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Danger Park

Danger Park Rulebook

Table of Contents

Table of Contents

  • Goal
  • Components
  • Setup
  • Overview
  • Icons
    • Patrons
    • Hazards
    • Other
  • Turn Phase 1: Build a Ride
  • Turn Phase 2: Take an Improvement
  • Turn Phase 3: Roll the Dice
    • 1. Choose a ride
    • 2. Roll the dice
    • 3. Check the roll
    • If ANY rolls fail
    • If all rolls succeed
    • If the ride CLOSES
  • Turn Phase 4: Earn Money
    • End of Round
  • Movement
    • Movement Example 1
    • Movement Example 2
  • Incidents
    • Closing a ride
    • Injuring a PATRON
  • Strategies
  • Insurance Policies
  • Scoring
  • Insert and Storage
  • Appendix
  • Example Turn

Goal

Earn as much money as possible from your rides in an amusement park before it closes.

2-4 players, 45-60 minutes, ages 13+.

Components

Cards

  • 35 rides
  • 60 improvements
  • 12 main strategies
  • 12 insurance policies
  • 4 reference cards

Figures

  • 32 ticket booths
  • 40 single patrons (black)
  • 20 sick patrons (green)
  • 5 group patrons (yellow)

Tokens

  • 120 hazards
  • 55 coins
  • 29 IOUs
  • 20 exit blocks

Other

  • 33 game sets
  • park sign
  • 8 dice
  • incident marker
  • first player ticket

Ride card anatomy: 1. ride name; 2. ability text; 3. additional text; 4. hazard type; 5. exits; 6. ride type.

Investor tip: The components are not intended to run out, so if you run out of something, use something else to wait until another resource is freed.

Setup

  1. Place the park sign at the top of the tray and the incident marker on space 0.
  2. Shuffle the ride cards and lay out a number of them equal to the number of players, in one row under the tray. Add one hazard to each ride according to its type (the hazard types are: Mechanical, Electricity, Trash, Pests, Oil, Gas, Flood and Vomit), and two single patrons.
  3. Shuffle the main strategy cards and deal two to each player. Each player chooses one to keep and discards the other.
  4. Place the remaining ride cards in a face-down deck at the other end of the play area. Take three cards face up to form the supply.
  5. Separate the insurance policy cards into four types and lay them within reach, face up.
  6. Shuffle all the improvement cards and place them face down under the ride deck. Turn three cards face up and place them under the three ride cards from the set.
  7. Set aside the patrons, money ($) and tokens (hazards, blocks) to form the supply.
  8. Give each player eight ticket booths and the reference card of the same colour. Give the first player token to the player who most recently got injured.
  9. Starting to the right of the first player and moving counter-clockwise, each player places a ticket booth on one of the rides under the park sign to claim ownership of that ride.

Overview

In Danger Park players take on the role of investors who collectively build a dangerous amusement park by running their own individual rides. Starting with the first player and moving clockwise, you take turns placing rides, choosing investments, rolling dice, and then collecting money, using the four-phase turn structure described below:

  1. Build a Ride - choose a ride from the top row to add it to the park.
  2. Take an Improvement - use the improvement that was under that ride.
  3. Roll the Dice - roll for each ride that you own.
  4. Earn Money - take money for each patron on your rides.

After every player has taken their turn, the round ends and the first player marker is passed to the left.

The game ends when 9 incidents have occurred in the park, caused either by rides closing or by patron injuries. If you are playing with four players, or would like a longer game, increase the incident limit to 13.

A small warning: rides are doomed to fail, and patrons will most likely get hurt. Use this to your advantage rather than concentrating on saving the park.

Icons

Patrons

  • Single patron: The standard patron causes no particular trouble, but easily makes wrong decisions on their own. High injury rate.
  • Sick patrons: Sick patrons vomit once per round. Move them to other rides or find a way to protect your rides.
  • Group patrons: Formed from five single patrons, group patrons are valuable and cheerful, but they easily leave rides.

Hazards

  • Vomit: Sick patrons leave a mess behind them unless you move them elsewhere.
  • Mechanical: Broken rides can be more thrilling and bring extra money.
  • Trash: Fill ride exits to lure patrons into a trap, or choose where they will go.
  • Oil: Oily patrons move and sneak around easily, but they are also more flammable.
  • Flood: Maybe you can clean it up before it spreads too much.
  • Electricity: High voltage is destructive, and patrons will not survive it.
  • Pests: Infection can be passed from ride to ride, which may prove useful for you.
  • Gas: It may make patrons nauseous... but usually it just blows up rides!

Other

  • Block: (the crossed-out red circle symbol)
  • Money: ($)
  • Any hazard: (the exclamation mark symbol)

Turn Phase 1: Build a Ride

The current player chooses one of the three ride cards available and adds it to the park. The ride is free, so take whichever you like!

