$19.99Cardboard Town A city that fits in your hand
Draw your buildings from a deck, place them where they count, and keep five resources in balance as your card-built town grows.
Is Cardboard Town worth it?
Cardboard Town is worth it if…
- you like city builders but want something lighter and quicker than a full sim
- you enjoy deckbuilders where the puzzle is balance rather than combat
- you want short runs with permanent unlocks that make the next attempt easier
- you like games that are easy to pick up and take real effort to master
- you would trade a big tutorial for a charming, hand-drawn town on a table
Screenshots
A city built from a hand of cards
Each turn deals you new options, and the town is what you make of them. Play a residential block to grow the population, or spend the turn upgrading the power grid instead. Every card you place shifts a living economy: Money, Electricity, Water, Environment and Safety all rise and fall with what you build, and a population that outgrows its infrastructure gets messy fast. It looks like a cozy tabletop, all hand-drawn buildings in bright colors, but the balancing underneath is real. One careless placement and a stat you were not watching starts sliding.
Disasters, festivals and three strikes
Random events keep the town on its toes. Earthquakes can flatten important buildings, trouble arrives on a schedule, and quest cards ask you to produce specific things to keep your citizens happy. When a disaster hits, the Action Cards in your hand are your emergency response: play the right one and the day is saved. Fail to manage your stats or resolve a crisis and you take a Red Alert. Three of those and the run is over. Festivals break up the trouble, and beating your own high score is the point of every attempt.
Lay out a town that makes sense
If you like watching a settlement take shape, this gives you the small pleasures of the genre in card form. Buildings have spots they like: some want a road in front, some want water behind them, some only sit on greenery. Place them well and the town starts to read like a real one, with richer districts keeping their distance from the slums. Road cards let your cars go wroom wroom, and the isometric view fills in with colorful, hand-drawn detail as your cardboard metropolis grows from an empty table into something that looks organized on purpose.
A deck that grows with every run
More than 300 Building, Action and Quest cards, plus Festivals and Upgrades, feed a proper roguelite loop. One run might lean eco-friendly and green; the next, you chase an industrial powerhouse. Losing is not the end: every attempt earns persistent rewards, from new building cards and festivals to cosmetics and starting resources, so the next town starts stronger and plays differently. Learning which cards to play, which to hold and how to keep your deck from bloating is where the strategy lives, and it takes a few runs to click.
What else should you know?
Can you play it solo?
Yes, it is a singleplayer game through and through. You build alone at your own pace, one turn at a time, and the run ends when three Red Alerts pile up or you finish what you set out to build. There is no multiplayer to coordinate, which also means no waiting on anyone else's turn.
How long does a run take?
Longer than most roguelite deckbuilders. Because your deck grows large over a run, a single city can take a few hours to play out, and some players treat it as a slow, relaxed session rather than a quick run. If you prefer short bursts, you can still stop between turns and come back to the same town.



























