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Grinivil

Grinivil Rulebook

Table of Contents

Table of Contents

  • How to Learn the Game
  • Components
    • Icons & Symbols
  • Buildings List
  • Setup
    • Time Action Ring Setup
  • Grinivil Townland
    • Grinivil Land Area Zones & Parcels
    • Building Sites
    • Roads & Road Sections
    • Distance
    • Planting Sector & Tree Planting
    • Exploring the Land Area, Parcel Ownership
    • Resources
    • Market & Resource Reserve
    • Warehouses
  • Construction
    • Buildings
    • Floor Construction
    • Road Construction & Bonus Road Track
  • We're Moving In
    • Residents
    • Selling the House
    • Money vs. Victory Points
  • The Game Is On
    • Time Action Ring (TAR)
    • Action Time Cost
    • Time Buying
    • TAR Completion (New Round)
    • Sudden-Death Round (Last Round)
  • End of Game
  • Scoring
  • Game Variants
    • Beginners Ring
    • Big Town & Other Advanced Options
    • Six-Player Game
    • Quick Game
    • Long Game
  • Action Tiles Overview
  • Player's Turn

How to Learn the Game

How to learn the game and become the best Grinivil developer…

  1. View some of the YouTube video tutorials.
  2. Read these rules, and if you haven't seen the video rules, read them once again.
  3. Have the last 'Player's Turn' page and previous 'Action Tiles Overview' pages on hand during the game.
  4. If this is your first game or you are playing with beginners, play with a maximum of 4 Players and use the Beginners Ring TAR layout, and keep the following in mind…
    • You don't have to build everything in your first rounds; try as many actions as possible on the Time Action Ring (TAR).
    • Don't be afraid to initiate an Auction. If you don't win it, you get the compensation (you can later initiate another Auction, btw).
    • Don't underestimate the action of selling resources, especially when they are scarce. You can make a decent profit and save Victory Points.
    • Don't let your opponent plant too many Trees at once, try to do it yourself instead :-)
    • Land Ownership can pay off pretty well, and so can the construction of Road infrastructure.

Components

The list of components may vary for each version of the game...

Base components

  • 17 Land Tiles jumbo size
  • 25 Action Tiles
  • 98 miniature pieces: 84 Building Blocks, 14 Roof Blocks
  • 15 Player Tokens
  • 1 Starting Tile
  • 80 Grinie Coins cardboard (40 x 1, 20 x 5, 20 x 10)
  • 25 Player Ownership Markers
  • 3 'Occupied' Tokens
  • 30 Grinie Bills
  • 20 Player Workers
  • 2 Markets (2-3 players & 4 players+)
  • 29 Resident Cards
  • 5 Player Warehouses big
  • 1 Scoreboard
  • 6 Player Aids
  • 12 Extra Warehouses small
  • 12 Roads
  • 10 '+50' Token Rings
  • 94 Resource Cubes (43+28+23)
  • 30 Building Tokens
  • 1 Resource Pouch
  • 2 Custom Dice D6 & D4
  • 50 Wooden Trees
  • 1 Rulebook

Bonus/optional content

  • 1 Wooden Card Holder
  • 80 Metal Grinie Coins (40 x 1, 20 x 5, 20 x 10)
  • 1 Grinie Bag
  • 6 Round Keep 'n' Hide Coin Bags
  • 3 6th Player Tokens
  • 5 6th Player Ownership Markers
  • 4 6th Player Workers
  • 1 6th Player Warehouse Big

Warehouses and Trees are limited items. Once taken, it is no longer possible to choose an action to obtain them.

In a rare event that the Reserve runs out of Resources, only those available will be replenished or used for the selected action. It is not possible to use an action that requires Resources from the Reserve or from the Market if at least one Resource is not available.

Icons & Symbols

The relevant sections of the rules clearly explain the meaning of symbols and icons. For easier understanding, we describe some of them now…

  • Resources: Concrete, Wood, Steel
  • Resources (generic): Of your choice, Random
  • Resource Reserve Pouch
  • Grinie (money) to get: precise amount, unspecific amount
  • Grinie (money) to pay: precise amount, unspecific amount
  • Tree
  • Victory Points
  • Buildings: House, Commerce, Public (shown with Players' colors on the Blocks; not for 6-player game)
  • Player symbol
  • Worker
  • Player Token
  • Municipal Building Site

Buildings List

You don't need to know each Building Icon to be successful in the game. If you only want to learn the rules, feel free to skip this overview.

House (Residential Building)

  • House

Commerce Buildings (Non-residential)

  • Pub
  • Bank
  • Bus Stop
  • School
  • Cafe
  • Playground
  • Sports Facility
  • Bowling
  • Cultural Venue
  • Shopping Center
  • Garden Center
  • Pet Shop

Public Buildings (Non-residential)

  • Hospital
  • Church
  • Police
  • Retirement Facility
  • Post Office
  • Water Treatment Plant

Setup

Prepare the game (general setup)…

  1. Select Starting Tiles 1A (entrance Outer Tile) and 1B (Center). Randomly choose two Inner Land Tiles, 1C and 1D, arrange them as displayed, and place a Road 1E overlapping them.
  2. If there is any Non-residential Building Site with the municipal symbol next to the road printed on tiles, place an orange Building Block on it, randomly select one from all blue and yellow Building Tokens, and put it on top, construction side up (2A). Do the same with the central Non-residential Site marked with (2B) (exclude Tokens with a ●●●●+ mark in a 2-3 player game). If there are Municipal Residential Sites next to the Road, place orange Blocks on them with brown Building Tokens facing the construction side up (2C). Skip this step in a 6-player game.
    • Mind that a Half-road (where the other half is yet to be attached) is not considered a usable road (X1, X2). Thus, no orange Blocks with Tokens are placed on Municipal Building Sites connected to this incomplete road (at this moment).
  3. Shuffle the Resident Cards and place them aside (3A) (in a 2-3 player game, exclude cards with a ●●●●+ mark on them). Randomly select five and place them face up on Display (3B).
  4. Place the Scoreboard with Victory Points (VPs) and Bonus Road Track close to the virtual Grinivil Land Area (4).
    • Please leave enough space for Grinivil land expansion when placing game components during the setup. We have marked the circular Virtual Grinivil Land Area on the example setup scheme for better orientation.
  5. Place the Market close to the virtual Grinivil land area (5); use the appropriate side (2-3 or 4-6 Players). Put all resources (Wood, Concrete, and Steel) into the Resource Reserve Pouch (5A). Randomly draw 6 Resources per Player (5 resources in a 5- and 6-player game) and distribute them to appropriate cut-out holes on the Market, starting from the bottom (higher value rows) up (5B) relative to Market orientation. Draw a replacement if the commodity is fully filled.
    • Leave space for Time Action Ring tiles around the Market.
  6. The Time Action Ring (TAR) setup (6) is explained in a separate section that follows.
  7. Group and place the following components nearby: Inner Zone and Outer Zone Land Tiles (shuffled, face down) (7A, 7B), Roads (7C), Grinie coins & notes (7D), Roof Blocks (7E) and Municipal (orange) Blocks (7F), Trees (7G), Building Tokens (7H), Small Warehouses (7I) and '+50' Token Rings (7J). Orange Blocks are not considered Municipal in a 6-player game; in this case, they are regarded as regular Player components and are not part of the general setup.
  8. Set up Players' Components Portfolio…
    • 2 random Resident Cards (A) — hide from others
    • Building Blocks (B) in number according to the number of Players: 2 players → 14 Blocks, 3 players → 12 Blocks, 4 players → 10 Blocks, 5 and 6 players → 9 Blocks
    • 3 Workers (C)

The First Player is now ready to proceed with their Action!

