coffee. In the morning before the whole office.
- What's more important for you for the channel? Playing the popular ones or the less known niche ones?
- My favorite animal beside the monkey which is my favorite animal. The capybara.
- We are basically very lucky because we share a lot of hobbies.
- The building thing Ah, it was too much building. I didn't like that too much.
- It's been super fun. It's so many people. It's been so long since we did a live.
- Thank you so much for watching. Like it. We wouldn't have done this if it wasn't for you.
References (from this video)
- Simple mechanics with strategic depth
- Satisfying puzzle element
- Procedural and sensible flow
- Tiles can be taken by other players
- Tiles can be too expensive
- city building
- city
Mechanics (from transcript analysis)
- Engine Building — Players need to "ramp up to this point where you are able to still generate yourself enough income, but buy yourself these tiles that will score you more points."
- Resource Management — Players must manage income and population growth to purchase tiles that score points.
- Tile Placement — Players "purchase a tile, place that tile, activate that tile, activate any other tiles."
Video topics + discussion points
Quotes (from this video)
- I love seeing it evolve into these massive combos at the tail end just because.
- I love games that give me a little bit of nostalgia.
- And I feel like this game really shines at a higher player count. the more players would be better. But because I've enjoyed it so much at two and three players, I feel like this has to be on my list
- It's all just this fun little puzzle to map yourself out into this new town that you are making or suburb that you are making.
- I think if you like Welcome 2, this is like an elevated Welcome 2. It's got a bit more complexity going on with it.
References (from this video)
- Captures Americana.
- Feels good to build the American suburban area from the ground up.
- Feels very American.
- Building that city planning thing, you're just really building.
- Grasps the building of America and the things that we love.
- Could be considered a city anywhere in the world, but perceived as more American than not.
- Building an American suburban area from the ground up, including houses and shopping malls.
- American suburbs, post-World War II.
Mechanics (from transcript analysis)
- city building — The central theme and mechanic is the construction of a city.
- economic engine building — Implied through the growth of the city and its components.
- Tile Placement — Players build by placing tiles representing parts of the city.
Video topics + discussion points
Quotes (from this video)
- This is the year that is... Happy birthday to me. But also America. America is turning 250 years old this year.
- So, we don't have a lot of Euro games made about us, about our old castles and such... yet.
- We're just talking about games that give the Americana feeling.
- There's nothing more American than Panam.
- It really is the Cold War in a box.
- There's nothing more American than the cowboy.
- So, all right. My number one is again something very American is we're we have so much pride of our national park system.
- Happy birthday to America.
References (from this video)
- Balanced tension between growth and economy
- Expandable with expansions for more variety
- Can become unwieldy with many expansions
- Urban planning with growth and constraints
- City building and suburban growth
Mechanics (from transcript analysis)
- Ketchup (growth vs. income) scoring — Population growth affects income and scoring balance.
- Tile Placement — Place tiles to expand residential, commercial, and industrial zones.
Video topics + discussion points
Quotes (from this video)
- it's a super simple version of croconol which is a Canadian treasure
- I love the theme your bees that are making honey and selling it to Forest creatures
- Merchants Cove really shines in its asymmetry this is as asymmetrical as a game can get
- you've got to sell Goods to these different ships that are coming down to The Cove
- Unmatched is a great little card blade card playing game
- Star Wars Rebellion is a Star Wars experience
- Civilization New Dawn and this is a Civ game but it plays so quickly
- Rolling Realms really adds so much replayability
- Gloomhaven opening those boxes was really cool
- it's such a smooth, welcoming heavy game
References (from this video)
- Adds a strategic component
- Player self-regulation
- Penalties encourage careful play
Mechanics (from transcript analysis)
- economic engine building — your income uh, and your population growth go down a step
- Tile Placement — you actively get points as you play the game.
Video topics + discussion points
Quotes (from this video)
- It feels like a classic card game just in terms of like the you you're you bid the number of tricks you're going to win, but you have to be you have to be exactly right.
- Thematically I think it doesn't land like there
- It still feels satisfying to get a good engine going.
- It's just like, fun, lighthearted competition.
- Sky Team is absolutely incredible. It is so tense. It is so good.
- It's a game where you feel like you've earned your victory.
