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Cityline

Cityline Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Gameplay
  • Construction Phase
    • Step 1: Roll all of the remaining dice.
    • Step 2: Erect building walls / add early occupants
    • Step 3: Set aside one die and build one roof
  • Time Phase
  • Occupancy Phase
    • Step 1: Roll all of the remaining dice.
    • Step 2: Populate one building
    • Step 3: Set aside one die
  • Final Scoring
  • Rules for 2+ Players

Components

  • 1 sheet per player
  • 6 six-sided dice
  • 1 pen or pencil

Setup

Place the game sheet(s) and dice on the table. You're ready to go!

Gameplay

The game takes place over three phases. First is the Construction Phase where you will erect your buildings, followed by the Time Phase where you will determine if it's day or night, and ending with the Occupancy Phase where your buildings are populated. Afterwards, players will score.

Construction Phase

The Construction Phase takes place over 6 turns. Each turn you will roll all of the remaining dice, re-roll as many as you would like once, then erect building walls, and add one roof.

Step 1: Roll all of the remaining dice.

Roll all 6 dice to start, rolling one less on subsequent turns because of the die that is set aside in Step 3. On the first turn you will roll 6, then on the second turn 5, and so on.

You may optionally re-roll any of the just rolled dice one time.

Step 2: Erect building walls / add early occupants

Using each die that was just rolled, you will erect building walls by drawing a line that extends the building's left side wall upwards one block for each die matching the numbered columns on the the skyline portion of the sheet.

NOTE: You cannot erect walls in the very top row on the sheet.

If a die that was rolled matches the column of a building that already has a roof, you cannot construct it any longer. Instead you will get early occupants. For each die of that number, you will draw the icon of the occupant type in an empty square in that building, starting at the bottom. The occupant type is determined by the roof, as you will see in step 3.

NOTE: If there is no space to place an occupant, the die is wasted.

Step 3: Set aside one die and build one roof

Looking at your pool of dice, you will choose 1 die to set aside. This die will not be rolled again in the Construction Phase, and will also contribute to the time setting for your city.

The number on that die will determine the roof type that you will draw immediately onto the building of your choice. Roofs are always built starting from the left side wall.

Note: Even after adding a roof, you will not erect a right side wall.

After you build the roof, draw the building icon underneath the building and if you would like a scoring reminder, write that building's scoring rule underneath, on the line that is provided.

Repeat this phase 5 more times (rolling only 1 die on the last turn). At the end of the round, you can draw in any missing rightside walls.

Time Phase

Determine the day/night/cloud. The set aside dice will determine the skyline.

Day: Majority roof types are odd. Draw a sun in the sky. Night: Majority roof types are even. Draw a moon in the sky. Cloud: Roof types have no majority of even or odd numbers. Draw a cloud in the sky.

Occupancy Phase

The Occupancy Phase takes place over 6 turns. Each turn you will roll all of the remaining dice, then populate one building, and set a die aside.

Step 1: Roll all of the remaining dice.

Roll all 6 dice to start, rolling one less on subsequent turns because of the reserved die in Step 3.

Note: You may not re-rolls any dice in the Occupancy Phase.

Step 2: Populate one building

Looking at the die values, you will choose a building to populate. Each building has a specific method of population, according to its type (as determined by the roof, icon below and reminder text below that). For each die that fits into that scoring method (for example: Evens Only, you will only look at the even numbered dice that you rolled), you will draw the icon into a square of that building. You must draw as many as possible that match, starting from the ground up, and if there are any remaining spaces in the building, they must be filled with X's.

When populating a building, you will need to use all matching dice. You cannot leave any aside, unless you have filled the building to capacity.

If no buildings match your roll, you must fill one building with X's.

Step 3: Set aside one die

Set aside one die that was used to occupy a building space (or if no occupancy occurred use any die). This die will be used for end game time scoring.

Repeat this phase until all buildings are full, up to 5 more times. If you finish in fewer than 6 turns, remove any dice that were not set aside from the game.

Final Scoring

Score each building from left to right by placing a checkmark in the space that represents the number of floors filled with icons. The number above that space is the amount of points that building will score.

Note: If two buildings are the same type, they must have different occupancies to each score. You can only score once at each level of occupancy for each building type. A second buildings of the same type at the same level of occupancy will score zero points.

Subtract 1 point for every two X's in your city.

Check your set aside die to see if you score / lose points for your sun/moon/cloud icon.

  • If you drew a sun and your set aside dice in the Occupancy Phase have a majority of odd numbers, fill in the sun, you have earned 3 points.
  • If you drew a moon and your set aside dice in the Occupancy Phase have a majority of even numbers, fill in the moon, you have earned 1 points.
  • If you drew a cloud and your set aside dice in the Occupancy Phase have a majority of either odd or even, fill in the cloud, you have lost 2 points.

Record your score, share your layout and compare your high scores.

Rules for 2+ Players

With 2+ players, the dice are rolled and collectively used, but instead of setting one aside each turn, players will write down the one that they would personally set aside.

After dice are rolled, each player will use any their choice from the pool of dice rolled. (Note: players may use the same as other players). When setting a die aside, each player will need to write down the die that they chose to set aside and then one die is removed from the pool. It doesn't matter whiceh one. Then Instead of looking at the dice that were removed at the end of the rounds, everyone will look at the dice that they wrote down for themselves, as these are the dice that they personally chose to remove.