Time Action Ring Setup

  • Select the following 4 Initial Action Tiles and place them in the corners of the TAR (6A-6D). The pieces must be placed in each position precisely as shown; they cannot be interchanged.
  • From all other Action Tiles, separate all the Tiles with a pink border and randomly choose 7 Tiles from them. Return the other tiles with a pink border to the box; you will not need them for this game. Combined with the rest, you should now have 16 Action Tiles ready.
  • Randomly arrange these 16 variable Action Tiles around the Market to form a continuous 'Action Ring' (r1-r16). While doing so, do not move the Initial Action tiles. Roll and place a D4 Conversion Die close to the appropriate tile (r7). If needed, place the D6 Die next to any pink Action Tile that requires a D6 Die (you do not need to roll this die) (r3).
  • Place the Starting Tile in the upper left corner, as shown in the graphic (6E).

Grinivil Townland

As a competent developer, you must be familiar with the town's various parts, development areas, and surroundings.

Grinivil Land Area Zones & Parcels

The Grinivil Land Area consists of the Center, Inner, and Outer Zones. The Center Zone is made up of a single Parcel, and the Inner and Outer Zones are made up of 8 Parcels each. A Parcel's borders are defined by the edge of the game Land Tiles. Parcels are owned by the Municipality or a Player (Player's Property). The Municipality owns Parcels corresponding to the Land Tiles placed on the Land Area during the setup (m) or revealed by some bonus actions, or when the exploring Player has no more Ownership Tokens. All other Parcels become some Player's Property. An explored Land Area is a continuous area of Land Tiles (Parcels) laid on the playing table at any game moment (as shown above).

Building Sites

These are the places where Players (and the Municipality) build Houses (Residential Building Sites) (s1 & s2) and infrastructure Buildings (Non-residential Building Sites) (s3-s7). They appear in subtle variations on the land area. Three central Non-residential Building Sites appear slightly different, as two are connected (s5 & s6), and the third is a bit wider and has a reddish tint (s7). For the purpose of the base game, all Non-residential Building Sites have the same function.

Roads & Road Sections

The roads are the arteries of the city and its growth. They connect different parts of the Grinivil. Mainly, Roads connect Buildings and Building Sites. Roads appear in three different structural stages:

  • Incomplete Road (Half-road) — The Road at this early stage misses the other half and is not considered usable. It is not possible to pass through this Road to another Parcel, nor does it allow building on a Building Site connected to it. Half-roads are present only on the edges of the Inner Zone (X1, X2).
  • Construction Road — The Construction Road is visually characterized by two rows of dots on its edge. Although it doesn't allow passing through it and exploring (attaching) the adjacent Parcel, building on a Site connected to the Construction Road is possible. Fully built Buildings are not usable or sellable until the Road is completed.
  • Completed Road — The Completed Road allows 'everything'. That means it is possible to pass through it and explore (attach) an adjacent Parcel, build, sell Houses and utilize Non-residential Buildings constructed on connected Sites. A short Access Road (A) on some Outer Zone Parcels is considered completed.

Building Sites are always connected to one Road Section. Area zone borders define the Road Sections; the Center Zone's circular Road shall be considered one Road Section.

Distance

Some Residents are genuinely concerned about how far it is to school or the pub… The distance between the Buildings or Building Sites is calculated by the number of Road Sections that must be crossed or entered to reach the destination. The initial Road Section does not count toward the total distance.

Planting Sector & Tree Planting

Grinivil is a modern, ecologically oriented town. If greenery is close to your heart, you will enjoy the victory twice as much.

The Planting Sector is a continuous Land Area separated only by Roads (of any structural stage) and explored Land Area borders. Neither the boundary between the Zones, nor the border between adjacent Land Tiles of the Outer Zone, nor the Short Access Road (A) on some Outer Zone Parcels, separate the Planting Zone.

A Planting Spot is a place where Trees can be planted. The number of Planting Spots in one Planting Sector is information a Player must carefully consider when planting Trees, as Trees can only be planted in one sector during a Player's single action. On the other hand, the number of Trees planted in the same Sector where the House is located is an essential factor when selling the House to a Resident.

A circular road in the Center Zone creates one closed Planting Sector with 2 Planting Spots.

You can plant only the Trees you have in your Player's Inventory. A pair of Trees is given to each Player at the beginning of the game. More can be obtained through the corresponding Action or as a bonus. With a single Action (general or bonus), all Trees that the Player can or decides to plant must be planted in the same Planting Sector. The Replanting Action has specific rules, which are explained directly within the Action description.

Exploring the Land Area, Parcel Ownership

Using an appropriate Action or bonus, a Player can add a new Land Tile to the Land Area. A new Tile can always be attached to the edge of the Inner Zone (i1, i2) or placed in the Outer Zone by connection to a Completed Road (o1, o2). A new Land Tile placed in the Outer Zone does not need to be attached to another Tile in the Outer Zone as long as it is connected to a Completed Road leading out of the Inner Zone (o2).

Normally, a Player becomes the Owner of a Parcel corresponding to the just-revealed Land Tile and marks it with their Ownership Marker; this is not the case with some bonus actions. Parcel Ownership gets you significant benefits described in the following parts. It's also important to remember that as more Residents move in, the value of your Property increases. A Player can add a Land Tile even if they have no more Ownership Markers left, but they don't become the owner (the Municipality will own this Parcel instead).

If, as a result of adding a new Tile, the Building Site with the Municipal Symbol connects to a Construction Road, place (unless it is a 6-player game) an orange Building Block on the Site with an appropriate Building Token on it similarly to Step 2 of the Setup, with one crucial difference: If the Owner of the Land Tile with a Non-residential Site with the Municipality Symbol is a Human Player, they choose the Building Token (yellow or blue). If the orange Block is added to the Site located on the Player's Parcel, the Municipality will pay this Player a Participation Fee (see Construction chapter). In the rare situation that the orange blocks are no longer available, the Municipality ceases to participate in any new constructions.

Resources

Take advantage when they are scarce.

Resources (Concrete, Wood and Steel) are required for constructing Buildings and Roads, thus also for the overall success in the game. They can be obtained through various Actions and bonuses, but most often you buy them on the Market.

Market & Resource Reserve

You can buy or sell Resources on the Market or obtain them from the Resource Reserve Pouch through different Actions. You buy Resources available on the Market for the Buying Price (printed in red) and sell them for the Selling Price (printed in yellow). When buying, choose Resources available on the Market and place them in your Warehouses (and pay the price). When selling, you move any combination of Resources from your Warehouses to the empty cut-out holes of the respective Market sections; you receive the corresponding Selling Price.

You can't buy from an empty Market; on the contrary, you cannot sell if the Market is full.

