Almost everyone was late arriving and many wanted to eat, so we decided to play something quick to get people going while we waited for food to come. In the top of the bag was …Aber Bitte mit Sahne (a.k.a Piece o’ Cake), and as there were a lot of hungry people, it seemed appropriate somehow. “Sahne” is a very simple little “I divide, you choose” game where players are collecting pieces of cake. On their turn, the active player, or Baker, begins by turning over one of the five piles of cake slices in the order they appear in. They then divide the cake into segments, each containing one or more slices. The player to their left then chooses one of the segments, either “eating”, or “saving” each of the slices they take.
![]() |
– Image by boardGOATS |
At the end of the game, if a player has saved the most of a given type of cake, they score the number of points shown on the slices of that type; they also score one point for each blob of cream they have eaten. The clever part is balancing the possibility of scoring a lots of points later with banking the blobs of cream now. The cake types that score the most highly are those that have the most slices available, but they also have the most cream. The player with the most points after the five rounds wins. Burgundy started the first round, and, as there were four players, he also started the last round, arguably giving Blue a slight advantage since it meant that she was able to choose first twice. Blue began by collecting chocolate cake, because, well, it’s chocolate cake, (obviously), while Green and Pine began a bit of a tussle for “pea pie” (probably gooseberry tart really).
![]() |
– Image by boardGOATS |
One of the key parts of this game is that ties are friendly, in other words, if there is a tie, everyone gets the points. This generally has the effect of making players work to get just enough pieces of cake to join the group of players that will score points rather working that bit harder to than get more pieces than everyone else and be the only one to score. Thus, many people often score points for the same type of cake. This was instrumental in making it a tight game this time, as there were several ties. In the end, the fact Green wasted none of his slices, winning points for everything he kept and eating the rest, meant he beat Blue by just one point with Pine not far behind in third place. Towards the end of “Sahne” Ivory arrived and commented on the differences between it and it’s reimplementation, New York Slice, where cream is replaced with pepperoni and anchovies are added to give negative points – one to play another time perhaps.
![]() |
– Image by boardGOATS |
Once everyone had finished feasting (both in the game and in real life), we started looking at what people might play. First up was the “Feature Game”, Suburbia in it’s rather epically large, and very fancy new “Collector’s Edition”. This is a tile-laying game, where each player tries to build their own town providing an economic engine and infrastructure that starts off as self-sufficient and hopefully becomes profitable and encourages growth. Each player has two tracks: Income and Reputation, the facilities that a player builds affect these, so as the income of their town increases there is more money to spend on purchasing better and more valuable buildings. These, in turn, can increase the reputation of the town which will increase the population. The winner is the town with the largest population. While one might think this means going for the highest possible reputation would be the way to victory, the scoring track contains several expansion checks that immediately reduce a player’s income and reputation.
![]() |
– Image by boardGOATS |
The frequency of these scoring checks increases as scores increase, which could be disastrous for a player who allows rampant population growth to get out of control. Although only Ivory had played the game before, the group decided to include one of the expansion sets, Nightlife. Setup did not take as long as it looked, with the box inserts from the new edition making the job much quicker and easier. The three communal objectives were: Most houses, Highest Income, and Most Municipal Buildings. Each player also had their own private objectives with Green going for Nightlife, Ivory for Factories and Burgundy for Offices. In the first round, even though the developments were as yet tiny villages, both Green and Ivory built Helipads. With the owners of each helipad receiving $5 for every Helipad currently in the game (including the ones just taken), the power of the game became immediately obvious.
![]() |
– Image by boardGOATS |
In most games, players receives bonuses based on the situation when a card or token is taken. In Suburbia, any benefits act through past, present and future, so tiles can keep on giving throughout the game. Burgundy used this effect to gain $1 every time anyone built an Office. Green managed to build up a bonus of $3 for every House built in the game. This type of Income really helped, as Green didn’t need to worry too much about his base Income level and could concentrate on building up the Night tiles and Houses that he needed to fulfill his personal goals. Ivory and Burgundy both decided to chase the Income bonus and ended up fighting for the Income producing tiles pushing each other up to ever higher values. Obviously that Income helped them buy tiles, but they were largely in competition with each other and thus allowed Green to build a commanding lead in Accommodation and Nightlife.
