Doodle City
Doodle City Rulebook
Table of Contents
Table of Contents
Before You Start
Use the blue die and one white die more than the number of players (e.g. 4 white dice in a 3 player game). Unused dice are returned to the box. Each player takes a play sheet and a pen. The player who last went shopping will be starting player for the first round.
All players draw starting roads in the green house squares as shown below:
- The starting player rolls the blue die. All players draw the corresponding road in the house square in column 1 on their sheet.
- Starting player rolls again for the house square in column 2. Again all players draw the corresponding road.
- Repeat for columns 3-5. Now, all players should have the same five starting roads.
Playing the Game
At the beginning of each round, the starting player rolls all the dice. The blue die can then be placed in front of the starting player as a reminder of who is starting player.
Beginning with the starting player, now go clockwise around the table. Each player in turn takes one of the white dice and draws in the indicated square on their sheet (see "Drawing"). When you have chosen a die, place it in front of you. No other player may choose this die during this round.
After each player has taken a die, all dice are collected. The player sitting to the left of the current starting player becomes starting player for the next round.
Drawing
All players must draw in the column given by the blue die. The white die you take indicates a row. In the intersecting square, you must draw a road (exception: see House squares). The road can be a straight line (vertical or horizontal) or a curve, connecting two sides of the square. Roads do not have to be connected to roads in adjacent squares.
You cannot choose a white die that points to a square where you have already drawn a road!
House squares: In house squares you cannot draw roads, but must instead cross out one house. Since each house square has two available houses, you can draw up to two times in each house square. Note that each house square comes with 1-2 houses already crossed out.
Important: You must choose a die that points to a square in which you can draw. In the event that all available white dice point to squares where you have already drawn roads or crossed out all houses, do not take a white die but instead cross out one tree at the bottom of your sheet.
Die = 6
If the blue die shows a 6, each player may freely choose in which column they would like to draw (the row is still determined by the white die).
If you choose a white 6, cross out one tree at the bottom of your sheet. You may then draw in any square in the column indicated by the blue die. If the blue die is also a 6, you may choose any square on your sheet!
Scoring
Hotel and shop squares are scored immediately when you draw in them, while taxis and trees are scored at end of the game (see Game End & Final Scoring).
Hotel Scoring
When you draw a road in a hotel square, immediately calculate the length of the road passing through the hotel (total number of squares the road runs through). If this number is equal to, or above, an available hotel score, circle that score in the hotel scoring section on your sheet. You may only circle one score per hotel, and each score may only be used once. If there are no available scores, no points are awarded for this hotel.
Example: Length of road is 5.
Shop Scoring
When you draw a road in a shop square, immediately count the number of crossed out houses along the entire length of this road. Circle this number (or an available lower number) in the shop scoring section. If there are no available scores, no points are awarded for this shop.
Example: 5 houses are connected to the shop, but as the 5 has already been scored, the 4 is circled instead.
Note: Hotels and shops are only scored the moment you draw in the space. No points are scored for later extending the hotel's road or connecting new houses to the shop.
First Player Bonus for Shops
The first player to score at least 3, 5, 7, or 10 shop points also circles the corresponding first player bonus. All other players must then cross out this bonus on their sheets.
Example 1: Player A completes a shop with 8 houses, and circles the 7-bonus. Example 2: Later, player B completes a shop with 9 houses, but as the 7-bonus has been taken, he can only circle the 5-bonus.
Game End & Final Scoring
When one of the following things happen, the game ends at the end of the round:
- A player scores the highest hotel score (15 points)
- A player scores the highest shop score (10 points + 10 bonus points)
- A player crosses out their last tree.
All players then sum up their total score:
- Value inside all circled hotel points.
- Value inside all circled shop points and bonus points.
- 4 points per taxi that is connected to at least one other taxi.
- The player with the most crossed out trees loses 4 points, while the player with least crossed out trees scores 4 points. In case of a tie, all tied players score or lose the full points.
The player with the highest total wins. In case of a tie, the tied player with fewest crossed out trees wins.
Variants
More control: Instead of taking a die, players may choose to pass and cross out one tree.
Solo game: Use 3 white dice. No points are scored for trees. Compare your score with the table under Achievements at the end of this booklet.
Achievements (Solo Game)
Rank by total score:
| Score | Rank |
|---|---|
| Under 30 points | Try again! |
| 30-49 points | Tenant |
| 50-69 points | Landlord |
| 70-89 points | Entrepreneur |
| 90-104 points | Mayor |
| 105-119 points | President |
| 120 points or more | World Power |
Achievements:
- Environmentalist — All trees intact at game end.
- City Planner — One road through all squares.
- Hotel Magnate — 42 hotel points.
- Capitalist — 74 shop points.
- Shopping Spree — Score a shop with 16 houses.