Parikrama
Parikrama Rulebook
Table of Contents
Components
- 110 Cards:
- 92 Journey Cards: 84 Colored, 8 White
- 12 Hitch-Hike Cards: 4 each of Carriage, Riverboat & Truck
- 6 Sights (double sided)
- 65 Tiles:
- 40 Basic Tiles
- 15 Special Tiles (with a maroon symbol to differentiate)
- 8 Scoring Tiles
- 2 14-Point Tiles
- Drawstring Bag to draw Basic Tiles
Start playing right away: watch the How to Play video at www.zenwoodgames.com/how-to-play. Flip to the back of the rulebook and use it as a reference during the game.
Setup
First, separate all components according to their specific types.
A. Shuffle all the 92 Journey Cards well and place them facedown to form a deck.
B. The youngest player becomes the first player and draws 5 cards from the top of the Journey deck. Going clockwise, every other player draws a number of cards depending on the number of players: 2nd player: 6 cards | 3rd player: 7 cards | 4th player: 8 cards | 5th player: 9 cards. These are the starting hand of cards for all players. Players can examine their hand but keep it secret.
C. Draw 6 cards from the top of the Journey deck and place them faceup in a row to the right of the deck. Keep some area beside the row for a discard pile.
D. Randomly select and place a number of Special Tiles face up, from the total lot of 15, depending on the number of players in the game: 2 players: 5 Tiles | 3 players: 7 Tiles | 4 players: 9 Tiles | 5 players: 11 Tiles. Return the rest to the box as they won't be used for this game.
E. Put all the 40 Basic Tiles in the Parikrama drawstring bag and give it a good mix. Randomly draw 7 tiles one after another from the bag and place them in a row just below the Journey cards. Keep the Bag nearby for easy reach of all players.
F. Place the Carriage, Riverboat and Truck Hitch-hike cards into their separate decks faceup, below the 4th, 5th and 6th Basic Tile respectively. Place both the 14-Point Tiles just below the 7th Basic Tile.
If you are new to modern tabletop games, proceed to the Introductory game: play without the Scoring Tiles & Sights and keep them in the box for now.
If you want to get the full Parikrama experience, take a short detour to the Full Game section to do additional Setup for Sights and Scoring Tiles, then come back.
In Parikrama, you draw and play cards in the form of Sets. You also gain Tiles which you join together in a grid to reveal colors and patterns. This gives you Symbols and Loops that maximize the points you can score. Both Sets and Tiles also give you discounts and other benefits which help you optimize your actions. In the end, the player with the highest total points from card values, symbols and loops, wins!
Gameplay
Parikrama is played over a series of rounds. Starting with the first player and going clockwise, each player takes a turn. On your turn, you carry out 2 actions in specific order: Play Cards (if you wish), and then Draw Cards.
- You may Play one or more cards from your hand to a single set and pay its costs. You can also close that specific set if you want, and gain bonuses. (You may also skip the entire Play Cards Action.)
- Then, you must either Draw any 3 colored cards or 1 wild card (if available), from the 6 face up Journey cards in display, and add it to your hand. If you exceed the hand limit of 10 cards, discard down to 10 cards.
Action 1 - Play Cards
You can play 1 or more Journey cards from your hand and pay their cost - shown as white dots at the bottom left of the card. As cost, discard that many extra cards (of any color) from your hand to the discard pile, immediately after playing cards. E.g. if playing cards with 4 white dots in total, you must discard any 4 extra cards from your hand as cost.
The card/s being played can either begin a new Set of cards, or add to an existing Set (cards that were played in an earlier turn). If playing multiple cards, they should be played into only 1 set, and the total cost of all cards should be paid in that turn.
There are only two kinds of sets in Parikrama:
Sequenced Set: Cards played to form a Sequenced Set should all be of the same color but have numeric sequence of values. There should be no gaps in the number sequence at the end of your turn. The maximum number of cards possible in this set is 7 (of unique values 1 to 7 of one color).
Multi-colored Set: Cards played to form a Multi-colored Set should all be of different color than each other, but have the same numeric value. A Color can't be repeated in this set - so there can only be a maximum of 4 cards in such a set (one of each of the 4 colors).
(Each card shows its Number and its Cost.)
