
Similarly, it is very easy for another player to be inadvertently playing toward your secret goal, and sometimes you can do nothing about it (particularly with the "Least X" goals which don't require you to do anything!).

The problems with these goals are that there are so many of them, it is usually impossible to discern which goals other players may be playing toward. Because the points are only awarded to a single player if there is a clear leader in that goal's metric, these points can (and often do) determine the winner. Each player receives a secret goal worth ~X points (with the range of X generally being 10-20% of the winning score). I could talk for hours about other things that are broken-yes, genuinely broken-with Suburbia, but I'm short on time, so I'll skip to the worst part: the end of game secret goals. Especially with more players, the order in which (and whether or not certain) tiles are added to that little lineup thingy can dramatically impact the state of the game, thus making it difficult to formulate a long-term strategy due short- and medium-term randomness. It's not a city-building game it's a tile-laying game with frustrating and unrealistic point-scoring mechanics.

To me, it fails at everything it tries to do. For the record, my previous LFG was Agricola, which I dislike immensely but still recognize as being a very good game. I am definitely in the minority here (and in groups with which I play), but Suburbia is my official Least Favorite Game, newly crowned.
