An itch to develop a tiling city board game lead to the development of an algorithm for creating a City of Sand from a base tile.
The script takes a base tile, identifies a number of edge connections, subdivides the tile into categorized building plots with alleys, and populates the building plots via box morph.
Here, the city algorithm is applied to both regular and irregular tiles, developing a series of tiles with the potential to interlock in a tessellation pattern.
A combination of regular and irregular tiles offer a combination of rotational freedom and interest.
Tiles can be assembled and rotated to create unique tessellation patterns, and abstracted city layouts. 
Various configurations offer a combination of realism, visual interest, and gameplay potential.