Example: Bruno buys 3 Resources and pays the total Buying Price of 14 Grinies (4+5+5) (a). Robin sells 4 Resources from his Warehouses and receives 29 Grinies (7+8+7+7) (b).

When adding or moving Resources to the Market, always place them in the empty cut-out holes of the respective Market Sections (Concrete/Wood/Steel), starting from the bottom (higher value rows) up. Excess Resources (which do not fit into the Market) always go to the Resource Reserve.

Warehouses

Players must store their resources in Warehouses. At the beginning of the game, each Player gets a Big Warehouse with 3 separate Sections (a big Section for 4 Resources and 2 Sections for 2 Resources each). Players can buy (or obtain) one or more Small Warehouses consisting of a single Section for 2 Resources.

Each Resource type (Concrete/Wood/Steel) must be stored in a separate Warehouse Section (different types cannot be mixed). It is possible to rearrange resources at your Warehouses at any moment (even during the other Player's Action). You can buy or obtain Resources that exceed your storage capacity and rearrange them to Warehouse Sections in any way you want. But remember: excess resources, i.e. resources that cannot be placed in your Warehouses according to the rules mentioned above, must be placed on the Market at the end of the turn (you do not get any money for these).

Do not forget about alternative ways to obtain Resources; there are plenty of them, ranging from strategically called Auctions to buying imported resources through the Import Action.

Construction

Cooperate, but win.

Buildings

In Grinivil, it is possible to build three types of Buildings: Houses (identified with a brown Token), Commerce (identified with a blue Token), and Public (identified with a yellow Token). You can learn more about their importance in the game in the following rules chapters. Houses can only be built on Residential Building Sites, while Commerce and Public Buildings are constructed on Non-residential Building Sites.

Houses and Commerce have two Floors, Public Buildings have three. A different Player can build each Floor. Consider spreading your Resources across multiple Buildings and collaborating with others on construction. This can bring you unexpected profits. But it's up to you to find out.

Typically, using a single Action, it is possible to build one Floor. This limit can be overcome using an Associated Build Action. Buildings are built from the bottom up. Players' Aid Cards display the Resources required to build each particular Floor of every Building. After you build a Floor, you will receive the corresponding Victory Points (VPs) shown also on Aid Cards.

Floor Construction

When building a Floor, you discard the required Resources from your Warehouses to the Resource Reserve Pouch and then…

If you're building the first Floor:

a) place your Building Block on the empty Building Site connected to the existing road network by a Construction road or Completed road (i.e., not by an Incomplete Half-road) and b) place a Building Token of the selected Building on top of that Building Block, facing the construction side up, c) collect VPs offered for building the Floor and place a Worker from your Portfolio next to the Building Site d) if it is present, collect and/or, if needed, perform (optional) the Building Site Bonus

Get Resources — from the Resource Reserve Pouch: 2 random, or 1 of your choice.

Get Victory Points

Get Money

Collect 2 Trees — add them to your Portfolio.

Additional Site Actions do not cost you any extra time (you do not shift your Player Token further on TAR):

  • Plant Trees (Additional Site Action) — max. 3 Trees, 1 VP per Tree.
  • Build a Road (Additional Site Action) — you can build any Road. No Resources are needed. You do not get a Road Bonus.
  • Add a New Land Tile (Additional Site Action) — standard conditions apply. No payment is required. No VPs awarded. No Parcel Ownership.
  • Repeat Action — you can do another/any Action. Use this bonus at the end of your turn. More Repeat Action bonuses are allowed.

If you're building the second/third Floor:

a) remove and hold a Building Token from the topmost Block of a selected unfinished Building, and place your Building Block on top of that Block, then b) place the held Building Token on the block you just placed, facing either the construction side up (if the Building is not yet finished) or the completed building side up (in a situation where all building Floors are constructed). c) collect VPs offered for building the Floor, and, if your Worker is not yet present there, place a Worker from your Portfolio next to the Building Site (regardless of whether the Building is completed), d) after finishing the third Floor of the Public Building, all those who contributed to the construction through the Build Floor Action receive the extra (fourth) Worker (if they haven't received it already)

Mind that you cannot choose the Build Action if you do not have an available Worker in your Portfolio at the beginning of your turn.

If you are not yet present on the Building Construction Site (i.e., you're not building another Floor of the Building where you have your Building Block present already) and you are not the Owner of the Parcel where the Building Site is located (your Ownership marker is not present on this Parcel), you have to pay a one-time Participation Fee to the Owner of the Parcel where the Building Site is located. The Municipality, unlike Players, does not receive a Participation Fee for their Parcel Ownership (Players do not pay a Participation Fee in this case). The amount of the Fee is 5 Grinies plus 3 Grinies for each Resident currently living in Grinivil (max. total 20 Grinies). Counting the Residents living in Grinivil is easy; either count the laid-out Resident Cards or the red roofs on the Houses :-)

Example: David (grey Player) is building the third Floor of the Church (Public Building). As he is neither present on the Building Site nor is he the Parcel Owner, he must pay the Participation Fee to Rudi (brown Player), who is the Parcel Owner. Before Grey's Player construction, two Residents had already moved into Grinivil (two Houses with red roofs are easily visible). Therefore, David must pay Rudi 11 Grinies (5 plus 3 per each Resident already moved in).

If you are building using the standard Build Action (initiated by placing your Player Token on any of 2 Initial Build Action Tiles on the Time Action Ring), immediately after constructing the Floor of the Building, you have (depending on the type of the Building) one (and only one) of the following Associated Build Actions at your disposal (presuming you have enough money and resources, of course)...

  • Build Additional Floor — you pay 25 Grinies, and you can build an additional Floor of the same Building (i.e., the Building whose Floor you have just built).
  • Build Connected Road — you pay 10 Grinies, and you can build a Road connected to the Building Site, where the Building whose Floor you have just built is.
  • Sell the House — you pay 15 Grinies, and you can sell the fully constructed House (just built) to a Resident from your Portfolio, assuming the House is connected to a Completed Road and all other conditions are met (see the "We're Moving In" chapter). This action is available only after the second floor has been built.

Associated Build Actions and bonuses associated with the completion of each Building type are printed on top of the Player's Aid Card. Associated Build Actions do not cost you any additional time (you do not shift your Player Token further on TAR just because of performing an Associated Build action), but when building a Floor or a Road, you must discard required Resources like with the primary action.

Do not forget that you can even build (and complete) the Buildings on Sites connected to Construction Roads (not to Incomplete Half-roads, though). But you can 'use' constructed Buildings only when they are connected to Completed Roads; use of a Building means taking the existence of a Building into account when checking the fulfillment of the Residents' Requirements and when awarding bonuses for a fully constructed Building, either when selling a House to a Resident or at the end of the game to those who contributed to the construction of the Public Buildings.

Road Construction & Bonus Road Track

Complete the Road under construction by discarding 2 Concrete Resources and overlapping the Construction Road (two edges of neighboring Inner Zone Parcels or Construction Road on Outer Zone Parcel) with the Completed Road Token. Unless specifically excluded by some bonus actions, shift your Player Token on the Bonus Road Track by one position and collect, and, if needed, perform (optional) an appropriate Road Bonus/Action. If more bonuses are associated with a position on the Road Bonus Track, you get them all.