![]() |
– Image by boardGOATS |
Another unique aspect of Suburbia, are the expansion checks that prevent a run-away winner. For every few population points gained, the player’s Income and Reputation markers are pushed back by one point each. Since Burgundy and Ivory were competing for the income bonuses, there was the highly unusual (and amusing for anyone who was not Burgundy or Ivory) situation in the final couple of rounds where they were trying to avoid scoring too many “points” resulting in reducing their income and potentially losing the fifteen points the end-game objective would. Ivory in particular was racking his brains over the best way to do this and spent so much thought on it that he failed to spot that he was only one Municipal building ahead of Green who’s turn was next (and had a pile of cash even though his Income was minus three!).
![]() |
– Image by boardGOATS |
Thus, for his final turn Green (knowing he had already won the Houses and Nightlife bonuses) bought the one remaining Municipal building on the track, robbing Ivory (no friendly ties in this game, to get a bonus you have to have most). In the final scoring, Green’s green and pleasant city, with only Houses, Schools, Nightlife and a large Park (aside from his one starting Factory) was much more popular with the residents than Ivory’s Factory filled city or Burgundy’s green Office city. Overall the group had enjoyed the game, which had perhaps more than the usual amount of interaction for a personal area building game. Although there weren’t really any new mechanics, it was well implemented and everyone would be very happy to play it again.
![]() |
– Image by boardGOATS |
Meanwhile, Pine, Lime and Blue opted for the slightly lighter game, Istanbul. This is an old favourite that won the Kennerspiel des Jahres in 2014, but thanks to the new fare hasn’t been played in the group for some time. The game is played on a modular board with players making paths between different locations. The aim of the game is to be the first player to get five red Rubies, but there are a number of ways to get these. For example, they can be bought from the Gemstone Dealer, but this costs money (and every time someone buys a Ruby, the cost increases too). Money can be obtained by trading goods obtained from the three warehouses at one of the two markets.
![]() |
– Image by boardGOATS |
Each player starts with a small barrow, with space for four different goods and the Rubies. Three of the goods (Spices, Cloth and Fruit) can be gained from the associated warehouse, with a visit allowing players to fill their barrow to its maximum. A small barrow will only hold a maximum of two of each though, so visiting the wheelwright to buy an extension or two makes these visits more efficient, but barrow extensions also cost money… So planning the order of visits to these different places, and this is the clever part of the game.
![]() |
– Image by boardGOATS |
Each player is in charge of a stack of wooden disks representing a Merchant and his Assistants. The idea is that on their turn, the Merchant visits one of the different locations by travelling orthogonal a maximum of two spaces. At each location, he can negotiate a deal and leaves one of his Assistants to complete it. After several turns, the player runs out of Assistants so they can continue to move their Merchant without making deals returning to the Fountain to call their Assistants so they can start again, possibly using a couple of turns to do so. Alternatively, the Merchant can move up to two spaces and return to one of the locations where they left an Assistant and carry out another deal at that location, taking the Assistant with them.
![]() |
– Image by boardGOATS |
Thus, the game is similar to Yokohama in that it is all about planning an efficient route, in this case, dropping off Assistants at useful locations and then, ideally, travelling the route again reusing them and picking them up. There are other factors to consider too however. Encountering another Merchant will cost money, for example. On the other hand, meeting the Smuggler or the Governor provide opportunities to get resources, including the rare Jewels (valuable, but distinct from Rubies), or bonus cards that can be kept and played to give an advantage later in the game.
![]() |
– Image by boardGOATS |
This time, the group used the big numbers on the location tiles to dictate their layout. Then, after a rules run-down, Blue started, moving her Merchant from the Fountain to the Post Office. Visits here provide a couple resources and some cash, which she planned to sell, using the profits to extend her barrow. Lime started out visiting the Tea House (via the Caravansary) to get cash, while Pine went to the Black Market to get money and Jewellery. Blue was first to get a Ruby, but Pine and Lime weren’t far behind, and it was even closer by the time they were claiming their second Rubies. Lime, every inch the accountant was accruing vast amounts of cash, and somehow seemed to be collecting gems too, without the pile seeming to diminish significantly.
![]() |
– Image by boardGOATS |
As the game approached the end, Lime went on a spending spree, at the end of which Pine scuppered Lime’s plans. He took a Ruby from the Gemstone Dealer, increasing the price for Lime in the process, making things worse by the fact that he was squatting putting the cost just out of Lime’s reach. In the end though, Blue made a mistake leaving the door open for Pine to have another visit, and claim his final Ruby, with it the game. With that, Pine left for an early night, convinced that Suburbia which was “just finishing” would be at least another half an hour. Blue and Lime, waited and set up For Sale, but it turned out Pine was right, and by the time the other group finished there wasn’t time to play. So, after a bit of chit-chat, everyone went home.
![]() |
– Image by boardGOATS |
Learning Outcome: Green and pleasant towns are nicer places to live.