Rides must be placed facing away from the park sign, and adjacent (orthogonally) to any other open or closed ride (or on top of a closed ride). Rides cannot be placed diagonally or separately from the rest of the park. There is no limit to the width or length of the park, but it can never exceed the top row.

After placing, add one hazard matching the ride's type, a ticket booth of your colour, and two single patrons. The ride with your ticket booth belongs to you.

Investor tip: When placing a ride, keep in mind the exits around it. You can lure patrons to your rides, so advantageous placement of rides is the key to success!

Turn Phase 2: Take an Improvement

The current player takes the improvement card that was under the ride card they chose. The improvement takes effect immediately, before being returned to the bottom of the improvement deck. Improvement cards often target several rides in a row or column. This is the player's choice, and they can target a row or column only through one ride. Effects are not optional unless the improvement says so. Improvements that affect several rides are resolved in the order chosen by the current player.

These are different from insurance policies (see p. 14: Policies). When a ride closes, its owner takes an insurance policy of their choice. If several rides close at the same time, choose insurance policies in clockwise order starting from the current player. Insurance policies are returned to their respective piles after use.

Improvements will immediately have a significant impact on the park, potentially causing many patrons to move or rides to close. Resolve the consequences in the stated order.

Investor tip: Improvements are a great way to close profitable rides. Think carefully about which ones will benefit you most or harm other players - or better still, both at once!

Turn Phase 3: Roll the Dice

Once all effects of ride placement and the improvement are resolved, the current player rolls dice in turn for the patrons on their rides. Do this individually for each of your rides in an order of your choice. This determines whether the patrons enjoy the ride or go to another. When you have run a ride, tip over its ticket booth to show that it has been paid for, and go on to the next one.

1. Choose a ride

You resolve everything related to this ride, and any consequences it may have, before moving on to the next (tip over the ticket booths so as not to miss any).

2. Roll the dice

Roll one die for each patron at once, regardless of type (a maximum of 8 dice, regardless of the number of patrons).

3. Check the roll

Each die roll higher than the total number of hazards on the ride succeeds. Rolls equal to or lower than the total hazard level of the ride fail. For example, since Hurly Bird has two hazards, rolls of 3 and higher will succeed.

Example: two patrons (two dice rolled), two hazards (rolls succeed on a 3+).

Note: If there are no patrons on a ride, you simply tip over its ticket booth and do not take part in the roll. No "before/after the ride" effects occur if the ride is empty!

If ANY rolls fail

If there are any failures, trigger the "On failure" ability of the ride once, if it has one. Then add one more hazard matching the ride's type to the ride (regardless of the number of failures). Finally, one patron exits for each failed roll (see p. 10: Movement). Do not forget to resolve the ride's abilities, if applicable, before its patrons exit!

For Hurly Bird you would turn one single patron into a sick patron (because of the "On failure" ability), add one Vomit hazard (because of any number of failed rolls) and one patron would exit (because of one failed die). Note that patrons who have already become sick may move to any ride (see p. 10: Movement).

Investor tip: Do not forget that the failed rolls and the patrons exiting may force you to make a roll for another ride in the order in which you will be riding.

If all rolls succeed

Resolve all "On success" effects, and then move on to the next ride!

If the ride CLOSES

If a ride has 4+ identical hazard tokens or 4+ different hazard tokens, the ride closes.

While a ride closing can occur at any time, when it happens during a roll it occurs after any "On failure" abilities are resolved and patrons have exited because of the roll. Special abilities that affect existing patrons still apply when closing.

After you have run every ride and resolved all effects, you finish the ride phase. Move on to the next phase of your turn (Earn Money).

Turn Phase 4: Earn Money

At the end of your turn, take money for each patron remaining on your ride(s), depending on their type:

  • Single patron = 1 coin
  • Sick patron = 1 coin
  • Group patron = 3 coins (one 3-value coin; the image shows it as a 3 flanked by two 1-coins)

Stand all your ticket booths up again and refill the supply of rides and investments (improvements) so that there are three of each available. Be careful not to change the order of the cards in each pair. If there are patrons at the park sign, they enter the park at this time, distributed evenly among any combination of open rides in the top row, of the player's choice. This includes patrons who may have ended up there before the player's turn, for example because of vomit at the end of the round.

If you are the last player in the round, also resolve all end-of-round effects and move the first player token.

End of Round

Add one Vomit hazard to each ride for each sick patron there. Resolve any effects or ride closures (in current turn order, starting with the starting player) and check whether the game is over (more than 9 incidents). If not, pass the first player marker to the left and keep playing!

