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Game Components

  • 1 Population Board
  • 1 Stacks Board
  • 1 Supply Board
  • 1 Real Estate Market
  • 4 Borough Boards
  • 8 Suburbs
  • 8 Heavy Factories
  • 8 Community Parks
  • 1 "1 More Round"
  • 32 A Tiles
  • 36 B Tiles
  • 32 C Tiles
  • 20 Goal Tiles
  • 4 player aids
  • 1 Start Player Marker
  • 60 coins
  • 4 Reputation Cubes
  • 4 Population Squares
  • 12 Investment Markers
  • 4 Income Cylinders


Shue 3 stacks of face down tiles, each stack with a letter on the back (A, B, and C). Each stack has the same number of tiles: 15 for 2 players, 18 for 3 players, and 21 for 4 players.

Place unused tiles back in the box.

Place the Stacks Board and place the A, B and C stacks on it.

Mix the 1 More Round tile with: 6 tiles from the C stack for 2 players, 9 tiles from the C stack for 3 players, 12 tiles from the C stack for 4 players, and place those tiles face down on the bottom of the C stack. Then take 4 more C tiles (from the box) and place them on the very bottom of the C stack.

Place 4 each of Heavy Factory, Community Park,and Suburb tiles face up on their three spaces.

Place the supply board and the coins on it.

Place the top 7 tiles from the A stack face up along the bottom edge of the Real Estate Market.

Shue the goals face down and place 1 randomgoal per player face up on their spaec

Each player places a Borough Board in front of them with enough space below it for several tiles to be placed between it and the edge of the table. Place your Income Cylinder on the 0 Income space and your Reputation Cube on the 1 Reputation space.

Place one Suburbs tile, one Community Park tile, and one Heavy Factory tile below your Borough Board.

Place the Population Board (which tracks Population, the "victory points" in Suburbia) on the table where everyone can see it. Place a Population Square from each player on the 2 Population space.

Each player takes 2 random goal tiles from the supply, looks at both, and then keeps 1 of them (face down so the other players cannot see it). The other goal is returned to the box.

Randomly choose a player and give him the Start Player Marker.

Object of the Game

The player with the highest Population on the Population Board wins. In case of a tie, the player with the highest Reputation among the tied players wins.

In case of another tie, the player with the highest Income among the tied players wins.

If players are still tied, the player with the most remaining money wins. In case of a further tie (at which point the tied players are probably incredibly amused), the tied players play another game of Suburbia to determine the winner of the first game.

Game Play

On his turn, each player must perform the following four actions in order:

  • I. Take and place 1 tile or place 1 Investment Marker in your borough.
  • II. Collect or pay money (based on your Income ).
  • III. Adjust Population on the Population Board (based on your Reputation ).
  • IV. Add a new tile to the Real Estate Market.

I. Take and place 1 tile or place 1 investment marker

The player must either:

  • A. Take 1 tile and add the tile to his borough, or
  • B. Place 1 Investment Marker on a tile in his borough to "invest" in that tile.

A. Taking a tile from the Real Estate Market

When taking a tile from the Real Estate Market, the player pays the cost printed above the tile (if any) on the Real Estate Market in addition to the cost on the tile. The total combined cost of the tile is paid to the supply. The player must place the purchased tile adjacent to any of his tiles. When he does so, the player must make any adjustments as noted on the tile descriptions of the placed tile as well as any other impacted tiles (including tiles placed by other players).

The effects of a tile can be triggered after it is placed. For instance, placing a new next to an existing Community Park results in an increase of .

Because Income and Reputation can never fall below -5 or rise above 15, adjustments stop at those limits.

Taking a basic tile

The player may also take any available basic tile: Suburb , Community Park , or Heavy Factory instead of a tile from the Real Estate Market.

If he does so, he pays only the cost on the tile. The player places this tile in the same manner as if he had bought it from the Real Estate Market. These tiles are limited, and may run out during a game, at which time they can no longer be acquired.

Taking a tile to use as a lake

When taking a tile to use as a lake , the player must choose a tile from the Real Estate Market. He only pays the cost printed on the Real Estate Market, he does not pay the cost on the tile. The player places this tile face down adjacent to one or more of his tiles (which may be face up or face down) and receives $2 per adjacent

, , or for doing so.

