Suburbia by Ted AlspachGames In One Page by Steve Lewis

Published by Bézier Games, 2012 v1.0 pub1/11/18

In Suburbia, you will be trying to build the Borough with the highest population. On each turn, you will buy a tile to add to your Borough; the type of tile you buy and where you place it can affect your reputation (which awards population, or victory points) or income (money earned each turn). However, as your population increases, your reputation and income will also decrease.

To set up, sort the tiles by the letter on their backs (A, B, C, or none). For a [2, 3, 4]-player game, count out [15, 18, 21] tiles for each letter and place them in stacks face-down on the Stacks board. Count out an additional [6, 9, 12] C tiles, mix the “One More Round” tile with them, and place them at the bottom of the C pile, with four more C tiles beneath that. Turn over the first seven tiles from the A pile and place them beneath the Real Estate Market board (one for each price shown). Each player takes a Borough board and places one Suburbs, Community Park, and Heavy Factory tile in a column (in that order) down from the middle slot of their Borough board. Place four more Community Park, Heavy Factory, and Suburbs tiles on the Market board; and leftover are returned to the box. Each player places a round Income marker on space 0 and a cubic Reputation marker on space 1 of their borough boards, plus their square Population marker on space 2 of the Population board. Each player takes three Investment (“2x”) markers of their color and $15 (million). [2, 3, 4] Goal tiles are randomly selected and placed face-up on the Market board; each player also receives two Goal tiles, chooses one to keep, and discards the other to the box without revealing either.

On your turn, perform the following steps in order:

1. Take and place one tile or one Investment marker - You may buy one tile from the Market board using the following rules:

—If you buy one of the Market row tiles beneath the board, pay the cost on the tile (left side) plus the market cost on the board above it.

—If you buy a Community Park, Heavy Factory, or Suburbs tile, pay only its cost. You must also discard one of the tiles in the Market row, and pay its market cost.

—If you buy a tile from the Market row to use as a lake, pay only the market cost and turn the tile over (lakes cost $0).

When you place the tile, immediately resolve the effect in the top-right corner. Then, resolve any effects listed on the bottom of the tiles in your Borough. These may come from the tile you just placed, tiles adjacent to it, other tiles in your Borough, or other player’s Boroughs.

If you instead choose to place an Investment marker on a tile, pay the cost for that tile again, and cover the price with your marker. Apply any affects of that tile a second time, where applicable. Then, discard a tile from the Market row, paying its market cost.

2. Collect or pay income based on the position of your Income marker. Take money from the bank for a positive income, or pay money to the bank for a negative income.

3. Gain or lose population based on the position of your Reputation marker. Advance your Population marker on the Population board for positive reputation, or move it backward for negative reputation. Note that every time you advance past a red line on the Population board, you must lose one income and one reputation (if you move backward past a red line, you gain one reputation and population back).

4. Adjust the Real Estate Market by sliding tiles to the right until only the left-most position is open, then fill the left-most position with the top tile of the A stack. When the A stack is depleted, use tiles from the B stack, then the C stack.

Play continues until the “One More Round” tile is revealed; set it aside and fill the board with another tile from the C stack. The current round (ending with the player to the right of the starting player) finishes, then everyone gets one more turn.

When calculating final scores, ignore the red lines on the Population board. If a player solely best fits the common goals shown, they receive the extra population shown on that goal (if there is a tie for first place, no one receives the bonus). Each player then reveals their hidden goal; if a player solely wins their own goal, they receive the points shown (you receive nothing for winning someone else’s hidden goal). Players also receive one population for every $5 left in their supply. The player with the highest population wins.

The text on this page: © 2018 Steve Lewis. The game described on this page is the property of its creator and/or publisher; no challenge to ownership is implied.

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