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Epic Resort

Epic Resort Rulebook

Table of Contents

Table of Contents

  • Symbol Legend
  • Overview
  • Components
  • Player Setup
  • Player Areas
  • Gameplay Setup
  • Gameplay Areas
    • Gameplay Quick Summary
  • Gameplay
    • Phase I - Get To Work
    • Phase II - Actions: Attract, Train or Upgrade
      • Main Actions (1 per turn, any order, repeats are allowed)
      • Free Actions (any number per turn, any order, repeats are allowed)
    • Phase III - A Ship Arrives
    • Phase IV - Hero Rewards
    • Phase V - Clean Up
  • Scoring
  • Villain's Vacation Expansion (sold separately)
  • Reminders and Clarifications
  • Worker Clarifications
  • Hero & Monster Clarifications
  • Credits

Symbol Legend

  • Flair — star
  • Gold — coin
  • Unit of Work — worker hand icon
  • Tourist — tourist figure
  • Hero Health — heart
  • Hero / Monster Strength — gem/diamond
  • Victory Points — teal gem
  • Locked Ability / Worker Pile — lock
  • Damage — flame

Overview

Players will take turns staffing and upgrading their resort, attracting tourists and heroes, training and managing workers, all while fending off monster attacks to gain the most victory points. Victory points are counted at the end of the game, and are earned from rested heroes, upgraded attractions and heroes at your resort. The game ends at the end of the season when all monsters are gone.

Components

Attractions - Placed in front of a player to form their Resort, Attractions produce Flair to attract Tourists and Heroes. They also produce Gold to pay for upgrades and train new Workers. Having more Tourists at an Attraction will earn a player more Gold, but will generally then earn them less Flair (as shown by the payout boxes at the top). Attractions are each worth Victory Points at the end of the game.

  • Each Attraction has one type (Social, Relaxing, Food, Exciting, or Fancy). Some Tourist cards bring more Tourists to specific types of Attractions, and some workers are more efficient at specific Attraction types.
  • For each Unit of Work symbol on the bottom of an Attraction, an equivalent number of symbols are required to be supplied from Workers. For each Unit of Work not supplied by Workers, one Tourist will leave the Attraction.
  • Upgraded Attractions have a special ability which is only available if the Attraction is staffed enough (the number of Units of Work next to the ability are supplied by workers at that Attraction).
  • Undefended Attractions will be damaged. An Attraction is destroyed if it receives damage equal to its limit (indicated by Damage symbols).

Tourist Cards - Attracted from the Dock by spending Flair. Tourists visit a resort as Tourist markers placed on Attractions. Tourists brought to an Attraction are filled in from the left of the Attraction, and cannot be redistributed between Attractions once placed.

  • Some Tourists are interested in specific types of Attractions (such as Food or Relaxing) and supply bonus Tourists that must be placed on an Attraction of their desired type.

Season Pass Holders - A special Tourist for 4 Player games that is always available near the Dock. It can be attracted as a normal Tourist card. When attracted, place a Lock marker on it instead of placing it in the Dock Discard Pile (it is unavailable for the remainder of the Season). The Lock marker is removed during Phase V - Clean Up.

Workers - Workers help run players' Attractions and add other unique benefits. Each Unit of Work symbol on a Worker helps satisfy the Unit of Work requirement when sent to an Attraction.

Players begin with a set of Basic Workers (Apprentice, Street Performer and Lazy Peon) some of which can be trained into Skilled Workers. Skilled Workers must be trained from Workers with a Train ability (such as Apprentice, Street Performer or Journeyman) and are typically more efficient or add unique benefits.

To use a Worker's Train ability as an action, a player will..

  1. Pay Gold equal to the cost of the Skilled Worker desired.
  2. Remove the Trained Worker in their hand from play.
  3. Gain the Desired Skilled Worker to their hand, then place a Lock marker on the pile they came from.

Note: Workers without a Train ability cannot be Trained into another Worker.

Some Workers have Discard abilities, special abilities that help a player on their path to victory. To gain the ability, workers must be discarded from a players hand to their Worker Discard Pile.

Heroes - Heroes, attracted to a resort by spending Flair, come for their much needed rest. If a Hero survives the Season with full health (a Health marker covers the rightmost heart), they are set aside to later add to the player's Victory Point total.

