Suburbia is a technocrat's take on urban planning. The art is streamlined to the point of austerity, there is almost no luck, and the game is unashamed to show off its mathematical guts. At heart, Suburbia is a simple, subtle economic simulation with three moving parts. Players take turns buying hexagonal tiles from an ever-changing market and placing them in their town to develop their city in ways that affect its population, income, and reputation.
The population tally (which serves as the game's scoring mechanism) models the disadvantages of urban growth in a very clever and elegant way – every so often on the track there's a red line, and when your population surpasses it you lose one point of income (more expensive municipal services) and one point of reputation (more density/pollution/crime/whatever). This simple mechanism creates delightfully rich feedback loops that take a number of plays to fully appreciate – grow too quickly without an economic base and your town stagnates, unable to afford the development you need to serve your population; but bring in too much business or industry and nobody will want to live there.
Buying tiles for your city isn't just an exercise in math, though – building your city is a spatial and temporal puzzle, with a limited ability to impact the other players' cities as well. Some of the tiles' effects work spatially (placing residential areas next to a highway hurts your town's reputation while placing businesses there makes them more profitable), others work based on what else is in your city (building schools helps your reputation based on how many residential areas you have), and some affect other players' cities. Once the market is emptied out, the game ends and players score based on population, plus additional public and secret individual scoring goals that you draw at the start of each game.
This game seems to lean heavily toward being a muliplayer solitaire puzzle at first glance, but once everyone is familiar with managing the feedback loops between reputation, population, and income, and with the scoring goals that are available, denying other players what you think they need becomes pretty competitive. Another nice mechanism is that tiles from the market can be played upside down as small lakes, which provides a cash infusion but also allows you to take a tile out of the game that's useless to you but helpful to an opponent.
Where the game can bog down a bit is in keeping track of the interdependent effects of some of the tiles, particularly the ones that affect other players' towns, but after a few plays we got familiar enough with the tiles' effects that it was manageable. It bears mentioning that Suburbia has one of the best app implementations (both Android and iOS) of a board game I've seen, with smooth design, interesting single player puzzles, and local and online multiplayer.