If the player places another , , or next to a , he takes $2 from the supply.

When the player places another adjacent to an existing lake, he does not take $2 for adjacency to the other tile(s).

B. Placing an Investment Marker

An Investment Marker may be placed on any of the player's tiles-including a lake - that does not already have an Investment Marker on it.

If the player opts to do this (instead of taking and placing a tile), he pays the cost of that tile again and places that Investment Marker on the left corner (covering the tile's price) of that tile. An Investment Marker doubles the effects of the tile it is placed on. For instance, an Investment Marker placed on a Community Park for each adjacent results in , and for each adjacent or or . When a player places an Investment Marker he does not place a tile.

Placing an Investment Marker does not impact other tiles' conditional effects (i.e., placing an Investment Marker on a Community Park that is adjacent to a Heavy Factory does not trigger the of the Heavy Factory again).

An Investment Marker's effects are in place for the rest of the game, so for the example above, if another or or is placed adjacent to the Community Park for each adjacent when an Investment Marker is already on it, the player will receive twice, for a total of .

II. Collect or pay money (Based on income)

If the player's Income Cylinder is on a positive number, the player collects that amount of money from the supply. If his Income Cylinder is on a negative number, the player owes money and must pay that amount immediately to the supply. If he does not have enough money, he pays what he has and then moves his Population Square backwards one space per $1 to cover the difference.

A player cannot have a Population less than 0, so if he cannot move his Population Square back any more and still owes money, nothing happens.

III. Adjust Population (based on reputation)

Increase or decrease your Population on the Population Board by the amount where your Reputation Cube is located. If Population gets to 0, any additional movements backwards cost $1 per Population. If the player cannot pay this fee, nothing happens to the player...he just stays on the 0 spot.

As your borough grows, it will cost more to maintain and its "small town" quality will decrease- this is represented by Red Lines on the population track. When a player's Population crosses a Red Line, then that player's Income and Reputation are both reduced by 1 (moved to the left one space) for every Red Line the player moves past. If a player's Population dips below a Red Line (this can happen if he has a negative Reputation) he moves both his Income Cylinder and his Reputation Cube forward (moved to the right one space).

When you place a tile, sometimes there will be multiple adjustments to make. When adjusting population past a Red Line, immediately decrease your Income and Reputation by one space, even if you haven't finished with all the other adjustments yet.

If a decrease to Income or Reputation would cause either or both to be less than -5, the Income Cylinder or Reputation Cube stays at -5.

If your Population is greater than 150 during a normal game turn, place your Population Square on the bottom line of the Population Board, acting is if there is a red line after every even number, starting with 150 (152, 154, 156, etc)..

IV. Adjust the real estate market

If the player placed a basic tile or Investment Marker, he must then take any tile that is face up below the Real Estate Market (paying only the cost shown above that tile on the Real Estate Market, if any) and discard it onto a discard pile.

Slide the remaining tiles on the Real Estate Market to the right to fill in the gap from the removed tile (there will always be a tile removed on each player's turn), and flip over a new tile from the current stack (starting with Stack A), placing it at the far left of the Real Estate Market. When Stack A is depleted, flip tiles from Stack B; when Stack B is depleted, flip tiles from Stack C.

End of the game

When the 1 More Round tile is flipped over, the current round is completed, and then one more full round is played, starting with the Start Player (after the current round is completed).

Everyone should end up having taken the same number of turns in the game.

After the last player finishes his turn, final scoring takes place. There are two parts to final scoring:

Goals and Converting Money to Population . Award goals before converting money to Population.

Population bonuses for accomplished Goals and converting money to population at the end of the game do not trigger the Income and Reputation

lowering effect of the Red Lines.

Award Goals

The Population bonus from each of the goals placed on the Real Estate Market are awarded to a single player who achieves those goals. If two or more players tie for achieving a goal, no one is awarded that goal's Population bonus.

Then, in turn order, each of the players' secret goals are revealed, and if a player has singularly achieved his secret goal (and not tied another player for that goal), he is awarded that goal's Population bonus.

Only the owner of a secret goal tile is able to receive the Population bonus for achieving his secret goal.

Convert Money to Population

Each player's money is converted: 1 Population for every $5 put in the supply from the player, rounded down (the player keeps any leftover money to be used as a 3rd-level tiebreaker).

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