Attack! - When drawn from the Dock, the top Monster from the Monster Deck will attack. Be prepared!

When Monsters Attack!, players may disturb the Heroes to help protect the Tourists and defend against the Monster. If they do, Heroes lose Health and may leave the resort -- but at least the Tourists were safe. A Hero may choose to dodge out of the way to another Attraction to avoid an Attack!

Monsters - Attracted to the resort with the most Tourists, Heroes, or Gold, monsters will eat a player's Tourists unless a Hero rises to defend against them. If a Monster attacks an Attraction without a Hero or Tourists, the Attraction will be damaged, gaining a Damage Marker, potentially destroying it!

Damage Markers - Placed on Attractions to indicate damage. If an Attraction has Damage markers equal to its limit, it is destroyed. Damage is removed when upgrading an Attraction.

Lock Markers - When placed on Worker Draft Pile, Attraction or Hero, these markers indicate that the locked item is not available for the remainder of the Season.

Harbormaster Card - Indicates which player is the start player at the beginning of the Season. The first player to pass each Season chooses the next Harbormaster.

Gold Tokens - Accumulated each time a player keeps the Harbormaster card, these indicate how much gold is gained by the next Harbormaster.

Tourists - When Tourists are attracted from the dock, the indicated number of markers fill payout boxes from left to right on the Attraction.

Health Markers - Used to track how much health a Hero currently has. When their Health reaches 0, the Hero is placed in the Dock Discard Pile. After refilling the dock, a Hero with full health leaves the resort and earns the player victory points. All remaining heroes gain 1 Health at the end of each Season.

Resource Track & Markers - Help keep track of how much Flair and Gold a player has. Resources gained move the respective marker to the right on the track. Spending resources moves them to the left. Both Flair and Gold are limited to 14 maximum.

Player Setup

Each Player will form their own resort, placed in front of them. To form their resort, each Player will...

  1. Place 1 Beach and 1 Tiki Hut side-by-side in any order.
  2. Place Tourists on the leftmost squares of both the Beach and Tiki Hut (4 total).
  3. Place a Resource Track near their Resort.
  4. Place a Flair and a Gold Resource Marker Cube near their Resource Track. (All players begin with 0 Flair and 0 Gold)
  5. Shuffle together 7 Apprentices, 3 Street Performers, and 3 Lazy Peons, then place these face down to form their Worker Draw Pile.

Player Areas

  • A. Resort - The collection of Attractions in front of each player, limited to three.
  • B. Worker Discard Pile - Each player's own collection of used workers. At the end of each Season, all Workers (in hand or at Attractions) are discarded to this pile. If the Worker Draw Pile is ever depleted, shuffle the Worker Discard Pile to form a new Worker Draw Pile.
  • C. Additional Attraction Slot - Each player has one additional (empty) Attraction Slot to the right of their starting Attractions that can be filled during Gameplay.
  • D. Scoring Pile - At the end of each Season, any Hero at a player's resort with full health is moved here to be later counted toward their Victory Point total.

Gameplay Setup

This example shows the setup for a 2-player game. Changes for 3 or 4 players are indicated below.

  1. Form the Attraction Draft Area by separating the Attractions by tier. Shuffle the Attractions within each tier and place them face up. Move the top Attraction from each Draft Pile just below the pile such that 2 Attractions from each tier are visible. All visible Attractions are available for purchase during the game.

  2. Place all 6 copies of the Day-worker cards in the Worker Draft Area.

  3. Randomly select additional Skilled Worker types that will be available based on the number of players. Place all 4 copies of each selected type in the Worker Draft Area.

    • 2 Players - 4 Additional Skilled Worker Piles
    • 3 Players - 4 Additional Skilled Worker Piles
    • 4 Players - 5 Additional Skilled Worker Piles

    A suggested "first game" set is: Maitre D', Mixologist, Valet, Accountant, Squire (4 Players). Each game can be played using a different set of Workers to change the gameplay experience.

  4. Shuffle the Hero, Tourist, Attack! cards together to form the Main Deck.

  5. Deal cards from the Main Deck face up to form the Dock based on the number of players:

    • 2 Players - 6 Card Dock
    • 3 Players - 7 Card Dock
    • 4 Players - 7 Card Dock, 1 Season Pass Holder Tourist card

    Any Attack! cards dealt to the Dock during setup are shuffled back into the Main Deck and immediately replaced.