  • Get Small Warehouse — for free.
  • Collect 6 Trees — add them to your Portfolio.
  • Add a New Land Tile — standard conditions apply. No payment is required. No VPs awarded. Mark the Parcel with your Ownership marker.
  • Repeat Action — you can do another/any action. Use this bonus at the end of your turn. More Repeat Action bonuses are allowed.
  • Get Victory Points
  • Get Money

We're Moving In

You've missed your chance…

Residents

However you score Victory Points and win in Grinivil, the essence of the game is to create and offer Residents the best possible place to live. But the Grinivilians are diverse, and so are their demands.

At the beginning of the game, each Player starts with 2 Residents in their Portfolio. During the game, Players can add a new Resident to their Portfolio for free or replace an existing Resident (for 10 Grinies) with one from the Residents Display by appropriate action on TAR. But beware. If you cannot offer suitable housing to a Resident in your Portfolio by the end of the game, you will be severely penalized (see Scoring chapter). Therefore, it is crucial to understand Residents' living requirements and preferences and choose a suitable place to build a House and the right time to sell it to an eager prospective Resident.

Here is a description of the vital information fields, icons, and symbols on Residents' Cards:

  • Primary Rewards — A Player receives 4 VPs, 15 Grinies plus 2 Grinies per tree currently planted in the Planting Sector (maximum 50 Grinies). In this case, a Player cannot be awarded more than 65 Grinies.
  • Desired number of Trees — At least 3 Trees (in this case) must be planted in the Planting Sector where the House is located. Mandatory Location Feature.
  • Desired Commerce Building — The Icon of the Commerce Building the Resident requires as part of their Mandatory or Optional Location Features.
  • Maximum Distance Icon — The feature is not fulfilled if the distance between the House and the Commerce Building exceeds the specified limit (in this case, 2).
  • Desired Public Building — The Icon of the Public Building the Resident wants to be built by the end of the game.
  • Primary Victory Points and Money earned by the Player who sold the House.
  • Money or Victory Points earned as per the number of trees planted in one Planting Sector are capped (maximum value is displayed in parentheses).
  • Primary Victory Points and Money are awarded when the house is sold.

Mandatory Location Features — and rewards for (co-)builders of required usable Commerce Buildings. Mandatory features are the desired number of Trees and/or the required type of Commerce Buildings and sometimes the Maximum Distance between the Building and the House. Some Residents have no mandatory requirements (there is no red stripe on the card). Fulfillment of mandatory features is evaluated and rewards are allocated when the house is sold.

Optional Location Features — and rewards for (co-)builders of desired usable Commerce Buildings. Optional features are always the desired kind of Commerce Buildings, sometimes with a defined Maximum Distance between the Building and the House. Fulfillment of optional features is evaluated and rewards are allocated when the house is sold.

General Public Buildings — and rewards for (co-)builders of desired usable Public Buildings. Completion of the Public Building is evaluated, and rewards are allocated during the final scoring. A Symbol ●●●●+ on a card means that this Card is intended only for 4+ player games.

Selling the House

A Player can sell the House to a Resident in their Portfolio only after all these conditions are met:

a) The House is finished (all Floors constructed, Building Token is facing 'FOR SALE' side up) b) The House is connected to the Completed Road c) A Player has built at least one Floor of the House (Player's Building Block is present) d) House location meets all Mandatory Features required by the chosen Resident (shown in red stripe on Resident Card)

If the Player who moves a Resident from their Portfolio into the House did not build the entire House themselves (not all Building Blocks are of their color), they must pay the co-builder (including Municipality) Compensation of 15 Grinies. Compensation must be paid before selling the House (before moving the Resident in and distributing rewards).

When a House is sold, the House Building Token is removed (and returned to the general supply), and a red Roof Block is placed on top of the Building Block. If Workers are present next to the Building Site, do not remove them yet.

All rewards, except rewards for (co-)builders of Public Buildings, are now distributed among eligible Players. In Grinivil, there are three ways to divide the reward among the Players who participated in the construction of the Building:

  • Each participating Player receives the full reward (e.g., each Player gets 4 VPs regardless of the number of participating Players).
  • Players receive a share calculated by the number of participating Players, rounded down (e.g., if two Players participated, each collects 14 Grinies).
  • Players receive a share calculated by the number of their Building Blocks that are part of the completed structure, rounded down (e.g., if the first Player contributed two Blocks and the second Player contributed one Block, the first Player receives 6 VPs and the second Player receives 3 VPs).

To ease the reward distribution process, the Card of the just 'moved-in' Resident is placed on top of the other Resident Cards of previously moved-in Residents (regardless of which Players sold them Houses) so that the bottom yellow stripe with the required Public Buildings is constantly visible to all Players. This forms a general 'Residents of Grinivil' Pile; the Cards forming a 'Residents of Grinivil' Pile no longer belong to a specific Player and are used in the game one more time, specifically during the final scoring.

Now, it is time to distribute the rewards associated with selling a House to a Resident. These are:

a) Primary Victory Points and/or Money; earned by a Player who moved the Resident in from their Portfolio b) Rewards for usable Commerce Buildings (both Mandatory and Optional), distributed among (co-)builders

Remember that rewards for usable Public Buildings are evaluated and distributed among (co-)builders only at the final scoring.

Example: Bruno (a brown-colored player) sells the House to and moves in Resident Paula from his Portfolio. He can do so as both Mandatory Location Features Paula requires are fulfilled: 1. At least 5 Trees are planted in the Planting Sector surrounding the House (actually, there are 8 Trees). 2. The Bus Stop is built and usable, and within the required Maximum Distance '2' from the House. As Bruno constructed the House with the help of David (the grey-colored player), he must first pay Compensation of 15 Grinies to David.

Now, Bruno receives Primary Rewards for moving the Resident to Grinivil. Following the top part of Paula's Resident Card, Bruno collects 5 VPs, 10 Grinies, and, as there are 8 Trees planted in the Planting Sector where the House is located, another 24 Grinies (8x3). I.e., a total of 34 Grinies.

Then, rewards for built and usable Mandatory and Optional Commerce Buildings are distributed between the co-builders. The Bus Stop was built with the cooperation of Robin (the beige-colored Player) and the Municipality (orange-colored). Both Robin and Municipality should receive 3 VPs, but as Municipality does not compete in this game, only Robin receives 3 VPs (in case of a 6-player game where the 6th Player uses orange color instead of Municipality, the orange-colored Player would get 3 VPs as well, of course).

A Cafe is also usable and built within a required Maximum Distance of '3' from the House. So both co-builders, Rudi (white Player) and Bruno (brown Player), receive 4 VPs each.

Lastly, it is time to consider a Cultural Venue desired by Paula as her Optional Location Feature. Although the Cultural Venue is fully built, it is not usable as it is not connected to a Completed Road. Therefore, no rewards are awarded to co-builders (Players with beige and brown colors). For illustration purposes, if the Cultural Venue were connected to a Completed Road, 28 Grinies would be divided among the co-builders, i.e., everyone would receive 14 Grinies.

As mentioned, the presence of desired Public Buildings is evaluated, and rewards for co-builders are distributed only at the final scoring.

