PARKS Memories: Coast to Coast
PARKS Memories: Coast to Coast Rulebook
Table of Contents
Table of Contents
Overview & Goal
In PARKS Memories, you will explore a grid of tiles, revealing 2 on your turn and gaining 1. Along the way, you will reveal tiles with matching resources which will unlock powerful player abilities. To win the game, you must collect 3 SETS of matching Park Art before your opponents.
Game Components
- 48 Park tiles (80 x 100 mm)
- 12 Ability tiles (4 per player)
- 1 Hiker pawn
Park Tile Anatomy
- Park Type: Used to recharge abilities.
- Park Art: Collect it to win the game.
- National Park name.
- Park status and PARKS Memories set.
The active side of an Ability tile shows the colour art and the set symbol.
Setup
- The Field: Shuffle all 48 Park tiles face down. Place 9 of them at random to form a face-down 3 x 3 grid.
- The Stacks: Take the remaining tiles and place them face down in 3 Stacks of 13 tiles each, on top of each of the 3 columns of the Field.
- Ability tokens: Give each player one Ability tile of each type: Sun, Water, Forest and Mountain. Turn them over so the inactive side is showing.
- Hiker pawn: Give the Hiker pawn to the player who most recently visited a Park.
Playing with 4 or More Players
Players should form 2-3 teams. Each team receives one Ability tile for each Park type: Sun, Water, Forest and Mountain. Players on a team take their turns individually or together as a group, combining their Park tiles together as a team.
Taking Turns
The player with the Hiker takes the first turn, then play proceeds clockwise until the end of the game. On their turn, players perform all of the following phases in the order listed:
1. Flip Two Tiles
Choose any two Park tiles in the Field. Flip both over and check for matches between Park Types.
Ability tiles: If the Park Type of the flipped tiles matches, the player immediately recharges their matching abilities by turning them to their active side. Example: the two flipped tiles match as the Water Park Type, so the player recharges their Water ability. Once a Park tile has been used to recharge abilities, it cannot be used again to recharge during the same turn.
2. Take a Tile
Take an available face-up Park tile from the Field and place it face up in front of you.
Area: The Park tiles collected in front of a player form their Park tile Area.
Park tiles in a player's Area always remain visible to opponents, except for abilities that specify keeping them hidden.
3. Draw a New Tile
Take the top tile of a Stack of your choice and place it face up in an empty space in the Field.
Players may choose from any of the three Stacks when drawing a tile.
Blocked tiles: Any Park tile under the Hiker or touched by the Hiker's ability is considered Blocked. Blocked tiles are not available to be taken and are not used to recharge abilities.
4. Move the Hiker
Move the Hiker from its current location to another face-up Park tile. If there are no face-up tiles, it stays where it is. A player's turn ends when the Hiker moves or when an ability keeps it in its current position.
Cover all unblocked tiles: The next player's turn begins when all Park tiles that are not occupied by the Hiker or hit by one of its abilities have been covered (turned face down).
Ability Details
Maximize your turn with Abilities!
Abilities may only be used when and as specified on the tile. When used, they must be turned to their inactive side and fully resolved. Abilities may also be used in the same turn if they have been recharged.
Important: If a Park Type match is revealed and the player's Ability tile is also active, that Ability is not recharged, and the matching Park tile cannot be used again this turn for other recharges.
Icons: A face-up tile is shown as an outlined square; a face-down tile is shown as a filled square.
- SUN lets a player obtain more information and matches on Park Types. These matches can also be made with tiles flipped earlier in the turn. Using Sun can give a player more Sun to use right away, if desired. (Card text: After you flip two tiles: flip two more tiles.)
- WATER lets a player take one additional face-down tile from the Field. The player must replace the tile taken with a face-down tile from their play area. (Card text: When you take a tile: also take a face-down tile in the Field. Return a tile from your area into its spot, face down.)
- FOREST gives a player hidden information. The Park tile drawn in Phase 3 is looked at secretly, then put back face down into the Field. (Card text: When you draw a new tile: look at the tile in secret, then place it face down into the Field.)
- MOUNTAIN gives a player the option to lock more than one tile. When moving the Hiker, the player may place it lying on one side of a tile. The longer side of the pawn marks which row or column of tiles in the Field is locked. The next player sets the Hiker back upright before moving it. (Card text: When you move the Hiker: lay it down on a tile to lock the column or row in the Field.)
The Mountain abilities let the Hiker lock an entire row or column in the Field by lying its pawn lengthwise along that row or column. The leaflet's diagram shows a locked column and a locked row.
Wild Tiles
Each PARKS Memories set contains 4 Wild tiles.
When flipped, the Wild type automatically matches the other flipped tile types that recharge that ability. If more than one tile is flipped - for example with the Sun ability - the player may choose which one to recharge from. If two Wild tiles are revealed, a player may recharge any ability.
Wild Sighting: Wild is unique in that it is not placed in a player's Area. If a player chooses to take a Wild tile during Phase 2, they may immediately recharge any Ability, and the tile is then discarded from the game.
End of the Game
A player or team wins when they have 3 PAIRS of Park tiles in their Area that match in art. The game also ends immediately when two of the three Stacks become empty. If this happens, the player or team with more matching pairs wins. In the case of a tie, the player with more active Abilities wins. In the rare case of a further tie, the victory is shared.
Translator's note: the leaflet's overview says the goal is 3 SETS of matching Park Art, while the End of the Game section says 3 PAIRS of matching tiles. Both are transcribed as printed.
More Ways to Play
PARKS Memories is built on a set of rules that can be adjusted, mixed and combined with other sets to give players new ways to play. Here are some options to satisfy your thirst for creativity:
- Classic Memory: Play without the Stacks and the Hiker, as if it were a classic game of Memory.
- Adjust the Size: Add more rows, columns or tiles from another set to increase the size of the game.
- Mix and Match: Combine or choose Abilities from other PARKS Memories sets to create a unique play experience however you like.
Questions about combining sets or about rules situations? Find more information and share how you play at the publisher's PARKS Memories website.