References (from this video)
- Crisp engine-building with elegant combo density
- Balancing and planning emphasis
- Memory load from many tiles and potential table talk
- Engine-building through tile placement and adjacency
- Urban development and city-building
Mechanics (from transcript analysis)
- Catch-Up — Population mechanics balance player progress and pacing
- catch-up/declining income — Population mechanics balance player progress and pacing
- Tile Placement — Place tiles to build an engine that generates resources and points
- tile placement with engines — Place tiles to build an engine that generates resources and points
Video topics + discussion points
Quotes (from this video)
- it's the heaviest of the Shem Phillips SJ McDonald games
- it's a puzzle you're exchanging stuff for stuff
- the coolest part is one of my favorite mechanics
- you pick an action everyone else could do that action but try to time it so they definitely can't
- one of my absolute favorite themes
- the back of the card read are so clever
- there are a ton of them and they are basically like Escape rooms in a box
References (from this video)
- dynamic city-building engine
- varied tile effects create unique cities
- table presence and scoring can be opaque to new players
- city-building economy, tile placement
- urban development and city-building
- engine-building with modular tile market
Mechanics (from transcript analysis)
- combining bonuses — activate tile bonuses in a chainable way
- Engine Building — grow your city with tiles that unlock future actions
- engine-building — grow your city with tiles that unlock future actions
- Tile Placement — place tiles to build your city and activate bonuses
Video topics + discussion points
Quotes (from this video)
- it's what I always hope exploration games are gonna be
- it's the right amount of deep and simple
- it's so inviting how everything is put together
- Meadow is gorgeous I mean the artwork is incredible
- this is a racing betting game
- the cards for the national parks all look lovely
- it's basically Jane Austen and Downton Abbey in a satirical form
References (from this video)
- urban development, growth, and wealth accumulation
- managing a small town to build a growing metropolis with parks, industries, and neighborhoods
- tile-based city-building with immediate and conditional effects
Mechanics (from transcript analysis)
- final scoring and goals — end-game scoring based on public goals, private goals, and population mechanics
- income/reputation/population tracking — manage income, reputation, and population on separate tracks with various tile-driven changes
- Investment — place investment markers on tiles to double that tile's immediate and conditional effects
- investment markers — place investment markers on tiles to double that tile's immediate and conditional effects
- lake conversion — convert a market tile into a lake tile to gain different benefits and future interactions
- market and tile purchase — buy tiles from the market or basic tiles, paying their costs; remove tiles or flip for lakes; market refresh rules
- rounds and turns — the game progresses in turns with a market refill and end conditions that culminate in final scoring
- Tile Placement — place a tile adjacent to existing tiles, with adjacency and placement constraints, triggering tile effects
Video topics + discussion points
Quotes (from this video)
- Suburbia designed by Ted Alsbach and published by Bezier Games.
- you're managing a small town but have big dreams of parks industries bustling neighborhoods and perhaps a bit of wealth
- your city might look something like this and it really can grow in any direction you like even going around your burrow board
- the game ends in this way everyone will have taken the same number of turns
References (from this video)
- great sense of city-building and customization
- expansions enable varied play
Mechanics (from transcript analysis)
- Tile Placement — city-building with tile tiling and expansion sets
- tile_placement — city-building with tile tiling and expansion sets
Video topics + discussion points
Quotes (from this video)
- this is specifically for two players
- it's moving cubes around um it's like chits that are hidden
- the panda you're moving and you're chomping away at the bamboo
- it's a great theme
- it's just such a beautiful relaxing game
- two players so i think basically everything on our list does work pretty well for two
- this is a terrific gateway game absolutely
- you can feel his pain as the panda continues to gobble up all of his bamboo
- it's a 10 minute game that does tend to take us half an hour
- it's so pretty and i think the standard edition still is really pretty as well
References (from this video)
- clever triggering mechanics
- scales well with expansions
- can be lengthy with multiple players
- house rule to combine base and expansion tiles is common but not official
- urban planning and zoning
- city-building simulation with modular tile play
- tile-triggered cascade effects and scoring objectives
Mechanics (from transcript analysis)
- scoring cards and endgame goals — cards and goals shape city development and scoring