  6. Separate the Monster Cards by tier into separate piles. Shuffle each pile individually, then stack the piles with Tier III on bottom, Tier II in the middle and Tier I on top to form the Monster Deck. Monsters with an X in the corner are optional may be incrementally added for a more challenging gameplay experience -- we suggest playing without them for your first game.

    • 2 Players - Only Monsters with 2+ in the bottom right corner.
    • 3 Players - Monsters with 2+ or 3+ in the bottom right corner.
    • 4 Players - Monsters with 2+, 3+, or 4 in the bottom right corner.

    Advanced Variant: Play with the Monster Pile face up, keeping the Tiers ordered as described above. Players can then better plan around Attacks.

  7. Place all Damage Markers, Tourist Meeples, Lock Markers, Health Markers and Gold Tokens together to form the supply.

Gameplay Areas

  • A. Attraction Draft Area - Attractions available to purchase during the game. Only visible Attractions in this area may be purchased.
  • B. Worker Draft Area - The set of Workers that will be available to train during the game. Each Worker type forms its own Worker Draft Pile.
  • C. Main Deck - Formed by shuffling the Tourist, Hero and Attack! cards together. Placed face down between all players
  • D. The Dock - Cards are drawn from the Main Deck, placed in a row to form The Dock. Cards in the Dock may be attracted during a player's turn. The Dock is replenished from the Main Deck at the end of each Season.
  • E. Dock Discard Pile - All Tourist cards are placed in the Dock Discard after being attracted. Any defeated Heroes and Attack! cards are also placed in the Dock Discard. If the Main Deck is depleted, shuffle the Dock Discard to form a new Main Deck.
  • F. Monster Deck - The top monster from this deck attacks when an Attack! card is revealed from the Main Deck. The game is over when this Deck is depleted.
  • G. Monster Discard Pile - When an Attack! has ended, the Monster card is placed here.
  • H. Supply - Tourist, Gold Token, Damage, Lock, and Health Markers Supply. Note: If any of these run out, use a suitable replacement.

Gameplay Quick Summary

I. Get to Work - All Players Simultaneously: Draw 5 Workers, Send Workers to Attractions, Lose 1 Flair for each Unit of Work not supplied by Workers, then gain Flair and Gold.

II. Actions - Beginning with the Harbormaster, 1 Main Action per player each turn. Continue clockwise until all players pass.

  • Main Actions: Attract Tourists, Attract a Hero, Upgrade an Attraction, Train a Skilled Worker, or Pass (first to Pass selects the new Harbormaster).
  • Free Actions (any number each turn): Worker Discard Abilities, Attraction Abilities, or Sending Workers to Attractions.

III. A Ship Arrives - Discard the oldest card in the Dock. Refill from the Main Deck, Resolving all Attack! cards as they are drawn (the top Monster of the Monster Deck attacks a resort).

IV. Hero Rewards - Heroes with full health are scored (remove the top monster of the Monster Deck for each). All remaining Heroes move their Health to the right by 1.

V. Clean Up - Remove all Lock markers. Discard all Workers from players' hands and Attractions. Lose unused Flair.

Continue or Game End - If there are no Monsters in the Monster Deck, the player with the highest total Victory Points from all Attractions, Scored Heroes, and 1 Victory Point from each Hero remaining at their resort is the winner. Otherwise, gameplay continues with Phase I.

Gameplay

Gameplay will consist of several Seasons, each consisting of five phases. Gameplay ends at the end of the Season when the Monster Deck is depleted.

Randomly determine the starting player, one suggestion is whoever was most recently on vacation. This Player gains the Harbormaster card.

Phase I - Get To Work

Players all perform this phase simultaneously.

Draw Workers

Players each draw five cards from their Worker Draw Pile. If the Worker Draw Pile is ever depleted, shuffle the Worker Discard Pile to form a new Worker Draw Pile.

Send Workers

  1. Each player chooses any number of Workers to send to work at their Attractions, placing Workers from their hand below the Attraction they are working at.
  2. Unplayed Workers are kept in a player's hand and may be used during the a player's turn for their Train or Discard abilities.
  • Workers at Attractions cannot be used for their Discard or Train Abilities.
  • Workers at Attractions cannot be moved once placed at an Attraction.
  • All Workers will be discarded at the end of the Season. This Phase will be repeated each Season.

