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PARKS Memories: Mountaineer

PARKS Memories: Mountaineer Rulebook

Table of Contents

Table of Contents

  • Overview & Goal
  • Game Components
  • Setup
    • Park Tile Anatomy
  • Playing with 4 or More Players
  • Taking Turns
    • 1. Flip Two Tiles
    • 2. Take a Tile
    • 3. Draw a New Tile
    • 4. Move the Hiker
  • Ability Details
  • Wild Tiles
  • End of the Game
  • More Ways to Play

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

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.

Park Tile Anatomy

  1. Park Type: Used to recharge abilities.
  2. Park Art: Collect it to win the game.
  3. National Park name.
  4. Park status and PARKS Memories set.

The active side of an Ability tile shows the colour art and the set symbol.

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 matches the flipped tiles, the player immediately recharges their matching abilities by turning them to their active side. 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

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 gives a player more information and matches on Park Types. A player cannot take a tile from a Stack in Phase 2, but can lock a Stack when moving the Hiker.
  • WATER lets a player take any tile, face up or face down, from the Field or from the top of a Stack. This tile is taken instead of the face-up tile normally taken from the Field.
  • FOREST gives a player hidden information. The player then determines the order in which to put the face-down tiles back on top of the same Stack.
  • MOUNTAIN gives a player the option to lock the same tile or an entire Stack. Instead of moving the Hiker to another face-up tile, a player may use this ability to keep the Hiker on the same Park tile or on any tile on top of a Stack. Using this ability ends the player's turn.

Example of Blocked tiles: This player uses their Sun ability to reveal two tiles from two different Stacks. They can now lock any face-up tile with the Hiker, including one of the two tiles just flipped. In the same turn, they use their Mountain ability to lock this entire Stack, even though the top tile is face down.

Wild Tiles

Each PARKS Memories set contains 4 Wild tiles.

When flipped, a 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 feed your 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.