Money vs. Victory Points

Impossible to find the right balance?

You need Victory Points for overall victory. On the other side, money helps you build and develop Grinivil and thus gain more Victory Points. You need VPs at the end of the game, but money is a necessity while the game is on. Maintaining the right balance is essential. Like in real life, money means success, and success generates (more) money, so you will probably use the Convert Action and special D4 Conversion Die a lot during the game. The Conversion Die shows the Conversion Rate, i.e., the amount of money (from 5 to 8 Grinies), you get or have to pay for 1 Victory Point.

With the Convert Action, you can exchange your Victory Points (maximum 5) for money and vice versa, using the Conversion Rate. The Player who wants to convert must roll the Conversion Die once, before or after the conversion. In the first case, by rolling the Conversion Die, you set the new rate for your conversion, which also remains valid for the next Player to use the Convert Action. In the latter case, you use the Die value (Conversion Rate) set by a previous Player (which can also be you), and then you set the new Conversion Rate that is valid for the subsequent use of the Convert Action. In any case, you must convert at least 1 VP if you choose the Convert Action and you have at least 1 VP before selecting this action. Note that if you have zero Victory Points and use the Convert Action, you will get 15 Grinies. Do not roll the Die.

Don't be afraid of conversion. At the final scoring, every remaining 10 Grinies of yours is worth 1 VP.

Your money remains hidden from the eyes of your opponents during the game, but everyone sees (and hopefully envies) your current status on the Scoreboard. It does not necessarily predict overall success in the game, but when you reach field '20' of the Scoreboard, you get an extra (fourth) Worker (if you haven't already got that one for another reason, of course). You may find it handy.

One more thing: use a '+50' Token Ring on your Player Token every time you pass the '49' field on the Scoreboard (1 ring = +50 VPs).

The Game Is On

Let's get to it.

Time Action Ring (TAR)

The Time Action Ring (TAR) is formed by Action Tiles arranged around the Market. Apart from the Starting Tile and the 4 initial Action Tiles in the corners of TAR (see Setup chapter), the selection and order of Tiles change with each game. This creates unprecedented variability and heavily impacts each particular game's tactics and strategy choices.

Players take turns in clockwise order. At the beginning of their turn, a Player chooses an Action Tile of the Action they want to perform and moves their Player Token (forward) on this Tile (a1). A Player can choose any Action Tile - even the same one they are currently standing on - provided the following conditions are met (Eligible Action Tile):

a) The Action Tile does not prohibit a Player from placing their Token on the Tile (e.g., it is not an Ability Tile with any Player's Worker on it, nor is it an 'occupied' Restricted Tile) b) A Player is able to perform the selected Action (i.e., they have enough money/VPs/Resources/etc required or expected to fulfill the Action)

If a Player is not able (or willing) to do or complete the Action (for whatever reason), they must pay a 2 Victory Points penalty. If a Player does not have enough Points, they lose remaining Points, money and Resources in their Inventory. If it is an Action in which other players also participate (e.g. Auction), and if possible, the Action will be completed even without the participation of the penalized player.

A Player always moves their Token forward, even when the selected Action Tile is the same as last time (in this case, the Player runs the whole Time Action Ring with their Token). Prior to performing the chosen action, Players must implement all effects related to passing Action Tiles on the way (like removing their Worker from Ability Tiles) and, if the Time Action Ring is completed, Round Completion Steps (see TAR Completion chapter).

The Player performs an Action (see Player's Turn chapter and Action Tiles Overview for details). After performing an Action (possibly also Additional Site Action, Associated Build Action, or Bonus Road Action), a Player again shifts their Player Token forward by the number of Tiles corresponding to the number of Time Units (a2) (see Time Shifting in the following chapter). Unlike when choosing an Action, there are no restrictions on which Tile a Player Token can end up on after Time Shifting.

If your Player Token ends on an Ability Tile with your Worker on it, take back your Worker.

Action Time Cost

Actions cost time. By performing different Actions (and possibly by 'buying' more time), each Player creates their own time-reality in the game. Not only the Action selection but also the pace of Grinivil development chosen by each Player heavily impacts others and…the overall result of the game.

Time Cost is reflected in the game by the Player Token moving forward on TAR by a certain number of Action Tiles after an Action is performed (Time Shifting). Each Action Tile displays the Time Cost of the Action in Time Units. Time Units are shown in the lower-left corner of the Action Tile (or in two opposite corners in the case of the 'dual' Action Tiles). There are differences in the Time Units displayed on the individual Action Tiles. A fixed Time Unit number is given for some actions, while other Time Units show a simple pictogram determining their calculation method. The green color means no extra Time Cost is associated with this Action (apart from shifting the Player Token on selected Action at the beginning of the turn), and the red color means that you can't do this Action quicker (no 'Time Buying' option here). Here are the ways Time Units are displayed on Action Tiles:

  • Fixed Time Units — A Player moves their Token forward as many Action Tiles as the number shown. Buying Time is possible.
  • No extra Time Cost — A Player does not move the Token after performing an Action.
  • Mandatory Time Units — A Player moves their Token forward as many action tiles as the number shown. Buying Time is not possible.
  • Time Cost based on the number of resources — The Player advances their Token by the number of Tiles equal to the number of Resources affected by the action (e.g., sold or used for building). For example, if a Player spends 4 Resources in construction, this Action will cost 4 Time Units, and the Player shifts their Token forward 4 Action Tiles. Buying Time is possible.
  • Time Cost based on the number of trees (sets of 3) — The Player advances their Token by the number of Tiles equal to the number of Trees (sets of 3) affected (e.g., planted) by the action, rounded up. For example, if a Player plants 5 Trees, this action costs 2 Time Units, and the Player shifts their Token by 2 Action Tiles forward. Buying Time is possible.

Time Buying

Time is money, so buy it.

Except for actions with a mandatory time duration (Mandatory Time Units displayed in red), by paying 3 Grinies per 1 Time Unit, a Player can lower the Time Cost of the Action and reduce the number of Action Tiles by which they must advance their Player Token as a result of performing the Action. The reduction can be down to 0 (No extra Time Cost).

After a Player finishes their turn, the next Player clockwise begins their turn.

TAR Completion (New Round)

It was mentioned that each Player sets their own pace of Grinivil development in the game. Instead of regular game rounds that start and end at the same time for all Players, in Grinivil, each Player, without waiting for others, smoothly enters their own new round after passing with their Player Token the last Action Tile on TAR (Time Action Ring completion). This can happen before the Player's Action, while a Player moves their Player Token to the selected Action Tile, or after the Player's Action, as a result of Time Shifting (explained in the previous chapter). The only exemption is the Sudden-death Round, described later.

Immediately after TAR completion (after placing the Player Token on the selected Action Tile or after Time Shifting), the Player must resolve the Round Completion steps, in the following order:

a) Pay Taxes of 5 Grinies — Taxes must be paid unconditionally every time a Player completes the TAR. b) Pay a Wage of 3 Grinies per employed Worker — Wages are paid for a Player's Workers on Construction Sites (regardless of whether the building is finished) and on Ability Tiles. Wages are not paid for 'inactive' Workers in the Player's supply. c) Add 4 random Resources to the Market — A Player randomly draws 4 Resources from the Resource Reserve Pouch and distributes them to the appropriate column sections of the Market, from bottom to top. d) Return Workers from fully-constructed Buildings to the Player — After paying Taxes and Wages, a Player takes back all their Workers from finished Buildings. A Player cannot remove their Worker sooner.