Tourist Resolution

For each Attraction...

  1. Return 1 Flair for each Unit of Work symbol not supplied by Workers from that Attraction to the Supply. (removed from right to left)
  2. Gain Flair equal to the top number in the leftmost uncovered box (move the marker on the Resource Track).
  3. Gain Gold equal to the bottom number in the leftmost uncovered box. (move the marker on the Resource Track).

Example: Gain 3 Flair and 4 Gold. Beach: 2 Flair and 1 Gold. Tiki Hut: 1 Flair and 3 Gold.

Note: Workers sent to an Attraction may supply more Units of Work than the Attraction requires. Note: A player cannot go above the limit of 14 for either Flair or Gold.

Important: Be sure to remove Flair for missing Unit of Work symbols at each Attraction before gaining Flair or Gold.

Important: Remember to add or subtract any Flair or Gold from Workers or other abilities (such as the Day-worker)

Note: If Flair or Gold earned is below 0, instead gain none of that resource.

Note: Many of the Attractions that players will upgrade to have Attraction Abilities (indicated by the Unit of Work symbol followed by a colon) that are only available when the Attraction is staffed enough: Workers supply enough for each required Unit of Work symbol before the ability.

Phase II - Actions: Attract, Train or Upgrade

Beginning with the Harbormaster, players take turns performing one action each until all players pass. Once a player passes, they may not take any more actions during this phase. During their turn a player must perform one Main Action (or pass) and may take any number of Free Actions.

Main Actions (1 per turn, any order, repeats are allowed)

Attract Tourists - A player may attract one Tourist card from the Dock

  1. Select the desired Tourist card from the Dock and pay its Flair cost.
  2. Gain the number of Tourists indicated, distributed to any of the player's Attractions, filling available boxes from left to right. All Tourists must be placed if possible.
  3. Place the Tourist card face up in the Dock Discard Pile.
  • The rightmost box on an Attraction cannot hold a Tourist. This box serves to show how many resources are gained when the Attraction is full. If all boxes (up to the rightmost box) are covered, no more Tourists may be Attracted to the Attraction.
  • Some Tourist Cards offer additional Tourists who can only go to an Attraction of the specified type (such as Food or Relaxing). If a player does not have an Attraction of that type (or does not have enough space at an Attraction of that type), additional Tourists are not gained.

Note: Tourists may be gained even if some Units of Work are not currently supplied by Workers at that Attraction.

Attract Season Pass Holders (4 Players) - A player may attract these tourists once per Season in a 4 player game if there is no Lock marker on it.

  1. Pay its cost of cost of 4 Flair
  2. Gain 3 Tourists, distributed to any of the player's Attractions, filling available boxes from left to right. All Tourists must be placed if possible.
  3. Place a Lock marker on it instead of placing it in the Dock Discard Pile

Attract a Hero - A player may attract one Hero from the Dock to their resort.

  1. Select the desired Hero from the Dock and pay its Flair cost.
  2. Place the Hero in front of an Attraction that does not already have a Hero in front of it.
  3. Place a Health marker on the rightmost filled Health of the Hero's Health bar. This is the Hero's starting health.
  • Some Heroes have an ability that is triggered when they are attracted. The ability must be resolved if possible before proceeding.
  • Some Heroes may have other abilities that go into effect at specific times (as indicated) or are always in effect.
  • A Hero may not be moved once placed at an Attraction.

Train a Skilled Worker - A player may train skilled workers from the Worker Draft Area.

  1. Remove a Worker with a Train ability (such as Apprentice, Street Performer, or Journeyman) from the player's hand. It is removed from play.
  2. Select the desired Skilled Worker from a Worker Draft Pile without a Lock marker on it and pay its Gold cost.
  3. Place the new Skilled Worker in the player's hand (not their Worker Discard Pile).
  4. Place a Lock marker on the selected Worker's Draft Pile. Workers from Worker Draft Piles with a Lock marker on them may not be trained by any players during the remainder of this Season.
  • Any Discard abilities are available immediately
  • A newly trained Worker may be placed at an Attraction during a player's turn (This may be done in order to enable the Attraction's ability).

Note: Workers may only be trained from a player's hand, not from the Worker Discard Pile or Attractions.

