Park Life: Hedgehog
Park Life: Hedgehog Rulebook
Table of Contents
Table of Contents
Overview
Sale ➡ Round ➡ Game
- Sale: The lowest card on suit wins the sale. But be careful – when you win a sale, you discard cards from your hand, which allows others to easily play big cards in future sales.
- Round: Most points wins the round.
- Game: Win two rounds to win the game.
Contents
- 50 Cards (1-10 in 5 suits: Windy, Rainy, Foggy, Snowy, Sunny)
- 4 Player Aids
- 4 Caterpillar Victory Cards
- 1 First Player Marker – Bus
Setup (2-4 players)
- Deck: For 2 players, remove one suit.
- Shuffle: Shuffle the deck.
- Deal: Deal 10 cards to each player.
- Extra cards: Give everyone a victory card on the +5 caterpillar side and a player aid.
- Starting Player: Whoever most recently visited a park takes the first player marker.
The deck/discard pile is always face down. Each player has a hand of 10 cards, a player aid, a caterpillar on the +5 side, and should make space for cards they win.
Playing a Round
1. Sale (a 'trick')
Starting with the first player and proceeding clockwise, each player plays a card from their hand. Everyone plays one card per sale.
2. On Suit
The first card played and other cards matching its weather are called on suit. You don't need to play on suit if you don't want to!
3. Determine the Winner
The lowest valued card on suit wins the sale. "Customers only want to buy the right items for the weather at the lowest price."
4. The winner scores their card
When you win a sale, you keep the card you played as points equal to its value. Place it in front of yourself.
5. Losers Discard Cards Played
Each player who lost the sale discards the card they played.
6. Winner Discards From Hand
When you win a sale, discard cards from your hand equal to the number of Discard Icons on the card you won, face down.
7. Pay what you have
If you don't have enough cards to discard when you win a sale, it's okay. Simply discard the cards you have left in your hand. (Holding on to a big card is smart.)
8. Next Sale
The winner of the sale goes first next sale (taking the bus marker).
If the sale's winner now has no cards in hand, the next player clockwise with cards in hand goes first.
Players with cards continue to play until everyone has no cards in hand. If everyone has no cards in their hands, proceed to scoring.
Alone? If you're the only player that has cards in your hand, you play sales without competition. You must still discard cards after each sale as normal — you don't simply win every card leftover in your hand.
Forgetful Players? Did you remember to discard after winning? Your hand should have 10 cards, minus 1 per card anyone won, and minus 1 per Discard Icon on cards you won.
Note: The last card you win may have more Discard Icons than cards you had left.
Scoring
Add up the values of all the cards you won, plus 5 or 2 points depending on the side your caterpillar victory card is on.
Tie? If there is a tied score at the end of a round, the tied player who won the latest sale wins the round.
Winning
The player with the most points at the end of the round flips their caterpillar victory card to the +2 side.
If the round's winner is already on their +2 side, they win the game! Otherwise, play until someone wins.
Next Round
- Shuffle all the cards together (the deck and all cards scored and discarded).
- Deal each player 10 new cards.
- The winner of the last sale of the last round goes first.
Want a Longer Game?
Instead of needing to win only 2 rounds, players must win 3 rounds. If you win with a +2 caterpillar, put it back in the box. If you win without a caterpillar, you win the game.
Strategy Tips
When you draw your hand at the beginning of every round, you can plan ahead. Each round, you are mathematically guaranteed to score between one card and half the cards you drew. Will you try to win many small cards, go for the awesome middle cards, wait and win one big card, or try to foil the strategies of other players?
- If others play many low cards → Wait and play high
- If others wait to play high cards → Play mid cards with good value
- If others play middle cards → Play lower cards to beat them
Bomb Strategy: Avoid winning sales and play a big card at the end of the round. Bomb wins against players who win too many small sales.
Tempo Strategy: Try to win high-value cards that don't make you discard a lot from your hand. 3, 4, 6, and 8 are the best. 1 is the worst. Tempo wins against players who wait too long.
Rush Strategy: Win as many sales as you can. Take the lead and dominate in one suit so others can't compete. Rush wins by constantly undercutting other players.
Solo/Co-op 1-4p Rules
You win or lose as a group. Use the normal rules with these exceptions:
- Deck: Remove one suit for 1 or 2 players.
- Solo Deal: Deal yourself two hands of 8. Keep each hand face up, but play each like they were a different player.
- Co-op Deal: Draw according to the chart.
| Players | Deal |
|---|---|
| 1 player | 2 hands of 8 cards |
| 2 players | 8 cards each |
| 3 players | 10 cards each |
| 4 players | 12 cards each |
- Caterpillars: No one starts with them.
- On Suit: You must play on suit if able.
- Table Talk: In co-op, you cannot discuss the cards you have in your hand. (Beginners may talk freely).
- Winning a round: Everyone must score at least 10 points to pass the first round.
- Second round: Put a caterpillar next to the deck on the +2 side. Everyone must score at least 12 to pass the second round.
- Third round: Flip the caterpillar to the +5 side. Everyone must score 15 or more points in the third round to win the game!
- LOSE: If any players don't meet the goal in any round, everyone loses the game.