- Tile Placement — placing tiles triggers effects that ripple through neighbors and the city
- tile placement and triggering effects — placing tiles triggers effects that ripple through neighbors and the city
Video topics + discussion points
Quotes (from this video)
- it's ugly as is a game comes
- Prelude expansion which I'm going to say is the only expansion you need for this game
- it's the chess of racing games
- it's a game of inches
- the Wind Waker-esque board game that is out there
- the campaign element really nicely and I like that they group The like the each play is three chapters in a setting
- you can play a game of this in an hour and a half with two players
- you are building that Tableau and your Tableau gets outrageous
References (from this video)
- City-building flavor with tile-placement dynamics
- Collector's edition enhances aesthetics
- Rule repetition and memory can be taxing over long sessions
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's legitimately pretty cool
- it's a really cool game
- it's a starter worker placement game
- it's surprisingly thinky for a game that's one page of rules
- it's asymmetric and the factions play very differently
- the theme is absurd
- it's thinky because of planning ahead
- it's a flicking game, it's a dexterity game
- the artwork is beautiful
- it's purposely mean
- it's a great space game
- it's a big epic adventure
- every time you put a tile in and it affects everything else in your area
References (from this video)
- Clear population and income tension creates strategic choices
- Lake mechanic provides quick cash and denial opportunities
- Efficient turns with minimal downtime
- Quality cheat sheets help players remember rules
- Tile design is informative and accessible
- Thematic humor and depth create replayability
- Component aesthetics are drab and poorly described; ugly tiles
- Storage and packaging require foam or organizers; baggies cause clutter
- Best experience is at 3 players; two or four players are weaker
- End-game goals can be imbalanced; some goals skew scoring
- Rule complexity can be intimidating for newcomers; initial confusion
- Public goals vs private goals can create frustrating variability
- Array
- Urban development
- Strategic city-building with thematic humor
Mechanics (from transcript analysis)
- End Game Bonuses — End game ends after three phases; end scoring based on population and bonuses.
- End-Game Scoring / Population Tracking — End game ends after three phases; end scoring based on population and bonuses.
- Goal Tiles (Public and Private) — Private and public goals grant bonus points at game end.
- Immigration / Emigration Influence — Immigration/emigration aspects affect housing and population.
- Income — Blue and yellow tiles generate income; money is earned end of turn.
- Income / Money Management — Blue and yellow tiles generate income; money is earned end of turn.
- Lake Mechanic — Flip tiles to face-down to grant immediate cash, while also denying others.
- Population growth — Green tiles increase population; tracked on population board.
- reputation management — Gray tiles increase reputation, affecting population inflow/outflow.
- Tile Color System — Tiles are color-coded with distinct effects including core subsystems.
- Tile Market / Purchasing — Players buy hex tiles from a central market to place in their city.
Video topics + discussion points
Quotes (from this video)
- the theme of this game is so cool I love your old games to have a pretty distinct theme of them
- check out this game it is good it is really good I love counting all the dumb stuff you can do in this game
- the game runs like a well-oiled machine with playing in only 30 minutes
- I give this game a 9 out of 10
References (from this video)
- Setup is clearly explained with a well-structured flow; the booklet is praised as easy to follow with 18 steps
- The supply board design allows easy access to money for all players
- Tile identification and basic tiles are straightforward, with clear visual cues on backs
- Private and public goals add variety and replayability, affecting scoring and strategy
- Strategic viability of money stacking is questioned; stacking money may not be the best path to victory
- The game has many moving parts and nuances that may require reference to the additional tile booklet for clarity
- Array
- Modern suburban city-building in a metropolitan setting
- instructional / demonstrative
- Monopoly
Mechanics (from transcript analysis)
- End-game trigger and round structure — The game ends after flipping an end-game tile and giving everyone one more round to finish equally.
- Income — Income is tracked on certain tiles and a supply board; players collect money based on income each turn.
- Income collection — Income is tracked on certain tiles and a supply board; players collect money based on income each turn.
- Investment — Investments placed on tiles double the effect of what you currently have on that tile.
- Investment tokens / engine doubling — Investments placed on tiles double the effect of what you currently have on that tile.
- Public and private goal scoring — Each player receives private goals and public goals exist for bonus points at game end.
