Welcome To...
2018 · 1-100 Players · 25 min · Competitive
Welcome To… arrived in 2018 from designer Benoit Turpin and publisher Blue Cocker Games, bringing a fresh twist to the roll-and-write genre by ditching the dice entirely. Instead, three cards are flipped each turn, and every player at the table picks from the same set of number-and-action combinations to fill in their neighborhood score sheet. It’s a flip-and-write set in 1950s suburban America, where players act as architects designing the best new housing development.
The game earned a strong following quickly, and community opinion has stayed consistently positive. Players appreciate the clever card mechanism, the lack of downtime, and how well it scales across wildly different group sizes. The criticisms that surface tend to focus on the limited interaction and the somewhat solitary nature of the experience. It’s a game that does exactly what it sets out to do, and the question is mostly whether what it offers is what you’re looking for.
Simultaneous Play and the Card Twist That Makes It Work
The decision to replace dice with cards is what elevates Welcome To… above most of its genre. Every turn, three construction cards are flipped from three separate decks, each revealing a house number on the back and a special action on the front. All players see the same three options and choose one combination simultaneously. This means there’s zero downtime regardless of player count, which is a remarkable achievement for a game that can technically accommodate up to 100 players.
The puzzle that emerges is consistently engaging. House numbers must be written in ascending order from left to right within each of the three streets on your score sheet, and the special actions let you build fences, add pools, create parks, adjust numbers, or work toward completing city plans for bonus points. The constraint of ascending order combined with the randomness of what numbers appear creates a satisfying spatial puzzle where you’re constantly weighing short-term gains against long-term positioning.
City plans add a competitive edge to the otherwise solitary experience. These shared objectives reward the first player to complete them with more points than latecomers. They provide the closest thing the game has to direct competition, and they drive strategic decisions about which streets to prioritize and when to commit to a particular layout.
The game teaches in minutes. New players can start contributing from the very first turn, and the visual design of the score sheet makes the rules intuitive. This accessibility, combined with the simultaneous play, makes Welcome To… one of the most practical choices for game nights with mixed experience levels or large groups.
A Solitary Logic Exercise in Disguise
The near-total lack of player interaction is Welcome To…‘s most polarizing quality. Beyond the race to complete city plans first, players have no impact on each other whatsoever. You’re solving your own puzzle in parallel with everyone else, and there’s no blocking, no trading, no way to disrupt an opponent’s plans. For some, this is a feature: a relaxing, conflict-free experience where you can focus entirely on your own optimization. For others, it makes the game feel like a multiplayer solitaire exercise where the other players might as well not be there.
The randomness of the card draws can occasionally produce frustrating situations. Sometimes the numbers that appear simply don’t fit anywhere useful on your sheet, leaving you with a series of bad options. Experienced players learn to hedge against this by keeping their streets flexible, but the feeling of helplessness when the cards refuse to cooperate is real and can sour an otherwise pleasant session.
At its core, Welcome To… is fundamentally a logic and math exercise. The 1950s suburban theme adds visual charm, and the special actions provide variety, but the moment-to-moment experience is about number placement and spatial optimization. Players who want narrative, dramatic swings, or meaningful social interaction will find the game thin in those areas.
The Neighborhood That Keeps Drawing You Back
Welcome To… endures because its core puzzle remains engaging across many plays. The card draws ensure that no two games present the same sequence of decisions, and the city plans add enough variability to keep the strategic landscape fresh. It occupies a sweet spot between pure randomness and pure strategy that gives players agency without ever becoming overwhelming.
Should You Play Welcome To…?
Welcome To… is perfect for groups that need a game accommodating large or variable player counts with zero downtime. It works well for mixed groups where some players prefer lighter fare, and it’s an excellent choice for introducing non-gamers to modern board game design. Solo players will also find a satisfying puzzle here.
Skip it if you need meaningful player interaction, if the idea of a multiplayer solitaire experience doesn’t appeal to you, or if you prefer games with dramatic moments and big swings. Also skip it if you’ve played enough roll-and-write games to know the genre doesn’t click for you, because Welcome To… refines the formula rather than reinventing it.
The Verdict on Welcome To…
Welcome To… takes the roll-and-write concept and replaces dice with cards, giving players identical options each turn while maintaining enough randomness to keep things unpredictable. The simultaneous play eliminates downtime entirely, and the 1950s suburban theme adds charm to what could easily feel like a dry number puzzle. Interaction between players is virtually nonexistent, and the game can feel like a solitary logic exercise dressed up with pleasant artwork. For groups that want a quick, accessible game that scales to almost any player count, Welcome To… delivers a polished experience that holds up well after many plays.