These steps must be performed every time a Player completes the round (TAR).

Taxes and Wages must be paid. If a Player does not have enough money, they pay all they have left and a Penalty of 1 Victory Point.

Sudden-Death Round (Last Round)

Thought you had it in your pocket?

When any Player, after their turn (including all Repeat Actions) ends, is left with 2 Building Blocks or less, the ultimate Sudden-death Round begins. Each Player (starting with the Player who triggered the Sudden-death Round and continuing counterclockwise) now decides whether:

A. they want to continue from the current position on TAR where their Player Token is standing, or B. they shift their Player Token forward and place it on the Starting Tile (so they have full TAR with all Action Tiles available for the last round). In this case, all Workers from completed Buildings are returned to the Player, as well as their Workers standing on Ability Tiles passed during the shifting of the Player's Token to the Starting Tile (Workers on Ability spots preceding the Player's Token position remain unaffected). Unlike a standard round, Players do not pay Taxes or Wages after moving their Token to the Starting Tile, and no Resources are added to the Market (the last round starts only with Resources already present on the Market).

The Sudden-death Round begins with the next Player (i.e., the Player who follows clockwise the Player who initiated the Sudden-death Round).

End of Game

Players' turns in the last round proceed as usual, with this one exception. After passing with their Player Token the last Action Tile on TAR (after Time Action Ring completion), the Player Token immediately ends on the Starting Tile and the Player's turn ends (regardless of whether the Player on turn is not able/decided not to do any more Actions or TAR completion was a result of Time Shifting after the Player's last Action). The Player now has the last option to sell one fully constructed House to a Resident from their Portfolio, assuming all conditions are met (see the We're Moving In chapter). Lastly, the Player must pay Taxes and Wages one last time, as in the game so far. No Resources are added to the Market, though.

After you end your turn on the Starting Tile (and make your final Taxes and Wages payment), your participation in the Grinivil development ends. For the rest of the game, you must skip your turns (no, you can't participate in the Auction, Forced Trade, or any other Action initiated by another Player). But time is money in the Sudden-death Round as well...

If you finish sooner than your opponents, you get 5 Grinies whenever you are skipped during the turn alternation. This continues until the last Player finishes the game (i.e., until all Players place their Player Token on the Starting Tile).

Scoring

Final scoring is simple, but the result can be shocking. Get ready for it...

To your:

a) Victory Points gained during the game and displayed on the Scoreboard, add b) 1 VP per 10 Grinies in your Portfolio (rounded down), and c) rewards for (co-)builders of completed and usable Public Buildings desired by all Residents of Grinivil (Residents moved in by all Players during the game). Each participant receives a share calculated by the number of their Building Blocks that are part of the completed and usable Public Building, rounded down.

Example: During the game, 5 Residents moved into Grinivil. They waited the whole game to see which Public Buildings would be built. 2 Players built the Post Office. Robin (a beige Player) participated with 2 Building Blocks, and Val (a black Player) contributed 1 Block, so a huge reward of 27 VPs (9+15+3) is distributed as follows: Robin collects 18 VPs, and Val receives 9 VPs.

3 Players built the Water Treatment Plant: Bruno (brown), David (grey) & Rudi (white). Every one of them participated with 1 Building Block. Up to two Residents coveted this Public Building, so the total for sharing is 27 VPs (15+12). Each of the 3 Players receives 9 VPs.

And lastly, the Hospital. 3 participants contributed 1 Building Block to its construction: Robin (beige), Bruno (brown) and the Municipality (orange). Since only one Resident desired the Hospital, the reward is just 6 VPs. This means 2 VPs for each participant. The Municipality is not a Player, so only Robin and Bruno each receive 2 VPs. (Again, in case of a 6-player game where Municipality is not present and the 6th Player uses orange color, this Player would get 2 VPs as well).

No other buildings have been constructed, so rewards associated with them are not distributed.

d) Subtract 10 VPs for each Resident still in your Portfolio (i.e., the Resident you have failed to sell the House to)

The Player with the most Victory Points wins and becomes 'the Best Grinivil Developer'. A tie is resolved in favor of the Player with more unplanted Trees in their Portfolio; if this indicator does not decide, then it is in favor of the Player with more money (not counting those converted to Victory Points). Still undecided? Be glad you share a better overall position. :-P

Game Variants

Beginners Ring

New to Grinivil? Let's start lightly.

Although Grinivil is intuitive and accessible to all, it still requires some time and energy to become familiar with the principles and mechanics of the game. The variability of the Time Action Ring significantly influences the optimal tactics and strategies for each game. If you are just getting familiar with Grinivil, or if your opponents are beginners, we recommend choosing the TAR layout displayed on the setup page.

Also, for the first few games, ignore the Maximum Distance requirement (ignore the icon on Residents' Cards).

Big Town & Other Advanced Options

Endless possibilities, combine as you wish.

Personalized TAR — Before setup, each Player (in order from the oldest to the youngest) has the opportunity to strategically alter the game by picking one pink Action Tile to be included in or excluded from the game. This simple yet profound decision has a significant impact, adding a new layer of challenge for experienced Players.

Big Town — The Big Town variant is a very satisfying addition to the Sudden-death Round. When you are the first Player with only two Building Blocks left at the end of your turn, decide whether: 1. to start the Sudden-death Round (the game is completed according to the standard rules with no extra Building Blocks) or 2. take one extra Block of your color (over the designated number of Blocks). If you take an additional Block, the last round is not triggered, and the game continues normally. However, if another Player is in the same situation, they have the same option, except that if they choose to start the last round, all Players who have not yet received an extra Block will get one. If a Player who has already taken an extra Block reduces their Block count to two or less again, the Sudden-death Round is automatically triggered, and of course, the Players make up the number of Building Blocks.

In a two-player game, the extra Building Block is obviously missing. The solution is simple; for the Big Town variant, just use an extra Building Block of another (unused) color.

Thy Rules — Remember, the beauty of Grinivil lies in its flexibility. So, don't hesitate to unleash your creativity and make the game truly your own. Use a blank Action Tile, create your own Action Rules, write them on the Action Tile Aid Sheet (available for download), and make them known to your opponents. By mutual agreement, add them to the game; other advanced options remain available. Be patient, and don't be afraid to tweak and modify your Action Tile or consult with others (e.g., on the BGG forums). You have the power to shape the future of Grinivil gaming. And who knows? Your Action Tile may someday become... official.

Six-Player Game

Get ready for an epic session.

As Grinivil is a complex game, we recommend playing a 6-player game with only experienced Players familiar with the rules to avoid prolonging the game and hindering its enjoyment. Otherwise, Grinivil remains essentially the same. Subtle Player count rule alternations (including the 6-player variant) are explained clearly in orange colored text. In this section, we highlight only the following notable points:

  • Use a Market for 4-6 Players.
  • Use orange Building Blocks (and other orange components) for the 6th Player.
  • Municipality does not build any buildings with 6 Players; ignore Municipal Building Site icons.