Upgrade an Attraction - A player may purchase a new Attraction from the Attraction Draft area.

  1. Pay the Attraction's Gold cost.
  2. Place the new Attraction in any of the three available Attraction Slots. If the new Attraction is covering an existing Attraction:
    • The new Attraction's tier must be higher than the Attraction it is covering (skipping tiers is allowed).
    • Return any Tourists, Lock markers and Damage markers on it back to the supply.
    • After upgrading, if the Attraction is staffed enough, its ability may be used.
  3. In the Attraction Draft Area, fill in any empty slots from the corresponding tier's Attraction Draft Pile.
  • A player may only have one of any given Attraction by name visible at their Resort (a duplicate of a covered Attraction is allowed).

Pass - A player may pass, deciding to take no more actions this Phase.

  • Once a player passes, they may not perform any more Main Actions or Free Actions during this Phase.
  • The first player to pass during the Season selects which player becomes the Harbormaster.

If the selected player is...

...Currently the Harbormaster

  • The selected player will remain the Harbormaster.
  • Add 1 Gold from the supply to the Harbormaster card.

...Not Currently the Harbormaster

  • The selected player immediately becomes the Harbormaster, gaining the Harbormaster card.
  • The selected player gains Gold equal to the number of Gold on the Harbormaster card. Place the tokens in the supply.

Free Actions (any number per turn, any order, repeats are allowed)

Free Action - Send Workers to Attractions

Send any number of workers from their hand to their Resort.

  • These workers now supply Units of Work toward the Attraction's staffing level, which may enable its ability.
  • These workers do not affect Tourists at the Attraction during the turn.

Free Action - Use a Worker Discard Ability

Perform a worker's ability, as indicated after the Discard: keyword on the worker card.

  • The worker must be discarded from a player's hand to their Worker Discard Pile.
  • Immediately resolve the ability.

Free Action - Use an Attraction Ability

Perform an Attraction's ability, as indicated after the Unit of Work symbol and colon on the Attraction.

  • The Attraction must at least be staffed with the number of Units of Work before the ability text. These are supplied by workers staffing the Attraction.
  • The Attraction must not have a Lock marker on it.
  • After the ability is resolved, place a Lock marker on the Attraction.

Free Actions do not count toward a players 1 required Main Action, and must be performed on a player's turn or during an Attack!. Players can perform any number of Free Actions each turn.

Once a player has performed their chosen Main Action, this Phase continues for the player to their left. In order, players will continue taking turns of 1 Main Action each turn until they choose to pass. Once all players have passed, gameplay continues with Phase III - A Ship Arrives.

Phase III - A Ship Arrives

A new Season is coming and a new ship arrives at the dock, bringing new Tourists, Heroes, and possibly Monsters!

  1. Place the oldest card in the Dock (furthest from the Main Deck) into the Dock Discard, sliding any remaining cards away from the Main Deck.
  2. Draw the top card of the Main Deck and place it face up in the Dock.
  3. If it is not an Attack! card, repeat step 2 until the Dock is full (6 cards for 2 Players, 7 for 3 or 4 Players), filling in the space between the current cards in the Dock and the Main Deck.
  4. If the card drawn is an Attack! card, resolve the Monster attack following the Resolve an Attack! steps. Note: Each Attack! is resolved before continuing to fill the Dock.

Resolve an Attack!

  1. Reveal the top card of the Monster Deck.
  2. The revealed Monster attacks the resort as indicated (Tourists, Heroes, Gold, or Harbormaster). Ties are broken clockwise in player order, beginning with the current Harbormaster, among the tied players.
  3. The bottom of the Attack! card indicates which Attraction is attacked by the monster. The left side is used when there are 2 Attractions at the defending resort, and the right side for 3 Attractions.
  4. If a Hero is present - The defending player may choose to have the Hero Defend against the Attack! or dodge by moving away to an empty Attraction (placing a Lock marker on the Hero).
  5. If a Hero is not present - The defending player may choose to move a Hero from a different Attraction to defend the one being attacked (placing a Lock marker on the Hero).
  • A Hero may only move once during this Phase. If a Hero ever moves to dodge or defend, the Hero is forced to defend against any subsequent Attack! at that Attraction during this Phase. Once moved, place a Lock marker on the Hero card as a reminder, removing it at the end of the Season. A Hero with a Lock marker cannot move.