- Real estate market drafting — Draft tiles from a central market track, paying the printed costs plus any additional on-tile costs.
- Tile Placement — Place real estate tiles onto your city so they connect to your existing layout and shape your engine.
Video topics + discussion points
Quotes (from this video)
- the core gameplay of this game is going to be buying tiles from the real estate market and putting it into your city
- you either take a tile or you place an investment token onto one of your existing tiles
- investments of these two times hexagons that basically just double the effect of something you currently already have
- the goal of suburbia is to make your city the most populated of everyone
- stacking money is probably not the most viable strategy to get points in this game
- end of the game tile comes up you've finished the current round that you are on and then you give everyone one more round so that the game ends with everyone having the exact same amount of turns
- environmentalist whoever has the fewest yellow tiles isn't really gonna get this goal they get an influx of 15 bonus points
References (from this video)
- Rich interaction and planning across a growing city
- Expansion tiles add meaningful variety and replayability
- Engaging engine with a satisfying final push
- Can become math-heavy and crunchy for some players
- Array
- Urban city-building
- Strategic puzzle
Mechanics (from transcript analysis)
- Economic/Score engine — Economy is affected by tile interactions and scoring tracks, with red houses pulling back economy as you advance.
- expansion interaction — Expansions add tiles and new scoring options; mixing original and expansion tiles increases choice.
- Tile Placement — Players place city tiles to grow population and economy, shaping their district.
Video topics + discussion points
Quotes (from this video)
- My number 60 is Istanbul and I feel like this is one that flew under the radar a little bit.
- There's still plenty of time to join in the Kickstarter.
- I love the challenge of this game.
- Istanbul big box because we waited for the big box, and it was worth it.
- Jaipur is a two-player specific card game.
- Unlock is an escape room in a box.
- Marvel United does simplicity so so well.
- Cascadia has a theme I love; I grew up near the Rockies.
- Brass Birmingham is such a smart game.
References (from this video)
- Accessible weight for multi-player games
- Strategic planning and optimization
- Some variability in setup
- Can feel abstract
- Array
- Modern city-building and urban planning
Mechanics (from transcript analysis)
- City-Building / Spatial Development — Strategic layout of a growing city influences scoring
- Scoring / Point Optimization — Tiles contribute to various scoring categories leading to victory
- Tile Placement — Tiles are placed to build neighborhoods and districts
Video topics + discussion points
Quotes (from this video)
- this isn't what i meant by board games
- this is just kind of boring there's not enough going on
- it's only been like five minutes
- Relax dude it's just a board game aren't these like 10 bucks
- thanks for watching the video guys this video was inspired by ideas from
References (from this video)
- Array
- City-building
- Abstract/Strategic
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Daniel picked up some new game called gloom Haven that looked interesting to him
- I lent Arkham Horror first edition
- we did call it Shelfs side
- the Dune video got some traction then wingspan
- Battlestar Atlantica
- Suburbia review
References (from this video)
- nostalgia value
- enjoyable to play
- nostalgia weighs against practicality
- box size is large
Mechanics (from transcript analysis)
- Tile Placement — city-building from modular tiles with light engine building
- tile_placement — city-building from modular tiles with light engine building
Video topics + discussion points
Quotes (from this video)
- we are going to say now that we're going to try to not say the reason we're not keeping this is because we're not going to play it or this is a great game but we just don't play it now
- it's better that they have it and maybe play it themselves
- nostalgia and memory... you can't live off nostalgia
- subscribe to your channel that's the drill
- it's just like a pure fun game; it doesn't have to be deep or strategic
- this journey of getting from Stone Age to Burgundy is kind of legendary
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Power Grid: it's mathy, it's spatial, it's been around forever.
- Dead Last is great. Goes up to 12 players.
- Carcassonne is a classic.
- This is a game where you're criminals and you've worked together on a heist, but now you're trying to screw each other over.
- Gatsby is a very tactical, in-your-face meme game.
- Piñata has the different lanes that you're playing for.
- Suburbia is an economic game you can lose yourself in building cities.
- Miyabi is a three-dimensional tile-laying game—brain burner but brilliantly designed.
