

The inexorable math of decline is simple: If we find we’ve built more than we can afford to maintain, it's not all going to be maintained. By running highways and stroads through the city, building far-flung bedroom communities, and demolishing historic buildings for parking lots, you thin out the tax base: the source of revenue to keep the lights on and the streets paved. The staggering population collapse and resulting dysfunction of the Motor City has specific historical, racial and economic antecedents, but the underlying fragility that made Detroit’s fall so unusually precipitous and total is a product of the Suburban Experiment approach to growth, of which Detroit was an early pioneer. We've written for years at Strong Towns that we are all Detroit. The public infrastructure is there, but the people-and tax base-are not.) The comparison earned me some irate emails from Lehigh residents- How DARE you suggest we have ANYTHING in common with Detroit?! We Are All Detroit. (Lehigh Acres is this way because only a smattering of the lots were ever built on in the first place, on a grid of streets that extends miles into featureless scrubland. If you like beautiful artwork - especially artwork that evokes classical Americana themes and you like solid roll and writes with a delicious balance between depth and complexity - Welcome To is the game for you.In the 2016 essay, I compared the visual appearance of much of Lehigh Acres to that of Detroit, Michigan-specifically, the infamously "hollowed out" sections of Detroit where houses long abandoned have been demolished and what's left is an eerie patchwork of weed-strewn lots with one home here or there. Sometimes themes can feel pasted on in this genre of game but in Welcome To it just clicks. Also the way the designer tied the theme into the game play works very well and feel intuitive. I got my copy earlier this year directly from the French publisher (all the cards and score sheets are in English, and the rules were dual-language) and have played it quite a few times (both solo and 2 player).įor me the art in particular elevates this game above many other roll and writes I’ve played.
#Suburbia game houses portable
It’s also pretty portable with the scoresheets and the decks of construction and city planning cards being the only additional component. Like many roll and writes, it’s the kind of game you will want to play a few times in a sitting.

I haven’t played at higher than 2p, but I think it would be very simple to play with a larger group. It’s got a very well calibrated balance between complexity and simplicity. The game moves quite quickly at 2 players and is very smooth and even faster for solo play (you’re just flipping through a deck of cards). The game ends when, 1) a player crosses off their third Building Permit Refusal 2) a completes all three City Plans or 3) a player has placed numbers in every house of each of their 3 rows of houses.Points are awarded for homes built with swimming pools, creating gardens, using the ‘Temp agency’ to change number values, using the real estate agent to increase home values and completing special ‘City Plan’ cards (these offer additional points for completing various housing plots).Numbers are entered in ascending order from left to right in an empty house plot - but you can start anywhere and skip plots if you like.(In the Solo variant, you pull three cards from a single stack of construction cards and combine the action/number of two of these cards.) One player reveals these cards and then all players get to choose which combination of these cards they’d like to use. The ‘rolling’ aspect of the game is driven by 3 stacks of ‘construction’ cards that feature both numbers and different special abilities/actions.As well as a few additional spaces for marking off special actions and scores.

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