Monster abilities (such as eating Tourists) go into effect immediately after Hero moving is complete.

If the Attraction that the Monster is attacking has...

...Tourists, but No Hero

Helpless to defend themselves, the Tourists get eaten by the monster.

  • The defending Attraction loses Tourists equal to the Monster's Strength (removed from right to left, returned to the supply).
  • If the Monster's Strength is greater than the number of Tourists, remove them all.

...A Hero

Dutifully, the Hero protects the Tourists from the foul monster.

  • The defending Hero loses 1 Health (moved to the left) on the Hero's Health Bar.
  • If the Hero has 0 health remaining, place the Hero into the Dock Discard Pile (they not worth Victory Points).
  • Defending Attraction loses Tourists equal to the Monster's Strength in excess of the Hero's Health (If there aren't enough Tourists, lose them all. No Damage marker is placed on the Attraction).

Note: The Spirit Series of Monsters cause a defending Hero to lose 2 Health, not 1

...No Tourists and No Hero

The monster wreaks havoc on the unprotected Attraction.

  • Place 1 Damage marker on the Attraction.
  • If at any time an Attraction has Damage markers on it equal to its limit (typically 2, a starting Attractions limit is 3), the Attraction is destroyed.
  • If destroyed, all Attraction cards in the stack are removed from play and are not worth any Victory Points. Any Workers at the Attraction are not discarded.

Free Actions such as Worker Discard abilities (such as Lazy Peon and Squire), Sending Workers to an Attraction or Attraction abilities can be played during a Monster Attack! Don't forget to use them.

Lazy Peon

The once useless worker is tossed into the mouth of the Monster, a noble sacrifice.

  • A player may Discard a Lazy Peon from their hand to immediately end the Monster Attack!
  • Remove the Lazy Peon from play.
  • None of the Monster's abilities will trigger and the Attack! is complete.
  • This may be done after the Monster is revealed.
  1. Place the Monster card face up on top of the Monster Discard Pile.
  • If the Monster triggers an additional Attack!, immediately resolve another Attack! as normal.
  • When every Attack! has been resolved, continue to refill the Dock until it is full. Once the Dock is full, proceed to Phase IV - Hero Rewards. Note: The Dock contains 6 cards for 2 Players, and 7 cards for 3 or 4 Players
  • If the Monster Draw Pile is empty at any time during this phase, this is the end of the game -- proceed to Phase IV - Hero Rewards, then to Scoring.

Phase IV - Hero Rewards

The Heroes finally earn their much needed rest.

  1. All Heroes at a Player's Resort with full health (the Health marker covers the rightmost Health) are moved to the player's Scoring Pile (Returning all Health markers on those Heroes to the supply).
  2. Place the top Monster of the Monster Deck face up into the Monster Discard Pile for each Hero moved to a Scoring Pile.
  3. Add 1 Health to each remaining Hero, moving the marker to the right by 1. A Hero who now has full health will not have an opportunity to score until the next Season.

If the Monster Draw Pile is empty at the end of this phase, this is the end of the game -- proceed to Scoring. Otherwise, gameplay continues with Phase V - Clean Up.

Phase V - Clean Up

Players clean up the aftermath and prepare their Resorts for the coming Season.

  1. All Workers at a Player's Resort are placed in their Worker Discard Pile. All unplayed Workers in a Player's hand are placed in the Player's Worker Discard Pile.
  2. Remove Lock markers from all Worker Draft Piles.
  3. Remove Lock markers from Season Pass Holders tourist card (4 Players)
  4. Remove Lock markers from all Attractions.
  5. Remove Lock markers from all Heroes.
  6. Reset all players' Flair to 0 on their Resource Tracks. Any Gold remaining is carried over to the next Season.

Note: Damage markers are not removed from Attractions at the end of the Season. Note: The Harbormaster only changes when a player who isn't the Harbormaster is selected as the new Harbormaster during Phase II - Actions.

If this is the end of the game (the Monster Draw Pile is empty), then proceed to Scoring. Otherwise, gameplay continues with a new Season, beginning with Phase I - Get to Work.

Scoring

The reviews are in and it's time to see who built the most Epic Resort!

