Hello Kitty: Day at the Park
Hello Kitty: Day at the Park Rulebook
Table of Contents
Table of Contents
Components
- 60 Adventure Cards (28 Easy, 20 Medium, 12 Hard)
- 80 Item Tokens (20 each of Music Notes, Birds, Flowers, and Cupcakes)
- 48 Park Tiles
- 1 Start Tile
- 6 Character Cards
- 6 Character Figures
- 6 Score Tokens
- 5 Nap Tokens
- 1 Scoreboard
- 5 Player Aids
- 40 Attraction Tokens (8 each of Tricycles, Butterflies, Exchanges, Attractions, and Wilds)
*Component count may vary based on edition.
Game Setup
- Place the start tile in the middle of the table. Place the scoreboard off to one side. Pile the item tokens where everyone can reach.
- Flip all attraction tokens to the bench side, mix them up, and pile them near the item tokens.
- Shuffle the park tiles. Remove a number of tiles from the top of the pile and return them to the game box without looking at them (they won't be used).
- a. If you have 5 players, remove 3 tiles.
- b. If you have 4 players, remove 8 tiles.
- c. If you have 3 players, remove 15 tiles.
- d. If you have 2 players, remove 22 tiles.
- Separate the adventure cards into 3 piles by difficulty (easy, medium, and hard) and shuffle each of them. Place each pile with the scoring bonuses at the bottom of the cards face down.
Player Setup
- Each player picks a character and takes the matching card, figure, and score marker, plus a nap token and player aid.
- Place your score marker on "0" on the scoreboard.
- Choose which special action on your character card will start face up. One side helps you explore and collect items, the other gives you another way to score points.
- Place your nap token on your character card, with the blank side face up.
- Draw 2 easy adventures and 1 medium adventure and line them up to the left of your character card. Decide whether to place each card's scoring bonus face up or face down. Placing a bonus face up gives you a chance to score more points if you can complete an extra goal.
- Draw 2 park tiles and keep them in your hand. You may look at them, but don't show them to other players!
- The player who most recently went on an adventure is the first player.
Gameplay
Your Goal
You want to have the best day at the park, so you've got to have lots of adventures! Explore and collect items, then turn them in to complete adventures and score points (VP). Use your character's ability and attractions you visit to take special actions and have even more fun!
Adventure Cards
- A. Adventure type
- B. Adventure name
- C. Items needed to complete
- D. Points for completing
- E. Scoring Bonus (advanced side only)
- F. Difficulty (easy, medium, and hard)
Taking Turns
Players take turns in clockwise order around the table, starting with the first player. Each turn has 4 steps. You can also use special actions at any time on your turn (see Special Actions).
- Place a Park Tile
- Move Your Character
- Complete Adventures
- Draw New Tile and Cards
First Turn: At the start of your first turn of the game, place your character figure in any space in the park. Then follow the 4 turn steps normally.
1. Place a Park Tile
In this step, you add a new tile to the park and place a random attraction on it. If the symbol on your tile matches the item or color of another symbol on a tile it touches, you get an item.
Placing a Tile
Choose 1 of the 2 tiles in your hand and place it in the park. Your tile must touch at least 1 other tile along an edge (not just at a corner). You can rotate your tile if you like.
The artwork on your tile must match up with the other tiles it touches. For example, if your tile has a garden along one edge, any other tile that touches that edge must also have a garden.
Example: a tile placed with a garden edge next to a field edge is placed incorrectly, because the garden on the left doesn't match up with the field on the right.
After you place your tile, take 1 attraction token from the pile and place it on your tile, with the bench side face up (don't look at the other side just yet!).
Getting an Item
Next, check to see whether the item symbol on your tile matches the symbol on any of the tiles it touches:
- If your tile has the same item as a touching tile, gain 1 of that item.
- If your tile has a different item of the same color as a touching tile, choose 1 of the 2 items to gain.
You can only gain 1 item from each tile you place. If you match the color and item on a touching tile, you still only get 1 of that item. If you match multiple touching tiles, you choose which one to get an item from.
Example: Badtz-maru places his tile here. Since his green cupcake is next to a blue one, he gets a cupcake.
Example: Hello Kitty places her tile here. Since her red flower matches the color of the red music note, she can choose to take either a flower or a music note.
Using special actions to place extra tiles can also get you an item if you match! (see Special Actions)
2. Move Your Character
In this step, you move your character through the park and collect items from each tile you visit. If you end your movement on an attraction, you get to take it.
Moving Through the Park
Move your character up to 3 spaces. Each time you move into a tile, you get 1 item matching its symbol.
Movement Rules
- You may not move diagonally.
- You may move through or end in a space with another character.
- You may "backtrack" and move into a space you already visited (and get another item from it).
- You may choose not to move at all, in which case you just get 1 item from your starting space.
Example: Keroppi moves 3 spaces and picks up a bird, a flower, and a cupcake.
Taking an Attraction
If you end your movement on a space with an attraction token, you get to take it and flip it over to see what's on the other side. Attractions let you use special actions on your turn (see Special Actions). Don't draw a new attraction to replace the one you took.
Example: After finishing his move, Keroppi takes the attraction and flips it over to discover it's a tricycle!