Wild Cards: The white colored journey cards (known as Monuments) are wild cards that can be played as any color and number of your choice, in any kind of set. Playing a wild card has a mandatory cost of 1 card as mentioned on the card. In Multi-colored sets, you can't exceed the max limit of 4 cards even if wild card/s are used.
During the game you can have several existing open sets of either kind. But in a single turn, you can only play cards for a single set - either you start a new set or continue an existing open set.
Example 1: Correct and incorrect actions for Playing Cards into sets.
- CAN be played since it forms a sequenced set of 2,3,4,5 at the end of turn.
- CANNOT be played as 6,7 don't form a sequence with 3,4 - it creates gaps.
- CAN be played since it adds to a multicolored set and white mimics a Blue 4.
- CANNOT be played together as white can't repeat any color and the set exceeds 4 cards.
Closing a Set
If you wish, you may close exactly one set in a turn, only if:
- You played at least 1 card to this set, this turn, AND
- This set has at least 3 cards in it, after playing.
If you didn't play any cards this turn, then you can close any existing open set with at least 3 cards in it.
Immediate bonuses & steps after closing a set:
1a. Journal cards: Take only the highest valued card in the set (for a multi-colored set, this is any colored card in the set), tilt it 90 degrees and add it stacked to the right side of your play area - known as Journal. A wild card cannot go to the Journal. A sequenced set can't have a Wild card as the highest valued card.
1b. Backpack cards: Flip all remaining cards in the set facedown, and stack them vertically on the left side of your play area - known as Backpack cards.
2. Pick Basic Tile: Next, pick a Basic tile from the 7 available tiles, with some restrictions:
- You can only choose from the first X tiles (from 1 - 7) where X is the number of cards in the closed set.
- The tile you pick must have at least 1 semi-circle with the same color as the card "journaled" this turn. If none of the tiles' colors match, you can't pick a Tile.
This tile adds to your Parikrama Map, explained later. Once picked, move any remaining Tiles one space to the left, if their left position is empty. Draw a new Basic Tile from the bag to fill the 7th empty position, restoring back to 7 Tiles.
3. Gain Hitch-Hike card: Gain either a Carriage, Riverboat or a Truck Hitch-Hike card if you closed a set with 4, 5 or 6 cards respectively, and add it to your hand. Gain a 14 Point Tile if you closed a set with 7 cards. This is a Special Tile, explained later. No Hitch-Hike bonus for closing a set with 3 cards.
Example 2: Closing a Sequenced set of 4 Blue cards:
- 1a. The highest valued card (Blue 5) goes to the Journal.
- 1b. The remaining 3 cards go facedown to the Backpack.
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- Since it was a set of 4 cards, the first 4 Basic Tiles are checked. Tile 2 is chosen as it has a blue semicircle.
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- A "Carriage" Hitch-Hike card is chosen, corresponding to closing a set of "4" cards.
Hitch-Hike cards in hand count towards the hand limit. Hitch-Hike cards can be spent from your hand for certain advantages, which is explained below.
Other important bonuses
7 Backpack cards: If you stack up 7 or more cards in your Backpack at any point in the game, then immediately discard 7 Backpack cards to pick any 1 available Special Tile and add it to your Map. You can retain any leftover cards over 7, and continue stacking up for the next set of 7 Backpack cards. All the Special Tiles are explained in the Appendix.
Tiles and Parikrama Map: Both Basic and Special Tiles join together as a grid and create your own Parikrama Map. Except for the first Tile, when you place new Tiles on the Map, it should be completely adjacent to the existing edges of the Map Tiles. You can rotate a Tile freely before joining it to the Map. The loops or colors are not required to match when joining (however if matched, they give certain benefits).
Example 3: Tiles should be completely adjacent on their edges.
Discounts from Journal and Map: Both your Journal and Parikrama Map have color circles that give you permanent card discounts on the cost of playing Journey cards. For every complete circle of one color you have on your Journal & Map, deduct the cost by 1, when paying for a Journey Card of the same color. You get this discount every turn when you play cards. If you have enough color circles, it is possible to play cards from your hand free of cost, in a turn. Only complete colored circles are discounts!
Example 4: The total cost discount per turn from the pictured configuration is 1 Green, 2 Purple, 2 Yellow and 1 Blue.