Each player sums all Victory Point values from Heroes in the Scoring Pile, as well as Victory Point values from all Attractions (including previous upgrades). Additionally, gain 1 Victory Point for each Hero at an Attraction.

The player with the highest Victory Point total has built the most Epic Resort and is declared the winner! Ties are broken by the player with the most Victory Points from rested Heroes, then most Victory Points from Attractions, then most remaining Flair, and finally clockwise beginning with the current Harbormaster

Villain's Vacation Expansion (sold separately)

Want more Epic Resort? Pick up the Villain's Vacation expansion from your friendly local gaming store!

The darkest souls in the land have been busy plotting schemes and casting spells, but such extreme dedication to conquering heroes can be exhausting. So this time, the villain's decide it's their turn for a tropical getaway and it's up to you to build a resort fit for Vampires, Witches, and Crazed Alchemists most foul.

Epic Resort: Villain's Vacation. New workers to command, new tourists to exploit, and new attractions to expand your Epic Resort.

Reminders and Clarifications

  • If multiple players are tied during an Attack!, the targeted player is the first tied player in clockwise order beginning with the Harbormaster. If the Harbormaster is ever in a tie, they are the player who is attacked.
  • When picking which resort a Monster attacks, it is the player who now has the Harbormaster card that determines player order for any tie-breaking, even if the Harbormaster changed players during Phase II.
  • The rightmost (gold bordered) box on an Attraction cannot hold a Tourist.
  • Heroes are only moved to the Scoring Pile if they begin Phase IV with full health, not after gaining health during Phase IV.
  • If a Lazy Peon ends an Attack!, the monster's abilities do not go into effect.
  • If an Attraction is destroyed, the entire stack is removed from play, not just the top Attraction.
  • Tourists, Gold Tokens, Lock, Damage and Health Markers are not limited by the number of pieces included. If there are not enough pieces, find a suitable replacement.
  • Gold and Flair resources accumulated by a player are both limited to 14. If a player would every go above 14, none of that resource is gained.
  • All Workers at Resorts and in Players' hands are put into their owner's Worker Discard Piles at the end of each Season.
  • Tourist cards with multiple Tourists may be split among any number of attractions (type specific restrictions, such as Food or Relaxing still apply)
  • Once placed, Tourists, Workers and Heroes may not move from the Attraction they are at. Heroes may move once per Season during an Attack!
  • After upgrading an Attraction, Workers who provides additional Units of Work to a given Attraction type (such as Food, Relaxing, etc.) now consider the new Attraction's type.
  • If a Resort has only 1 Attraction and is attacked, the single Attraction is targeted by the Monster.

Worker Clarifications

Day-worker - A player with 0 Gold may play this worker during Phase I only if they are able to pay the cost immediately after gaining resources. If a player has no Gold, they cannot send this worker to an Attraction with a Free Action.

Journeyman - When Trained into another Worker, this card is removed from play, and the cost of the new worker is reduced by 4 Gold.

Lazy Peon - Can be discarded after the targeted Player and Attraction are selected, completely negating all effects of the Monster.

Guildmaster - Cannot be used to supply 4 Units of Work to a single Attraction.

Hero & Monster Clarifications

Dragon Series Monsters - After the "Eats Tourists" ability triggers, if there are no remaining Tourists at the Attraction and no Hero, the Attraction receives a Damage marker.

Two-headed Giant - If this Monster is attacking a resort with 3 Attractions, use the left side of the Attack! card to determine which outside Attraction will be attacked. The center Attraction is always attacked.

Warlord - Tourists gained by this Hero may be sent to any Attractions at the player's Resort.

Credits

Publisher: Floodgate Games Game Design: Ben Harkins Illustrations: Jacqui Davis (Attractions, Heroes, Workers, Tourists), Mark Hansen (Monsters), Kelly McClellan (Box Cover, Dock) Graphic Design: Peter Wocken Playtesting: Justin Stone, Nate Anderson, James Dalley, Dustin Crenshaw, Craig Vollmar, Evan Pedersen, Mark Maruska, Josh Slivken, Jax Sperling, Benny Sperling, Ken Stojevich, Ken Grazier, Sarah Reed, Will Reed, Joe Schumacher, Cassandra Grabarkiewicz, Chris & Michelle Heuer, Fir & Kom, Twin Cities Board Game Group

Thank you to all the Kickstarter Backers for helping make this game a reality!