Welcome To… Review

Are there still city planners? They go by a different name nowadays right? Civil engineers? Am I thinking of the wrong thing? In any case, you get to be one of those people in Welcome To…, which has one of the strangest titles for a game, especially when you look at that box cover. Are you gonna go all in on pools? Parks? Bisses (ooh I’m not too sure about this one)? Plan out your best three-street neighborhood in this light and fun roll cardflip-and-write game.

Welcome To… (2018)Blue Cocker Games
1-100+ Players25 minutes
Ages 10+BGG Weight – 1.87 / 5

DISCLAIMER: I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T

Here is a quick overview of game play without going through the whole rule book. Divide the shuffled card deck into three equal piles. Flip over the top card of each pile. You now have setup the game and revealed the first three combinations of cards you can use on your turn (see play pic at end of this post). Do you like that 3 and Pool combo? Cool. Write a 3 on the roof of a house on any of the streets on your sheet and mark a pool there too. FLIP all the cards again. Wanna take that 9 and Park? Okay. Mark a 9 on a house, Graffitimaster, and beautify your hood with an upgraded park. FLIP. Repeat. There are other cards that will be revealed as the game goes on, but I am simplifying two turns for you.

That’s the game. Everyone takes turns at the same time using the three card combinations presented to try to get the most points for having the best barrio. There are bonus goal cards that can be achieved too, but they are completely optional (akin to building the Wonders in 7 Wonders). Have I won this game yet in all my plays? Yes, once. But it’s not really about winning or losing. You are essentially playing against yourself and just trying to get the best score you can. It’s just that the other players are doing the same thing and you have to compare scores at the end.

Okay, the good and bad. Bad first – the pencils. The game comes with several golf pencils that just don’t cut it on the papers provided. Grab a good pen or marker to see your marks. The other components in the game are great. The game play is quick, as long as you don’t suffer from AP and have to carefully plan out every possibility for every possible combination presented. That can really slow the game down. Luckily, I don’t suffer from that and most of the time I probably need to do a more thorough job thinking through my turns, but that’s my burden to bear.

Aside from those items, the game is really good. I don’t own a large number of roll-and-writes somehow (and I WAS alive during 2018), so this was a great pickup for me as a variation in the genre. Okay fine, I also Kickstarted the expansion with the different themed pages, so I’m also looking forward to that fulfillment. All in all the game is very solid, and different enough to all my other games that I will be keeping it and trying to outscore my last play every time. We at Purple Phoenix Games give this a well-planned 19 / 24.