References (from this video)
- Great storage for base game and expansions
- Space for future expansions and bits
- Dividers and tips fit hex tiles well
- Requires box space; might be bulky for smaller collections
- Growth, zoning, and resource management
- Urban development and city planning in a modern suburb
- Sandbox city-simulation feel with tile placement
- Arcadia Quest
- Seven Wonders
Mechanics (from transcript analysis)
- city income strategy — Earn income based on tile types and placement decisions
- Tile Placement — Place tiles to form a city grid with varied effects
- tile variety with expansions — Expansions introduce new tiles and scoring opportunities
Video topics + discussion points
Quotes (from this video)
- these inserts are fantastic
- I think these inserts are fantastic. And they certainly do their job and they make setting up the game, storing it, and putting away so much easier.
- All right, so for the last insert, we're going to take a look at Suburbia.
- Thanks for watching.
References (from this video)
- Crunchy, thoughtful decisions with synergistic engine-building
- Engaging city-building experience that scales well with play style
- UI and presentation feel somewhat dry by today's standards
- urban planning and growth
- city-building
- engine-building with tile placement
- Patchwork
- World Wonders
Mechanics (from transcript analysis)
- Engine Building — accruing resources and triggering tile abilities to maximize points over the game
- engine-building — accruing resources and triggering tile abilities to maximize points over the game
- Tile Placement — players place city tiles to develop their suburbs, balancing growth and scoring potential
Video topics + discussion points
Quotes (from this video)
- Patchwork is one of the finest two-player games ever made.
- it's the chess of tile placement.
References (from this video)
- strong thematic resonance
- expansions add depth and replayability
- solid engine-building foundation
- scoring can be fiddly
- component quality depends on edition
- Urban planning and zoning economy
- City-building and suburban expansion
- Modular engine-building with tile placement
Mechanics (from transcript analysis)
- area scoring / scoring variation — scoring conditions based on suburban patterns and adjacency
- Compound Scoring — scoring conditions based on suburban patterns and adjacency
- Modular Board — expansions alter scoring and introduce new rules
- modular expansions — expansions alter scoring and introduce new rules
- Tile Placement — placing hex tiles to generate zones, income, and bonuses
Video topics + discussion points
Quotes (from this video)
- oh it was so hard on my brain
- we love suburbia
- we have the superb deluxe edition
- it's a fantastic game
- the game looks fun but we will not back it
- there's just no time to play these
- we want to do more videos
- please subscribe it's free
References (from this video)
- engaging city-building experience
- varied board setups due to modular tiles
- scoring can be complex
- can be table-cluttering
- urban planning and zoning
- modern city-building simulation
- analytical, scenario-based
Mechanics (from transcript analysis)
- Scoring by adjacency — score based on tile types and how they cluster
- Tile Placement — build suburbs by placing land tiles and managing growth
Video topics + discussion points
Quotes (from this video)
- I don't like this game I think there are way better gateways out there
- it's a classic to keep this game in the collection
- we play this so much when it came out
- I strongly recommend it I really enjoyed my time with this
- it's a really cool game because it's me and explaining you know hidden movement
- this is a really city-building game and its really a somatic
- this is a really cool gateway game
- it's best with more people
- the factions change the game completely
- this is a heavy game I think this was in my top 10 heavy games
References (from this video)
- Strong thematic feel with satisfying spatial choices
- Good balance of strategy and brevity
- Rules can be dense for new players
- Some expansions too tight in space
- City-building through tile placement and zoning
- Urban development in a growing city
- Strategic planning with evolving city layout
- Power Grid
- Love Letter
- Magic: The Gathering
Mechanics (from transcript analysis)
- economic/resource management — Balance income, population, and city needs
- End-game scoring — Scoring based on city layout and tile synergies
- Resource Management — Balance income, population, and city needs
- Tile Placement — Place neighborhood tiles to shape city districts
Video topics + discussion points
Quotes (from this video)
- "I don't trust dodgy looking ads."
- "This video does constitute an advert, so keep that in mind when you watch the rest of this video."
- "If it works, that's great. If it helps people with mobility issues that need help picking up cards, that's great."
- "Pickup does actually work."
- "Imagine my delight when I got an email from Pickup saying they wanted to send me some to test out."
