Canal Houses is one of those games that immediately pulls you in with how it looks. You’re building a row of narrow houses along a canal, stacking them floor by floor until you finish them with a roof. Sounds relaxing, right? And it mostly is… until you realise halfway through that your “beautiful street” scores absolutely nothing because you forgot one tiny icon. Yeah, that happened.
For us, it feels like a mix between a relaxing puzzle and a slightly stubborn one. You’re building something nice, but the game sort of asks, “are you sure that was a good idea?”
👥 2-5 players, ages 8+
⌛ Playing time: 20 minutes
📝 Designer: Zach Hoekstra
🎨 Artwork: Jason Gamber
🏢 Publisher: Gigamic (review copy provided)

Gameplay overview
You start with a single store card in front of you. That’s the base of your first house. Then you get three cards in hand: a store, a window and a roof. From there, you slowly expand your street left and right, and build upward by placing windows and eventually roofs. Everything has to be built from the ground up. No shortcuts, no tricks. Just stack things properly or don’t stack them at all.
Each round is simple and happens at the same time for everyone. You draw a card, you place one card or throw it into your canal (your personal discard area under your street), and then you pass the rest of your hand to the left. It keeps things moving without any waiting, even if sometimes you’re just staring at your cards thinking, “well… this is not ideal.”
Scoring is where it gets a bit more involved. Your store and roof cards only give points if you meet their conditions. If not, you get nothing. Zero. Not even a pity point. So you’re constantly trying to match what those cards want with what you’re actually able to build. The windows help with that, showing things like cats, birds, flowerpots and flags. Some cards want a lot of those, others want none, and some care about height or how buildings compare to each other.
On top of that, flowerpots always give you points, which makes them feel like the safe option. There’s also a bonus for the biggest connected group of the same colour, but only in straight lines, no diagonal shortcuts.
You can place a roof even if it doesn’t score, which sometimes makes sense just to finish a building or move the game along. The game ends when someone places their fourth roof. Everyone finishes the round, and then you count everything. That’s usually when someone suddenly realises they did much better… or much worse than expected.


Artwork, components and table presence
Let’s be honest, this is why most people will try the game in the first place.
It looks great. Soft colours, slightly wonky houses, very much that Amsterdam vibe. When you stack the cards, the buildings come together in a way that just makes sense visually. By the end, you have your own little street, and it’s hard not to like how that looks on the table.
The icons are part of the artwork, which helps a lot. You don’t feel like you’re reading a rule sheet while playing, even though you kind of are. Everything is easy enough to see without breaking the look of the game.
Component-wise, it’s all cards. Nothing fancy, but it does the job. The cards stack well, they stay in place, and the whole thing feels tidy. By the end, it looks like a tiny city project that somehow worked out, even if the scoring says otherwise.


Our experience
For us, the biggest strength is how easy it is to get this to the table. It’s quick to explain, quick to play, and it doesn’t feel like a commitment. You can play it, chat a bit, and maybe play another round without thinking too much about it.
Most turns come down to making the best of what you have in hand. You look at your cards, try to place something useful, and move on. Sometimes things line up nicely, sometimes you just accept that a turn is okay and nothing more. That part feels natural, even if it can be a bit hit or miss.
You do notice what others might want because of the passing, but most of your attention stays on your own street. It’s more about managing what’s in front of you than reacting strongly to what others are doing.
One thing we noticed is that it’s not always clear who’s doing well during the game. Points are spread across different things, and it’s hard to keep track of everything while playing. So there isn’t much of a sense of who’s ahead until you actually score at the end.
The ending works fine. Once someone places their fourth roof, you know it’s wrapping up. Sometimes it feels like it ends just when you were getting somewhere, but unfinished buildings aren’t wasted, so it doesn’t feel too punishing.
For us, it’s an easy one to bring out. Simple to explain, quick to play, and it fits nicely between bigger games.

Our thoughts
The scoring system is where most of the decisions come from. You’re trying to line up conditions on stores and roofs, while also collecting flowerpots and keeping colours connected. These goals don’t always work together, so you’re often choosing which direction to lean into. That part works well and is where most of the game happens.
At the same time, the scoring can feel a bit busy. Not difficult, but there are enough small conditions and icons that you sometimes need to pause and check things. Especially early on, it can take a moment to see what actually makes sense to do.
The game also leans more toward adapting than planning. You don’t always get the cards you want, and the drafting shifts things around in ways you can’t fully control. It makes it harder to commit to a plan from the start, since things keep shifting.
Interaction is limited. You’re mostly working on your own street, and while passing cards matters, it doesn’t create a strong back-and-forth between players. If you enjoy focusing on your own puzzle, that’s fine. If you’re looking for something more direct, it might feel a bit flat.
You can play it a few times without it getting old, but it doesn’t really change over time. After a few plays, you’ve seen what it offers, and it stays in that space.
Canal Houses is a nice in-between game. Something to play when you don’t want to think too hard, but still want to feel like you’re doing something. And honestly, sometimes that’s enough. Even if your best-looking house ends up being worth zero points. That one stings a little.
📝 We received a copy of the game from Gigamic.