Movement

When patrons and hazards are moved, they are moved by the current player according to the effect that caused the movement. Nothing can be moved out of the park, and a hazard moved onto a closed ride is immediately removed. All patrons who are moved (or exit) onto closed rides immediately leave those rides.

When a patron leaves a ride (one for each failed roll), some special rules must be followed to move them:

  • Patrons can exit only through marked exits, unless the effects of ride abilities say otherwise.
  • The player who owns the ride chooses how the patrons exit. This is not always the current player.
  • More "valuable" patrons must leave before others: first group, then singles, then sick.
  • Patrons must move to rides (open or closed), if there are any. Patrons cannot pass through blocked exits or leave the park. They cannot move in a direction without an arrow.
  • If several patrons exit, they must be distributed evenly among all viable exits (they cannot all go the same way if several exits are open).
  • If there are no suitable exits (all exits are blocked or lead outside the park), the patron is placed at the park entrance (on the tray with the park sign), to return to the top row at the end of the current player's turn (see p. 9: Turn Phase 4 - Earn Money).
  • If five single patrons are on a ride at the same time, immediately replace them with a group patron. Sick patrons cannot become group patrons.

(Diagram key: arrows mark open exits; a marked exit is "blocked".)

Movement Example 1

  1. The blue player plays Low-Budget Signage on a column with Hurly Bird, causing all patrons in that column to leave their rides. The red player owns the only ride in that column, so decides how the patrons exit their ride. Keep in mind that patrons must move as evenly as possible and follow the available exits.
  2. The left exit is blocked, so the red player must move one patron to the right exit, sending it to the blue player's ride. Great play, blue!
  3. Since the only available exit is closed, the red player sends another patron to a closed ride. This patron immediately exits the closed ride, and since there is no next ride to exit to, the patron returns to the park entrance.
  4. After the blue player finishes their turn, they move all patrons at the park entrance back into the park, choosing to move a patron to their own ride. Patrons returning to the park must be distributed evenly among all rides available in the top row, but the blue player takes advantage of uneven distribution, giving priority to their own ride first.

Investor tip: When patrons return from the park entrance, they must be seated on open rides in the top row. So sabotaging all the rides in the top row except yours is a great way to attract patrons and money to your ride!

Movement Example 2

  1. The red player must roll for their ride. Before the roll, the "Prehistoric Hazard" effect applies, which moves patrons from adjacent rides. This moves one patron from the ride below onto the prehistoric hazard ride.
  2. Then the red player rolls 3 dice, needing to roll higher than 1 (because their ride has only one hazard token). They roll a 4 and two 1s, so two rolls fail. This means the ride gets 1 hazard of its type and two patrons leave it.
  3. Following the exit arrows, the red player moves one patron right to the blue player's Bat Mountain and the other patron down to the blue player's Whirlwind.
  4. If not moved or forced out by other effects, the red player will get 1 coin ($) for the single patron still on their ride when they reach the end of their turn (see p. 9: Turn Phase 4 - Earn Money).

Incidents

Closing a ride

If a ride has four identical hazards or four different types of hazards, it closes! All patrons leave the ride (as with a failed roll), and then it is flipped to its "closed" side. This can happen at any moment, moving the incident marker forward one space. When one of your rides closes, take an insurance policy of your choice, if one is available.

Injuring a PATRON

Some rides and investments can injure (one patron, or sometimes a sick or group patron). That patron immediately returns to the supply, moving the incident marker forward one space, regardless of the patron type.

Investor tip: Carefully track the danger level during each ride. Smart players track exactly when each ride is likely to close and potentially end the game.

If an incident occurs, move the incident marker on the park sign forward one space. With 9 or more incidents the current round becomes the final round. Remember that if you are playing with 4 players, or if you want a longer game, you can increase this limit to 13.

Strategies

During setup (p. 2) each player receives two main strategy cards and chooses one of them to keep, discarding the other. Main strategies will earn you money ($) during the game. If at any moment the condition of your main strategy is met, you can cash in your card for its face value.

Although some main strategies seem difficult or unlikely, there are always several tactics, tricks or improvements that can make them reality.

Insurance Policies

Insurance policies are awarded when your ride closes. After you close your ride (the patrons exit and the ride is flipped), you may claim one available insurance policy. If several rides close at the same time, resolve them in current turn order, starting with the current player.

Insurance policies can be returned for money ($) at any moment when any ride closes because of the addition of the hazard type indicated on the insurance policy card (either the fourth of one hazard type, or the fourth different hazard type). They cannot be used for the ride that has just closed, but can be used if another ride closes after it on the same turn.

Scoring

As soon as 9* or more incidents occur, the current round becomes the final round. Continue playing as usual and finish the round by adding vomit as usual.