Quick Game

Haste makes waste.

You're short on time? Ok, take away one or two Building Blocks from each Player before the game starts. But watch out for those Residents in your Portfolio, you may not have enough time to build the House they desire. However, that may not matter if others are not better off. :-P Or you'll get points otherwise. Good tactics in a shortened game usually prevail over rigid strategy.

Long Game

Good things take time.

Do you need more space to make Grinivil even better? Before the game begins, give each player one or two extra Building Blocks and execute your well-thought development strategy. Not available with 2 Players.

Action Tiles Overview

Depending on the version of the Grinivil game, some Action Tiles are optional components and may not be included.

#01 — Initial Action Tile — Buy Resources. Buy Resources from the Market (buying price in red). Any type, any amount. Time Cost: 1 Time Unit per 3 Resources bought, rounded up.

#02 — Initial Action Tile — Buy Resources (with discount). Buy Resources from the Market (buying price in red). Any type, any amount. From the total price, subtract 3 Grinies (down to 0). Time Cost: 1 Time Unit per 3 Resources bought, rounded up.

#03 — Initial Action Tile — Build Floor. Discard required Resources and build a Building Floor. Get associated Victory Points. Time Cost: 1 Time Unit per 1 Resource spent on construction.

#04 — Initial Action Tile — Build Floor (at a premium). Pay an extra 3 Grinies, discard required Resources and build a Building Floor. Get Victory Points. Time Cost: 1 Time Unit per 1 Resource spent on construction.

#05 — Auction (single-bid). A Player on a turn can call an Auction (Initiator). 5 random Resources are drawn from the Reserve Pouch. All Players secretly (in hand) offer the price for the 5 Resources drawn. The Minimum Bid is 10 Grinies. A Player does not have to offer anything but should keep it secret until the Bids are revealed (empty hand). The Initiator must bid at least 10 Grinies. Players show their Bids at the same time. The winner gets 5 Resources and 1 VP (the winner places any excess resources on the Market). In the case of a tie, the Initiator wins; otherwise, the Player closest to them counter-clockwise wins. If the Initiator does not win the Auction, they get half of the Highest Bid (rounded down) as compensation. No extra time cost.

#06 — Sell Resources. Sell Resources to the Market for the selling price (printed in yellow). Any type, any amount. Use only available slots. No extra time cost.

#07 — Buy Warehouse (small). Buy a Small Warehouse for 10 Grinies, and add it to your Portfolio. You cannot use this Action if there are no Small Warehouses available. Time Cost: 1 Time Unit.

#08a — Explore Land (add a new Land Tile). Pay 10 Grinies and add a new random Land Tile to the Inner or Outer zones. First, you must point to a specific suitable spot and then draw a Land Tile. You get 3 VPs, and you become an Owner of the Parcel (place your Marker there). Add orange Building Blocks to Municipal Building Sites newly connected to the Construction Road; add brown or blue/yellow Building Tokens facing the construction side up. The Owner of the Parcel decides on the type of Non-residential Building. If the Municipality owns the Parcel, select from blue and yellow Tokens randomly. If an orange Block is added to the Site located on the Player's Parcel, the Player gets from the Municipality a Participation Fee of 5 Grinies plus 3 Grinies for each Resident currently living in Grinivil (max. 20 Grinies). Time Cost: 1 Time Unit.

#08b — Build a Road. Discard 2 Concretes and place a Completed Road Token overlapping the Construction Road (two edges of neighboring Inner Zone Parcels or Construction Road on Outer Zone Parcel). Shift your Player Token on the Bonus Road Track and collect and/or perform (optional) an appropriate Bonus/Action (all of them). Time Cost: 2 Time Units.

#09 — Buy Trees (for planting). Buy 1 to 6 Trees and add them to your Portfolio (you cannot plant Trees with this action). If you buy up to 3 Trees, pay 1 Grinie per Tree bought. If you buy 4 to 6 Trees, pay 2 Grinies for each Tree. Time Cost: 1 Time Unit.

#10 — Plant Trees (on Planting Spots). Plant 1 to 9 trees in one Planting Sector (continuous land area separated only by roads). You get 5 Grinies for the first 3 planted Trees, 2 VPs for the 4th–7th planted Tree, and 3 VPs for the 8th and 9th Tree. Example A: the Player planted 2 Trees and received 10 Grinies as a reward. Example B: the Player planted 8 Trees and received 15 Grinies (for the first 3 Trees) and 11 VPs (2 VPs for each of the 4th to 7th Trees and 3 VPs for the 8th Tree planted). Time Cost: 1 Time Unit per 3 trees planted, rounded up.

#11 — New Resident (add or replace). Choose a Resident Card from the Resident Display and either: 1. Add it to your Portfolio for free. Then, fill the Resident Display with a random card from the pile, or 2. Replace it with a Resident Card from your Portfolio. Pay 10 Grinies. Time Cost: 1 Time Unit.

#12 — Sell the House (moving to Grinivil). Sell the fully built House ('FOR SALE') connected to a Completed Road to a suitable Resident. Place the Resident Card on the 'Residents of Grinivil' pile. Pay the co-builder (if any, incl. Municipality) Compensation of 15 Grinies and distribute rewards. No extra time cost.

#13 — Convert (with Conversion Die). You can exchange Victory Points for Money or Money for Victory Points — up to a maximum of 5 VPs. The Conversion Die displays the rate (the amount of money for 1 VP). Roll the Die before conversion (use a new rate) or after conversion (use an old rate from a previous Conversion). No extra time cost.

#14 — Import (volatile prices). Roll the D6 Die…buy 1 to 3 items (from 5 available) for the per-item price set with the D6 Die. You can choose from 2 Trees, 1 Concrete, 1 Wood, and 1 Steel. Time Cost: 2 Time Units.

#15 — Optimization (of Resources). Pick 1 Resource of your choice. Also, get 1 random Resource for every Small Warehouse you have. Time Cost: 2 Time Units.

#16 — Restricted — Replanting. You can replant up to 3 Trees from existing Planting Spots (move to new Spots) or from the general supply (not from your Portfolio). You can choose any Planting Spots without being restricted by Planting Sectors. You get a flat 1 VP. Mark the Tile with the 'occupied' Token (take it back on your next turn). No Player (not even you) can select this Action while this Action Tile is 'occupied'. Time Cost: 1 Time Unit per 1 Tree replanted.

#17 — Subsidy (for unemployed). You get 3 Grinies plus 3 Grinies for each unemployed Worker in your Portfolio (for a Worker not on a Building Site or Ability Tile). 2 Mandatory Time Units.

#18 — Restricted — Forced Trade (with other Player(s)). Change 1 to 3 Resources with 1 or more opponents; the selected opponent(s) must accept the trade. You must offer only Resources that your opponent could accommodate in their Warehouses. Pay your opponent 2 Grinies per traded Resource. Mark the Tile with the 'occupied' Token (take it back on your next turn). No Player (not even you) can select this Action while this Action Tile is 'occupied'. No extra time cost.

