Wednesday, 24 June 2026

Alrightgames: Agropolis expansions

Agropolis expansions

The rural sequel has fewer add-ons than Sprawlopolis, which I assume is a pointed metaphor for the decline of primary industry, and not that spin-off games with uglier colours don't sell as well. Usually comprising a single card, they don't add all that much anyway.


Invasion ***

In the same sci-fi ballpark as Wrecktar, but more nefarious as these aliens (or the government) threaten to screw up your livestock plans. Leave my cows alone.


Points of Interest ***

It's the same thing as last time, but they make a bit more thematic sense as low-key local attractions you'd drive to on a summer lunchtime to take a look at and have some ice cream. There's no reason not to kick off every game with them.


Seasons ***

The most punishing 'Opolis expansion yet, it can be dispiriting as the wind blows away all your plans while you're already worrying about your seasonal obligation, but a good farmer can shepherd it to their advantage. Like Interstate, I use it sparingly for special occasions or when I deserve punishment.


Combopolis ****

More justification to own both near-identical games (especially when it's included with one of the sets so you don't have to buy it separately), this is the combined experience you'd wish for and then regret once you thought it through. Forcing together two distinct sets of challenges and trying to achieve them with only half of each deck (give or take) should really be too hard to be enjoyable, so that probably makes me some kind of masochist.