Free play from Hitch-Hike Cards: In addition to discounts from Journal & Map, you may also spend one or more Hitch-Hike card/s from your hand to play a certain number of Journey cards for free, in a turn. The value mentioned in the white box denotes how many Journey cards you can play completely free, by spending this card. Any journey card of any value or color (even white) can be played for free. Once spent, Hitch-Hike cards go directly to the Journal.
Alternatively, every Hitch-Hike card can be flipped and played just like a Wild card but with 0 cost. This benefit is reminded by a small icon beside the Point value.
Action 2 - Draw Cards
From the 6 available Journey cards, on every turn you must either: a) draw any 3 colored Journey cards, OR b) draw just 1 white Journey (wild) card, if available.
You have a hand limit of 10 cards. You can exceed your hand limit while drawing cards, but always discard down to any 10 cards at the end of your turn.
Once cards are drawn, refill the empty slots with cards from the top of the Journey deck to restore back to 6 available cards at the start of the next player's turn. At any point in the game if there are 4 or more white Journey cards among the 6, discard all 6 cards and replace them with 6 fresh cards from the Journey deck.
Once you take the optional Play and mandatory Draw actions in order, your turn is over. The turn passes to the next player in clockwise order and the game continues with players taking turns to play and draw cards, till a player adds a 9th Tile to their Map and triggers the endgame steps:
- Continue the current round till all players have had an equal number of turns this round, i.e., the round should end with the player to the right of the start player.
- Then, all players take 1 final round in turn order, where they only play cards (and possibly close a set). The game ends and everyone proceeds to scoring.
Scoring
There are 3 ways to score points in Parikrama (4 in the full game):
1. Numbers: Add the numeric value of all cards in the Journal, including spent Hitch-hike cards. Also, add the numeric values of those Tiles which show direct points on them.
2. Symbols: For each of the four Symbols - Wheel, Lotus, Knot & Fish, count the number of appearances on your Journal, and then on your Map, individually. Multiply these two numbers to arrive at the score obtained from each Symbol. Add these 4 values together; this is the total score from Symbols.
3. Loops: Count the number of visible circular loops completed on your Map, and then all loops possible from your Journal (2 half loops = 1 loop). Add them to get the total Loops. Compare among all players - the player who completed the highest number of loops gets 14 points. In case of a 3, 4 or 5 player game, the player with the second highest number of loops also gets 6 points.
In case of a tie for the highest number of loops, divide 20 (14+6) points equally among the number of tied players, rounded down. In case of a tie for the second highest number of loops, do the same with 6 points.
Example 5: Endgame Scoring
- Sum of numbers on cards: 32. Sum of numbers on tiles: 14. Total Score from Numbers: 46.
- Number of times each Symbol appears in Journal x Map: 3 x 2 = 6; 3 x 3 = 9; 0 x 1 = 0; 1 x 3 = 3. Total Score from Symbols: 18.
- Visible complete Loops on the Map: 4. Possible complete Loops from the Journal: 1. Total number of Loops: 5. Assuming this player has the highest number of loops, Total Score from Loops: 14.
- Final Parikrama Score: 46 + 18 + 14 = 78 Points.
A half loop from Journal can't be added to a half loop from Map, for scoring.
Add up individual points from each of these factors for each player, to get their final score. The player with the highest cumulative score wins the game of Parikrama. In case of a tie, the tied player with the most number of Loops wins. If still a tie, tied players share their victory.
Important pointers to keep in mind
- In case the Journey deck runs out of cards, shuffle the entire discard pile and use it as the Journey deck.
- White Journey cards can't be discounted by Journal/Map circles, but only by Hitch-Hike cards.
- If a multi-colored set has 4 cards or a sequenced set has 7 cards, then you have to close it that turn.
- In a single turn, you can always start a new set and close the same set (all the conditions applicable).
- You can't rotate or alter the position of Tiles which are already a part of your existing Parikrama Map.
- If you are gaining multiple Tiles in the same turn, you first collect all the Tiles and then may decide where to join them in your Map, in chosen order.
- The Hitch-Hike cards once placed in the Journal, don't give any further discounts and are only worth points at the end of the game.
- If Hitch-Hike cards, Special Tiles, or the 14-Point Tile supposed to be gained is over, you can't draw that or any replacement card/tile.
- Your Map can have more than 9 tiles by the game-end!