#19 — Ability Tile — Architect ('one round' ability). Place your Worker on this Tile. When building a Floor, you can use any Resources (not only those required). The ability lasts one round (after passing this Tile with your Token on TAR, take back your Worker). A combination of abilities is allowed. No extra time cost.

#20 — Ability Tile — Engineer ('one round' ability). Place your Worker on this Tile. When you buy Resources on the Market, the price of each is reduced by 3 Grinies (down to 0). The ability lasts one round (after passing this Tile with your Token on TAR, take back your Worker). A combination of abilities is allowed. No extra time cost.

#21 — Ability Tile — Builder ('one round' ability). Place your Worker on this Tile. When building a Floor, you can discard one Resource less than required. The ability lasts one round (after passing this Tile with your Token on TAR, take back your Worker). A combination of abilities is allowed. No extra time cost.

#22 — Ability Tile — Ecologist ('one round' ability). Place your Worker on this Tile. Every time you select an Action (and place your Token on the Action Tile), you get 1 Tree from the general supply. The ability lasts one round (after passing this Tile with your Token on TAR, take back your Worker). A combination of abilities is allowed. No extra time cost.

#23 — Ability Tile — Banker ('one round' ability). Place your Worker on this Tile. Every time you select an Action (and place your Token on the Action Tile), you get 3 Grinies. The ability lasts one round (after passing this Tile with your Token on TAR, take back your Worker). A combination of abilities is allowed. No extra time cost.

#24 — Ability Tile — Merchant ('one round' ability). Place your Worker on this Tile. Every time you select an Action (and place your Token on the Action Tile), you get 1 random Resource from the Resource Reserve. The ability lasts one round (after passing this Tile with your Token on TAR, take back your Worker). A combination of abilities is allowed. No extra time cost.

#51P — Follower ('one round' ability). Place your Worker on this Tile. For one round, at the beginning of their turn, a Player has these options: 1. Proceed as usual, i.e. select an Action, move your Token and perform the Action, or 2. Don't move your Token and perform an Action of the Tile selected by the previous Player (at the beginning of their turn). In the case of a dual Tile (e.g., Explore/Build Road), the choice is yours. You cannot repeat an Action from an 'occupied' Restricted Tile or Ability Tile. Time Shift after the Action is mandatory '2'. If you collect and use the 'Repeat Action' bonus, the standard procedure follows. The ability lasts one round. A combination of abilities is allowed. No extra time cost.

#52P — Crowdfunding (Building Construction). The Crowdfunding Initiator chooses a Non-residential Building (blue or yellow Token) and an eligible building site. The initiator must secretly offer at least 30 Grinies. The same applies to Players who want to participate (the intentions of others must remain secret as well, like in an Auction). The Municipality will participate if it has at least 1 Building Block (not in a 6-player game); its contribution will be 30 Grinies plus the current D4 value plus the D6 value after the roll. Participants reveal their contributions simultaneously. The D6 Dice will be rolled only after the Players have shown their contributions. Construction: The first Building Block is always provided by the human Player with the largest contribution. The remaining Blocks are provided by the others (including the Municipality) in order of contribution size. A tie is resolved in favour of the Municipality, otherwise, like in an Auction. No Resources, no Worker, no VPs. Note that the Municipality will complete the entire building (if it has enough Blocks); a human Player is limited to 1 Block. Those who cannot provide a Block will receive their money back. The Participation Fee (if applicable) is paid to the Land Owner as usual by those who provided the Blocks for construction. 3 Mandatory Time Units.

#53P — Manager ('one round' ability). Place your Worker on this Tile. All your Actions have 'Zero' Time Cost (no Time Shift after an Action is performed). The ability lasts one round (after passing this Tile with your Token on TAR, take back your Worker). A combination of abilities is allowed. No extra time cost.

Player's Turn

Follow the sequence…

  1. Choose an Action. Select an eligible Action Tile on the Time Action Ring (TAR) and then move your Player Token on it.
    • An eligible Action Tile is one on which you can perform an Action (e.g., this is not possible on an 'occupied' Restricted Tile or an Ability Tile with a Worker present — including yours — or if you can't pay the Action costs).
    • It can be the same Tile where the Token is currently standing.
    • If the Time Action Ring is completed while moving your Token: a) pay 5 Grinies Tax, b) pay Wages of 3 Grinies per employed Worker (i.e. Worker on a Building Site or Ability Tile, not one available in the Player's supply), c) add 4 random Resources to the Market, d) remove your Workers from fully constructed Buildings.
    • If you pass an Ability Tile with your Worker on it while moving the Token, take back your Worker from the Tile.
  2. Collect/use Ability Tile benefit (if possible), if you have a Worker standing on an Ability Tile (or more).
  3. Do the Action.
    • Pay Action costs (must be paid first): Action Tile costs (any/all); when building on a 'foreign' Building Site (i.e., a Player is not building another Floor, nor do they own the parcel), a Participation Fee of 5 Grinies + 3 Grinies per Resident already moved into Grinivil (max. 20 Grinies) must be paid to the Parcel Owner — the Municipality does not receive a Participation Fee for their Parcel Ownership; when selling a house to a Resident, Compensation of 15 Grinies must be paid to other House co-builders (if any), incl. Municipality.
    • Perform the Action (obligatory).
  4. Collect Building Site Bonus, when building the 1st Floor on a Site with a bonus. Perform Additional Site Action (optional). Repeat Action Bonus can be used at the end of the turn.
  5. Perform Associated Build Action (optional), when building. Pay all costs associated with the Action, including the cost of the Associated Build Action (otherwise, the Action is not allowed). Max. 1 Associated Action allowed.
  6. Advance & collect on Bonus Road Track. Perform Bonus Road Action (optional), after Road construction using a TAR Action or an Associated Build Action. Repeat Action Bonus can be used at the end of the turn.
  7. Shift the time. Shift your Token forward by the number of Time Units.
    • There are no restrictions on the tile on which a Player's Token can end up after Time Shifting.
    • You can 'Buy Time' to do Actions 'more quickly'; pay 3 Grinies to lower the Time Cost of your Action by 1 Time Unit, any number of times, down to 0. Not allowed with Mandatory Time Units.
    • If the Time Action Ring is completed while moving your Token, repeat the procedure described in Step 1.

Next Player.

  • 5 Ownership Markers (D)
  • 2 Trees (E)
  • Big Warehouse with 2 Concretes, 1 Wood, and 1 Steel (place each resource type in a separate Warehouse Section) (F)
  • Aid Card (G) (double-sided)
  • 40 Grinies (H) — money should be kept secret
  • Place each Player's 3 Player Tokens: 1 on the Road Bonus Track (9A), 1 on the '5' VPs spot of the Scoreboard (9B), and 1 on the starting tile of the Time Action Ring (9C).
  • Place 1 extra Worker from each Player aside (10).
  • Randomly choose the First Player and give each subsequent Player (clockwise) 3 Grinies per Player ahead of them (e.g., a second Player gets 3 Grinies, a third Player 6 Grinies, etc.).
  • If you pass an Ability Tile with your Worker on it while moving the Token, take back your Worker from the Tile.
  • Use Repeat Action Bonus (optional), if collected during Step 4 and/or Step 6. Multiple Repeat Action Bonuses in one turn are allowed.