You can still make changes to the main rules until the last vomit has been added.

The player with the most money wins the game, with ties broken in favour of the player with the most remaining open rides. If there is still a tie, the winner is the one with more patrons on their rides. If there is still a tie, the victory is shared.

*When playing with 4 players or looking for a longer game, players are recommended to increase the incident limit to 13.

Insert and Storage

Once all components are in the tray for the park entrance, place the ticket and park sign on top before the lid.

34 meeples; 8 of each (ticket booths in each player colour).

Appendix

Adjacent: up, down, left or right.

Setting/Replacing: Return the other component to the supply.

Hazard colour: This icon collectively denotes two hazard types, identifiable by their similar shape. When placing a hazard with this icon, you choose the hazard type at your discretion. When counting hazards by colour, count both types in total.

Moving hazard: Some cards move hazards. If several rides could be moved, the owner of the card with the effect that causes the movement chooses where each hazard token goes. If tokens must move toward something several rides away, the owner of the card with the effect chooses the shortest path.

Malfunctioning Tornado Warning System: All other components of each ride remain on those rides.

Free Pig Lard: When choosing a ride for the second stage of this improvement, you may choose any ride in the park with the indicated hazard type, not necessarily the one you just targeted.

Electrician Internship Program: See "Free Pig Lard".

Garbage Dump Partnership: See "Free Pig Lard".

Glass Bottle Throw: A hazard that touches two rides stays on the ride of your choice.

Fool Launcher: This applies only to the existing patron, not a moving one. You yourself choose which rides to exit to.

Grey rides: Rides without an associated hazard type are not given a hazard when opened, and do not become hazardous on failed rolls.

Hazard spreading to closed rides: A hazard that spreads to closed rides is returned to the supply (for example Wasp-Filled Golf Carts, Magnet Suit Raffle).

Help, my friends are arguing about the rules: If a rules dispute lasts more than one minute, all players not involved in the dispute take 1 coin ($) for each minute spent arguing.

Immunity: Some components are removed rather than placed on this ride (for example Maggot Manor, Nightmare Kid's Boat Adventure).

Re-roll: You may choose which die is re-rolled. Re-roll one die at a time.

Retrieve/return: Return to the supply.

/Slash/: When there is a /slash/, the ability affects or refers to all of those icons.

A hazard that lands outside the row is removed.

Hindenburg Balloon Cart: See "Free Pig Lard".

No Bueno Boulevard: The player who plays this ride also gets one of these improvements. Discard the extra cards.

Rotten Apple Toss: You can do this from a seated position. A hazard that does not occur during the ride is removed.

Surprise Failure: See "Free Pig Lard".

Wasp-Filled Golf Carts: See "Free Pig Lard".

Ticket to Terror: This ride must be placed adjacent to another open or closed ride. This ride may be placed on top of a closed ride.

Example Turn

The red player's turn, with the park as laid out in the diagram (rides include Oily Teacups, Dead-End Hedge Maze, Fool Launcher, and Farewell Falls owned by blue).

  1. The red player chooses Fool Launcher and places it under a previously closed ride, hoping to catch any patron who moves there. She adds her ticket booth, the matching hazard token and 2 single patrons.
  2. Then the red player uses the improvement card that was under Fool Launcher: Low-Budget Signage. She chooses the second row so that all patrons can exit. This does not include the sick patron at the blue player's Farewell Falls, but the two other single patrons have nowhere to go, and so move to the park entrance. The red player planned this, since Fool Launcher instead moves existing single patrons to an adjacent ride and moves both of them to her own Oily Teacups.
  3. Then the red player rolls for her rides. She starts with Dead-End Hedge Maze, since having only one patron there (a sick one) means the patron is trapped. She rolls a 2, which is a failure, and adds a hazard, but the patron stays thanks to the ability. She does not roll for Fool Launcher because there are no patrons on it, but still tips the ticket booth to show that it was "run". Finally she gets to Oily Teacups. Since there are three patrons, she rolls three dice and gets 2, 6 and 6. With two hazards, this means one failed. The patron exits to the only available place, which is a closed ride, and so the patron ends up on the already-run Fool Launcher. She adds the hazard for failure in general and skips the ability (there are no adjacent rides it could affect). Then she ends her roll phase and stands her ticket booths up again.
  4. She has 1 single patron on Fool Launcher and Dead-End Hedge Maze and 2 single patrons on Oily Teacups, which earns her a total of 4 coins ($). Then she moves the two patrons at the park entrance and distributes them "evenly" among the open rides in the top row - she prioritizes her own two rides, leaving none for the blue player.
  5. Since the round is ending, the first player marker is passed, and each sick patron vomits. One patron at Farewell Falls creates 1 Vomit hazard. Sucks to be you, blue!