References (from this video)
- Thematic and satisfying city-building arc
- Deep if you like spatial optimization
- Has a tendency to feel lighter as you replay over time
- City-building and zoning
- Urban development
Mechanics (from transcript analysis)
- competitive scoring — Decisions impact all players and scoring outcomes.
- Compound Scoring — Decisions impact all players and scoring outcomes.
- Tile Placement — Build a suburb with tiles that affect both your city and others.
Video topics + discussion points
Quotes (from this video)
- This is not interesting to anybody but me.
- We love it. Love it. Love it. BG stats app. 600 thumbs up in the air.
- Candy
- If you want to see your videos, even if you are subscribed, you have to click the bell.
- I could play that 100 times and not be bored with it.
References (from this video)
- Deep city-building experience
- Intricate synergies and strategic depth
- Can be heavy for casual players
- Rules complexity may deter newbies
- economic and urban planning
- city-building, zoning, and growth
- Sim City-like with modular boards
- Cascadia
- Apiary
Mechanics (from transcript analysis)
- Drafting — Draft hex tiles to create a city with synergies
- tile drafting / city-building — Draft hex tiles to form a city with synergies
- tile drafting / drafting — Draft hex tiles to create a city with synergies
Video topics + discussion points
Quotes (from this video)
- Cascadia is just one of the best kind of welcoming games.
- Time You Killed Me? It's a thinkier two-player game.
- That time you killed me—it's even thinkier.
- Sim City the board game if there ever was one.
References (from this video)
- great city-building puzzle
- tactile meeples
Mechanics (from transcript analysis)
- tile laying / city-building — Players draft and place tiles to build a city while balancing scoring in zones
Video topics + discussion points
Quotes (from this video)
- Life finds a way.
- AI can't do that.
- Talk is cheap because supply always exceeds demand.
References (from this video)
- Solid alternative to Meglev Metro for route/engine-building fans
- Complementary to other Bezier titles
- Not as favored as Meglev Metro in this session
- urban planning, zoning and growth
- city-building and neighborhood development
- solo variant previously referenced as a comparison
- Meglev Metro
Mechanics (from transcript analysis)
- Tile Placement — players place tiles to build a city and optimize scoring
- tile placement / city building — players place tiles to build a city and optimize scoring
Video topics + discussion points
Quotes (from this video)
- I started to do the board game Garden full time.
- I can't stop thinking about Wild Gardens; it was immersive and wholesome.
- Legacy of You, I backed this on Kickstarter and I am so excited to dive in.
References (from this video)
- robust city-building engine
- solo play options
- contains multiple expansions and variants
- urban development
- city-building
- strategic/abstract
Mechanics (from transcript analysis)
- set collection / scoring ribbons — score based on various development ribbons
- Tile Placement — place tiles to create and develop a suburb
Video topics + discussion points
Quotes (from this video)
- I'm so excited for this one I did read the instructions or the rules for it it seems like a pretty straightforward game
- this is a game that I've been wanting for a very long time because obviously the theme really speaks to me
- I'm so excited to try this out
- On Tour is a roll and write and I am a huge fan of Roll and Write
- the art is fantastic it is for two to four players
- holy crap this is a big monstrous box
- I feel like we have so many new games to play
References (from this video)
- One of the speaker's favorite games; deeply replayable with evolving strategies.
- Solid engine and pacing for mid-weight play sessions.
- The speaker sold the edition due to size/insert issues; heavy and bulky.
- Expansion, zoning, and development with evolving neighborhoods.
- City-building in a suburban landscape.
- Strong thematic flavor with modular tile-based engine.
Mechanics (from transcript analysis)
- polyomino/tile management — Arrange varied tiles for synergies and score optimization.
- Tile Placement — Lay out neighborhoods on a grid to score and unlock bonuses.
Video topics + discussion points
Quotes (from this video)
- Argent Consortium, a brilliant chaotic wizard school worker placement game that eats the entire table.
- Eminent Domain is a debt building action selection game set in space. Roll for the Galaxy is pretty similar in some ways, but with dice, I guess.
- Archipelago, a long, heavy negotiation and economy game, and one of the few where a player can tank the whole game if they're not going to win, just out of spite.
- Celestia, a charming little bluffing game where you're trying to travel as far as you can on an airship.