Full Game
Once you have played your first game of Parikrama, it is time to add in the remaining components and enjoy the complete Parikrama experience! Play the game like the introductory game with the following additions & changes.
Additional Setup - Sights & Scoring Tiles
A. Take the 6 two-sided Sights cards. Without looking, randomly flip a few of them and give all of them a good shuffle. Pick the top 3 cards and place them as is, in the area above the Journey cards. Return the rest to the box.
B. Randomly pick any 3 Scoring Tiles from the 8 available and place them near the Journey deck. Return the remaining 5 Scoring Tiles to the box.
New Optional Bonus - Discover Sights
You can freely acquire a Sight in your turn as soon as you meet the required conditions for the Sights card - which are specific cards that need to be present in your Journal. You can acquire multiple Sights if you meet conditions for each. Once acquired, add the Sight directly to your Journal.
(Example: as soon as you have any 3 of the 4 specified Journal cards, you acquire this Sight card.)
Fourth way to score points - Scoring Tiles
In addition to gaining points from Numbers, Symbols and Loops, players also calculate the points gained from each of the 3 Scoring Tiles individually and add them to their final score.
The Appendix also explains all the different types of Sights, Scoring Tiles and how they work.
Appendix
Special Tiles
(Added to Map directly. Gained against 7 backpack cards.)
- Gained if closing a set of 7 cards: the 14-Point Tile.
- Worth 1 or 2 Symbols as imprinted.
- Has unique Loop patterns, and is worth direct points.
- Worth direct 5 points.
- Increases hand limit to 16 cards.
- Gain 1 any-color discount every turn.
- Gain 1 wild Symbol. At the end game, you can decide which Symbol you want it to be.
- From now on, whenever you pick Basic Tiles, disregard position and color; pick from any of the 7 available Tiles.
Sights
(These go directly to Journal.)
- Worth direct points. Additionally they have Symbols/Loops as imprinted on the Sights card.
- Worth direct points. Also, when acquired, immediately gain any Basic Tile (from any 7 available ones) OR any available Special Tile, and add it to your Map.
Scoring Tiles
(Check the Tile itself to see the potential scoring table. The points in each e.g. are calculated according to the Endgame Journal & Map example.)
- 4 Symbols (Journal): Gain 7 points per set of 4 distinct symbols (Knot, Lotus, Wheel and Fish) in your Journal. E.g. 0 sets = 0 points.
- 4 Symbols (Map): Gain 7 points per set of 4 distinct symbols (Knot, Lotus, Wheel and Fish) in your Map. E.g. 1 set = 7 points.
- Circles: Count only the number of complete circles of any color, on your Map, and score for that many circles. E.g. 8 circles = 11 points.
- Quartets: Check for the "Quartets" pattern on your Map (a loop joined by all 4 different color circles). Score for the number of complete Quartets on your Map. E.g. 2 Quartets = 12 points.
- Diagonals: Pick a diagonal on Map which has the maximum number of continuous, complete colored circles. Score for that many continuous circles (without a gap). E.g. 4 circles in longest diagonal = 7 points.
- Number: Pick the number having the maximum appearance in your Journal (including Sights, Hitch-Hike cards). Score for that many cards having that number. E.g. 3 "Three valued Cards" = 3 points.
- Color: Pick the color of which you have the maximum number of cards in Journal. Score for the number of cards having that color. E.g. 3 Green Cards = 3 points.
- Symbols: For every Symbol on your Map which does NOT have the same type of symbol in any of its 8 adjacent places, gain 3 points. Add for all such symbols. E.g. 2 symbols = 6 points.
Reference
Turn Actions 1st (Optional) Play one or more cards from your hand to a single set and pay its costs. Close that specific set if you want, and gain some bonuses. 2nd Then, either Draw any 3 colored cards OR 1 wild card (if available), from the 6 face up Journey cards in display, and add it to your hand.
End Game Scoring
- Numbers: Add all the numeric values present on Journal cards and on Map Tiles.
- Symbols: For each symbol, multiply their count on Journal x Map, and add the 4 values.
- Loops: Count the total number of complete loops on your Map and on your Journal. Player with highest total Loops gets 14 Points. In a 3-5 player game, player with 2nd highest loops also gets 6 points.
- Scoring Tiles* : Calculate the points gained from each of the 3 Scoring Tiles individually and add them. (*not in introductory game)