Giving a High Five
If you end your move in a space with another character, you give them a high five! They must immediately move 1 space in a direction of their choice (not diagonally). Then each of you get to choose to either draw 1 attraction OR flip your nap token to the blank side (see Special Actions).
Example: 1. Badtz-maru moves 2 spaces and decides to stop to give Hello Kitty a high five! 2. Hello Kitty moves 1 space away and draws an attraction token. Badtz-maru gets 1 music note and 1 flower for the spaces he moved through, then draws an attraction as well.
3. Complete Adventures
In this step, you can complete adventures and score points.
To complete an adventure, you must turn in the items shown on its card. You can also count the symbol on the space where you ended your move towards completing an adventure, as if it were an extra item in your hand. (This is on top of the token you gained from that space in the last step!). You can complete more than one adventure card on your turn, and the symbol on your space can be counted towards more than one adventure in the same turn.
Place the adventure in your completed pile to the right of your character card and add its points to your score on the scoreboard.
Note: The color and type of an adventure only matters for scoring bonuses on hard adventures (see Scoring Bonuses).
Example: Since Keroppi can use the cupcake on his tile, he only needs to turn in 1 flower and 1 cupcake to complete the "Chase Bubbles" adventure. He turns in the flower and cupcake he just picked up, moves the card to his completed pile, and scores 2 points! (Keroppi's character action: Use up to 3 items as wild.)
Scoring Bonuses
If you complete an adventure that has a face up scoring bonus, you can score extra points.
- Easy scoring bonuses let you turn in extra items to score more points.
- Medium scoring bonuses give you extra points at the end of the game for having leftover items.
- Hard scoring bonuses give you extra points at the end of the game for completing adventures of certain types.
Easy adventure bonuses (advanced side) can be scored when you complete them, but medium and hard bonuses only score at the end of the game.
4. Draw New Tile and Cards
In this step, you draw 1 new park tile to replace the one you added to the board.
Then, if you completed any adventures, draw new ones until you have 3. You may draw each new adventure from any pile (easy, medium, or hard) and may choose whether the scoring bonus is face-up (advanced side) or face-down (standard side) after you draw it.
Example: At the end of Keroppi's turn, he draws 1 new adventure and 1 new park tile. He decides to take the top medium adventure, looks at the scoring bonus on the back, and then places it with the scoring bonus face down (so it's easier to complete).
Special Actions
You can take any number of the following special actions at any time on your turn.
Character Actions
If your nap token is on the blank side, you can flip it to the "Zzz" side to use the special action on your character card. You can't use it again until you flip your nap token back to the blank side.
- When you use an item as wild, it can be turned in as any other item, any time you would turn in items. Character actions that let you treat items as wild can't be used during end game scoring.
- When you move or remove a park tile, you can only choose one that doesn't leave different parts of the park disconnected. Removed park tiles go back to the game box.
- When you move a park tile, you must place it following the rules for placing a new tile (see Placing a Tile). Don't place a new attraction on it or gain any extra items from it.
- When you add a new park tile, you must place it following the rules for placing a new tile (see Placing a Tile). Place a new attraction on it and collect an item if it matches.
- When you swap an adventure card with one from the deck, you may choose whether the new scoring bonus is face up or face down. Place the old card on the bottom of its deck.
- When you swap a completed adventure card, you don't gain or lose any points (this only affects end game scoring bonuses).
Example: Hello Kitty uses her character action to move 2 unoccupied tiles (with no characters on them) to new locations after rotating them properly, but she doesn't gain any items (even if the colors match) for moving these tiles. Afterwards, she flips her nap token to Zzz. (Hello Kitty's character action: Move up to two unoccupied tiles to new legal locations.)
Attraction Actions
You can turn in an attraction token to use its special action from the list below, OR you can flip it back to the bench side and turn it in to take the bench action.
- Tricycle: Move to any space and gain the item on it. If there is an attraction there, you may not take it.
- Butterfly: Look through the park tiles that were removed at the start of the game and choose 1 to place OR gain any 2 items. You must follow the rules for placing a new tile and place an attraction on it. Gain an item if your tile matches.
- Exchange: Trade in up to 6 items you've collected for items of different types. The items you trade in and the items you collect can be the same or different types.
- Attraction: Draw 1 adventure card, and discard 1 adventure card. You may draw the new adventure from any pile (easy, medium, or hard) and may choose whether the scoring bonus is face-up (advanced side) or face-down (standard side) after you draw it. You must then choose 1 of your adventure cards, including the new card, to discard and place on the bottom of its deck.
- Wild: You can turn in this token instead of any 1 item (not an attraction). For end game scoring bonuses, this counts as 1 item of a type of your choice.
- Bench: Flip your nap token from "Zzz" to the blank side.
Combo character and attraction actions together to have a really big turn!
Game End
When someone draws the last park tile, each player gets 1 more turn (including the player who drew the last tile), and then the game ends. Each player counts up any extra points from face-up scoring bonuses in their completed adventures pile that are advanced side up. The player with the highest score wins!
If there is a tie, the tied player with the most completed adventures wins. If there is still a tie, the tied player with the most items left wins. If there is still a tie, the victory is shared!
Example: At the end of the game, Hello Kitty adds up her scoring bonuses. She gets +3 points from completing Food adventures, and +1 point from having 2 leftover flowers.