RulesPal
Chat
Rulebook
Nine Tiles Panic thumbnail

Nine Tiles Panic

Nine Tiles Panic Rulebook

Table of Contents

Table of Contents

  • Contents
  • 1. In This Game...
  • 2. Set-up
  • 3. Make a Town That Matches the Theme!
    • Tile Icons
  • 4. Completing the Town
  • 5. Calculating the Points
  • 6. Ending the Game
  • Captured Aliens
  • Credits
  • Warnings

Contents

  • Tiles: 5 sets, 1 set = 9 pieces. (Total tiles: 45). There are different patterns on the back.
  • Theme cards: 26 cards (each has a Front and a Back)
  • Scoreboard: 3 pieces
  • 5 player pieces
  • 5 order markers
  • Hourglass
  • Game Instructions (this booklet)

1. In This Game...

...players move and turn over their 9 tiles according to the different theme cards. The player whose town best matches the theme earns more points. After playing for several rounds, the player that earned the most points is the winner.

2. Set-up

  • Each player takes one set of tiles (9 pieces) that have the same color roads on them. Shuffle the theme cards well and place them facedown on the table. Starting with the smallest number, the amount of order markers that will be used is the amount of players in the game. Put the hourglass and order markers in a place that is easily reachable by all players.
  • Connect all 3 pieces of the scoreboard. All players take the same color player piece as the color on their tiles and place it on the scoreboard on the 0 space.

3. Make a Town That Matches the Theme!

  • Turn over the top 3 cards of the theme card deck and place them in a spot where they are easily visible to all players. All players check the theme cards. The theme cards with a star symbol in the upper right corner have more complicated conditions. For simple play, removing these cards may be helpful.
  • In addition to roads, the tiles have other things on them as well. See below.

Tile Icons

  • Agent: Captures aliens

  • Alien: Loves hamburgers

  • Hamburger

  • Dog

  • Citizen (Girl)

  • Citizen (Boy)

  • House

  • UFO

  • Each player shuffles their tiles well and places them in their hands. Choose the player that will give the starting signal. Once they say "Ready......Go!," all players begin to build their own town.

  • You may move your tiles, flip over your tiles, or face your tiles in any direction.

  • Players are aiming to build their town so that it follows the theme cards.

  • To complete a town, the following 3 conditions must be met.

    1. All 9 tiles must be arranged 3 x 3.
    2. Roads must be connected with adjacent tiles.
    3. Roads must lead out of the town.

Illegal town examples:

  • Placement outside of a 3 x 3 grid is not allowed.
  • A road that is not connected to the adjacent tile is not allowed.
  • Roads in a ring or figure-8 shape are not allowed.

4. Completing the Town

  • The first player to complete their town takes the order marker with "1" on it and immediately turns over the hourglass. The remaining players have until the hourglass finishes to complete their town.
  • As players complete their towns, they take an order marker starting with the smallest number. (The first player takes the "1" marker, the second player takes the "2" marker, the third player takes the "3" marker, and so on.) Once a player takes an order marker they can no longer touch their tiles.
  • If a player takes an order marker even though they haven't fulfilled the town completion conditions, their town is incomplete. However, if this player turned over the hourglass, the other players must still complete their towns before the hourglass finishes.
  • When either every player has completed their town or the hourglass has finished, continue on and calculate the points.

5. Calculating the Points

  • For each of the theme cards compare each player's town based on how well they match the theme and rank the players. If any players have the same rank, the player with the smaller order marker is ranked higher.
  • The top ranked player earns points equal to the amount of players in the game. (4 players in the game = 4 points earned) From 2nd place and lower, each player earns one less point. As long as they complete their town, the lowest ranked player can earn 1 point. Each player advances their piece on the scoreboard by however many points they earned.
  • Any players that did not finish in time or did not meet the conditions for a completed town do not earn any points.
  • After the points for each theme card have been calculated and the player pieces have been moved on the scoreboard the round finishes. All players return their order markers to the middle and the used theme cards are set aside in a pile. If the theme card deck is empty, shuffle the used theme cards well and make a new deck.
  • The next round starts again from step 3.

6. Ending the Game

  • When 1 player reaches the amount of points needed to win the game, finish calculating the current round's points and end the game.
Number of players2345
Points to win10152025
  • If a player's points passes 30, move their piece back to the 0 position and start a second rotation on the board.
  • The player with the highest points is the winner. In case of a tie, the player with the smallest value order marker in the last round is the winner.

Captured Aliens

An alien that meets the following conditions is counted as "captured." Look out for cards that deal with "captured" aliens.

  1. An alien and an agent are on the same connected road.
  2. The agent is facing the alien. (The alien can be looking in any direction.)
  3. 1 alien can be captured per agent.

Credits

  • Authors: Jean-Claude Pellin, Jens Merkl
  • Artwork: Hiroko Izumida, Jun Sasaki
  • Production assistance: Rie Komatsuzaki, Satoe Hatano
  • English translation: Nick Poggi
  • Instructions: Rie Komatsuzaki
  • Cooperation: Laura Grundmann, Keiko Inagaki, Yoshihiro Ura, Fumihiro Kanaya, Yoshihiro Shindo, Tomoaki Tsuchie, Hisanori Hiraoka, Yuto Fujikawa, Dan Yamamoto
  • Publisher: Oink Games Inc.
  • © 2019 Oink Games Inc.

Warnings

  • This product presents an accidental ingestion hazard. Not for children under 3 years of age.
  • Do not leave in high-temperature, high-humidity environments. This may result in damage to the product.
  • Keep away from flames. This can cause warping or fires.