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Deep strategySolo gem

Underwater Cities

Build domes on the seabed and join them up before the rounds run out.

Players
1–4
Time
80–150 min
Weight
3/5
Age
12+
· OUR TAKE ·

What it is

Each turn you play a worker and a card together across ten rounds. If the card's colour matches the space, you get both effects, and that is the whole dilemma. Green cards are strong but belong on weak spaces, while yellow cards are the reverse. You build domed cities and link them with tunnels, so it suits anyone who likes a long, steady engine-building game.

What we love

  • It is easy to teach for a game of this weight.
  • Asymmetric player boards and end-game goals keep it varied.
  • There are several routes to victory, so you have to find your own.

Honest trade-offs

  • It is long, at up to two and a half hours.
  • The three production phases involve fiddly tallying.
  • Chasing scoring buildings too rigidly can leave you short of resources later.

AI summary of player sentiment

Generated · updated weekly

Across the tables we polled, players consistently praise the game's approachability and pacing. The most common complaint is it is long, at up to two and a half hours..

This summary is regenerated from new reviews each week. Astra will wire the generation job to the Vercel Cron detailed in the handoff doc.

Content advisory

No content advisory.

Reader reviews

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