- Code Names is a fantastic party game. It's clever. It's simple.
- Dominant Species and Rub Third Edition are excellent games. Beautiful, deep, satisfying.
- Twilight Imperium fourth edition which still isn't coming.
- Starcadia Quest Showdown came in like it splash a younger cousin with miniatures, campaign play, and a cartoon charm.
- Thunder Alley. Fantastic racing game. really clever, tight systems.
- Apocalypse Road. Same game system with guns. Does that make it a better game? Well, you're not listening. It's got guns.
References (from this video)
- easy to teach
- replayability
- scalable player count
- some schemes unbalanced
- art could feel dated
- Urban development planning
- City-building sim where players expand a suburban city
- Modular board with evolving city layout
- Cities: Skylines - The Board Game
- Cascadia
Mechanics (from transcript analysis)
- Competitive resource-management — Markets and zoning affect scoring
- Resource Management — Markets and zoning affect scoring
- Tile Placement — Place hex tiles to build city blocks
Video topics + discussion points
Quotes (from this video)
- we're kind of just in a little dump and we're getting out of there
- we are going to Gen Con that's like 90% sure
- the board game bubble
- I love paying my taxes
- Architects is my favorite
- The last campaign we finished was Sleeping Gods
- we played Star Wars Destiny when that came out
References (from this video)
- nostalgia and solid theme
- engaging city-building puzzle
- great table presence
- potential for downtime and waiting turns
- urban development, zoning, growth
- city-building simulation
Mechanics (from transcript analysis)
- Resource Management — balance storage, population, and income
- Tile Placement — build and place tiles to grow your city economy
Video topics + discussion points
Quotes (from this video)
- this is my top 50 games right now so this will change
- it's my top 50 games right now
- it's a snapshot of my mind right there
- the puzzle is amazing
- it's a beast of a game
References (from this video)
- Intuitive tile-based design
- Richly strategic balance between income and reputation
- Clear rules and meaningful decisions
- Urban development, reputation economy, balancing income with public amenities
- Modern suburban city-building and growth
- Abstract economic simulation with tile-placing mechanics
Mechanics (from transcript analysis)
- Income Management — Factories and businesses increase income, driving city growth.
- Inter-city interaction and developments — Players must consider developments and actions in neighboring cities to capitalize on opportunities.
- Luck in developments — A deck-based development system introduces luck elements that influence available options.
- Population and housing — Housing tiles increase population, but may not boost reputation.
- Reputation as a resource — Reputation is affected by tile choices and can influence population and development opportunities.
- Tile Placement — Tiles represent city elements; placement yields effects and shapes future options.
Video topics + discussion points
Quotes (from this video)
- Suburbia is one of the smartest games I've ever played.
- It's both intuitive and richly strategic.
- It's intuitive because all of the tiles make sense without much of an explanation.
- Building factories increases your income but hurts your reputation.
- Cheap housing will increase your population without helping your reputation.
- It's strategic because the balance of income and reputation must be carefully weighed.
- All while considering what's going on in other cities.
References (from this video)
- deep strategy
- strong visuals
- can be heavy for new players
- zoning and production
- City-building in a suburb
- Istanbul
- Welcome To
Mechanics (from transcript analysis)
- polyomino-building — Construct city blocks using tile shapes.
- tile-placement — Place tiles to develop districts.
Video topics + discussion points
Quotes (from this video)
- this is the board game quiz show
- it's a board game play through series that's over 400 episodes now
- we're rough on you but we're having fun today
References (from this video)
- highly thematic and accessible
- works well with digital app companion
- potential for analysis paralysis
- some tiles underperform in meta-games
- urban development and expansion
- Sim City-inspired city-building
- economic engine with tile interaction
Mechanics (from transcript analysis)
- economic management — allocate money to optimize growth and points
- tile-laying and city-building — place tiles to form a functioning city with interdependent scoring
Video topics + discussion points
Quotes (from this video)
- this game is a great two-player game
- it's Jurassic Park the board game
- I've only played it twice and I'm not sure yet, it hasn't stood the test of time
- the tongue and cheek aspect of building this dystopian world
- it's Sim City the board game
- best time you can have playing this game is when you're drunk