If your players could handle the complexity of Archipelago, then Keyflower won't be a problem, and I'd go with that since it supports up to 6 (and scales beautifully).A chainsaw (or chain saw) is a portable mechanical, motorized saw. Keyflower is one of the best medium-heavy games I've ever played, and Suburbia might be the best light euro game I've ever played. ![]() You can't go wrong with either, and honestly should just get both and their expansions. It might be a little too complicated to be a true gateway, but to me this is the epitome of the perfect light game. The goal tiles do make it sufficiently different every time, but I'm not sure they're balanced enough (ie "lowest income" tends to make you play in a very weak way and then doesn't reward you with enough points to make up for it as a personal goal, though as a public goal it makes things really interesting). It's always fun to see what kinds of boroughs will emerge each game, though. They're very good if you want to spend an hour or so playing a game without ever having to make too agonizing a decision. It and Castles of Burgundy are the two lightest euros I own. Personally, I love it, and am starting to love it even more than Archipelago (shhh don't tell the natives). It's one of the more vicious worker placement games out there. Keyflower's a good game for making people mad. Also, people tend to get mad if they upgrade a tile and you immediately use it in a color they're weak in. Upgrading always seems to throw people for a loop - the fact that you have to go to a different tile to upgrade the tile you want can be counter intuitive to some people. Keyflower can be hard to learn for some people. If you have any questions, feel free to ask.īoth games are great, both are made significantly better with their expansion though it's not a necessity for either (but man animals and wheat/border tiles and mid game goals really add to the game). Suburbia is definitely more strategic with two (in a similar way to how head-to-head play opens up some of Race for the Galaxy's strategic options), but Keyflower still beats it and scales much better into higher player counts. Between knowing how much to pay, what color meeples to use, when to fight over tiles or not, and building and activating an overarching strategy there is a lot to figure out on any given turn. The main issue is the complexity: I feel that at higher player counts (and I note that only Keyflower plays 5, Suburbia is capped at 4) there's a lot more learning to be done in the former. This does make the Summer boats a lot more important if they add versatility. Keyflower on the other hand becomes more random, because you're seeing less tiles and so it's harder to know if you're going to get what you need for any given strategy. If you want competition over limited resources, two-player Suburbia is alright - there's a lot more confrontation when the market is that small, which wipes out a fair bit of the randomness you'd see at higher player counts. Given that you can find them both at a reasonable price, I'll hands-down recommend Keyflower. ![]() Keyflower is a much more strategic, complex game with a lot more decisions to make and a much wider breadth of options in terms of specific strategies and big plays. It's a bit fiddly (upkeep), but it's not particularly complicated. ![]() Suburbia is a light, somewhat strategic tile-layer with an amusing but well-represented (if not well-integrated) theme that plays relatively quickly and is extremely straightforward. ![]() Suburbia and Keyflower are both very different games. So! Since nobody else has posted with knowledge of both games.
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