In Suburbia, you’re competing mayors buying buildings from the real estate market and placing them strategically in your respective city, in the hopes of trying to attract the highest population by the end of the game.

*for the purpose of simplicity, we won’t learn about any expansion rules, borders, bonuses or challenges.

Each turn you’ll do one of 4 things:
Buy a building in the real estate market.
To do so, pay the cost above the tile plus the cost on the tile, then place the purchased tile adjacent to an existing tile in your city.
*must be able to pay the full cost of the tile before you place it
When placed, each tile has an immediate effect *top right* and a conditional effect bottom.

Take a basic tile
These tiles include the suburbs, community park and heavy factory.
Pay the cost of the tile (there is no additional cost) and place it.
Just like tiles in the real estate market, basic tiles have an immediate effect and conditional effect.
After placing a basic tile, choose a tile from the real estate market to discard paying only the cost printed above the tile.

Take a lake tile
Choose a tile from the real estate market, pay the cost printed on the real estate market only and place the tile face-down adjacent to any existing tile.
Gain 2$ per adjacent industrial, civic, residential or commercial tile.
In the future, if you place another industrial, civic, residential, or commercial tile adjacent to a lake tile, you gain 2$ from the resources tray.

Place an investment marker
You may place an investment marker on an existing tile that doesn’t already have an investment marker.
Pay the cost of the chosen tile.
An investment marker doubles the effect of a tile it is placed on (both immediate and conditional), but doesn’t trigger OTHER tiles’ conditional effects and doesn’t count as placing two of those tiles.
The effects of the investment marker lasts the rest of the game.
Just like the basic tile action, once an investment marker is placed, choose a tile from the real estate market to discard paying only the cost printed above the tile (vs on the tile).

Once you conduct one of these actions, gain or pay money depending on your income and increase or decrease your population depending on your reputation.
If you can’t afford to pay the required money, lose the appropriate amount of population.
If you can’t afford to lose the required population, lose the appropriate amount of money.

When your population meeple crosses the red roof, reduce your income and reputation by 1 for every roof you move past. If your population goes below a red roof, increase your income and reputation by 1.

The lowest income and reputation is -5.
The highest income and reputation is 15.

At the end of a player’s turn, shift all remaining tiles to the right to fill in the gap and add a new tile to the market.

There are three stacks of tiles, starting with A and ending with C. Somewhere in the second half of the C stack is the 1 more round tile which indicates the game will end soon. When that tile is drawn, the current round is completed and then everyone gets one more full round, starting with the start player.

After the last player finishes their turn, score population bonuses based off the player who wins each public goal.
Ties do not score any population bonus.
Each player then reveals their private goal and only the owner of their private goal earns a population bonus if they win. Ties do not grant any population bonuses either.

Convert every 5 coins into 1 additional population, rounded down.
Keep the leftover money as a tiebreaker

The player with the highest population wins.
for ties , the player with the highest reputation wins.
if a tie persists, the player with the highest income wins.
and if a tie still persists, the player with the most remaining money wins.