Rick and Morty: Anatomy Park – The Game
Rick and Morty: Anatomy Park – The Game Rulebook
Table of Contents
Table of Contents
Game Contents
- 46 park tiles
- 9 focus group tiles
- 24 body reaction cards
- 6 development plan cards
- 6 character cards
- 6 character standees
- 6 disease tokens
- 12 stands
- 30 control markers
- 3 six-sided dice
- 60 victory point tokens
- This rulebook
Setup
- Each player chooses a character, then takes that character's card and the matching standee with a stand.
- Each player takes the 5 control markers showing their character and places them on or near the character card.
- Place the entrance tile in the center of the table. Each player puts their character standee on it.
- Shuffle the park tiles and focus group tiles together, then deal 3 tiles face down to each player. Put the remaining tiles in a face-down stack where all players can reach it.
- Find the 2 red "Heart Attack" cards in the body reaction deck and set them aside. Shuffle the remaining cards and divide them into 2 decks. Insert both Heart Attack cards into one of the decks, shuffle it, place it on the table, and then put the other deck on top of it. This ensures that both heart attacks happen only in the second half of the game. Place the combined deck face down where all players can reach it.
- Set the disease tokens aside. Put the E. coli and Tuberculosis tokens into red stands, so that you do not forget they have a permanent effect.
- Put the victory point tokens into 1-2 supplies where all players can reach them.
- Roll the dice to determine who goes first.
There are two game modes in Anatomy Park. If you are new to strategy games, play the basic game. If your group is experienced, or you have already played a few games, you are ready for:
- Advanced game: take the development plan cards, shuffle them, and deal one face down to each player. Put the remaining development plan cards back in the box. You may look at your own development plan card at any time, but you may not look at anyone else's. Development plans are described in more detail later.
Object of the Game
Earn as many victory points (VP) as possible. To earn VP, place park tiles on the table, control tiles with control markers, follow your development plan (advanced game only), and destroy diseases until the game ends.
End of the Game
The game ends in the following cases:
- 1st Heart Attack: when any player takes a "Heart Attack" card for the first time, Ruben has 2 rounds left to live. The count starts from the turn of the next player, not the player who took the card, so each player will have 2 full turns. In that time you need to put the finishing touches on the park and reach the exit tile before it is too late.
- 2nd Heart Attack: if, during these 2 final rounds, anyone takes the second "Heart Attack" card, Ruben dies instantly and the game ends immediately.
- Tiles run out a second time: when the tile stack runs out, shuffle the discard pile and form a new tile stack. But if the stack runs out a second time, the game ends. In this case Ruben stays alive! In the advanced game you will score points for completing your development plan even if you are still inside Ruben at the end of the game.
Your Character
Each of the six characters has their own Movement, Combat and Range values, as well as a unique ability.
- MOVEMENT: how many tiles you can move your character standee on your turn.
- COMBAT: how many dice you can roll when trying to defeat a disease.
- RANGE: the maximum distance from which you can shoot a disease.
Try to understand what possibilities your character's unique ability gives you before the game starts, since it may affect your strategy. You do not have to use your character's ability if you do not want to.
Tiles
A tile shows: its NAME, its TYPE, its game text, the number of VP it is worth, a type symbol, and a color symbol.
The tiles you build the park from come in 5 different colors. The color can matter if a tile in your hand, or your development plan, requires adjacency to that color.
If anyone in your group has difficulty distinguishing colors, they can use these symbols instead: RED, BLUE, GREEN, YELLOW, BROWN.
The top right corner of a tile shows how many victory points it is worth. Only park tiles can be placed in the park. Besides the different colors, park tiles are divided into several types: attraction, cafe, slide, exit, or transport.
Cafe, slide and attraction tiles: the soul and heart of any amusement park (of course, some of them will literally be located in the heart). These tiles come in three colors: blood tiles are red, bronchial tiles are blue, and intestinal tiles are brown.
Exit tiles: snot-green. They can be placed anywhere in the park. Exit tiles allow you to leave Ruben's body at the end of the game. In the basic game, even if Ruben stays alive, you get 3 VP for exiting.
Transport tiles: honey-yellow. They can be placed anywhere in the park. They make movement around the park easier.
Focus group tiles: bone-white. Focus group tiles are in the stack with the other tiles, but they cannot be placed in the park. By playing a focus group tile, a player may place another park tile if they can find a suitable spot for it, and gains the reward given in the focus group tile's game text. After that the focus group tile goes to the discard pile.
Cards
Body reaction cards: represent all the disgusting things that happen to Ruben because you are rummaging around in his body and swapping his organs! The main thing about these cards is that when you take one, you must make the corresponding sound or otherwise act out the corresponding body reaction. Of course, if it is a disease, nobody will want to watch that!
Development plan cards (advanced game only): a secret plan according to which you need to build your park. The card shows a specific combination of tile colors that you need to reproduce in the park as many times as possible. But do not forget to get out of Ruben before he dies if you want to score for it!
Turn Structure
Each round, each player takes 1 turn. A player's turn consists of 4 phases, and as soon as they have completed all of them, the turn passes to the next player clockwise.
- Start of turn. Discard 1 tile of your choice from your hand for each disease that is on the same tile as your character.
- Movement phase - choose one of the following options: a. Move your character standee a number of tiles not exceeding its Movement value. b. Move each disease token 1 space horizontally or vertically (but not diagonally). c. Move the tile your character standee is on, or a tile adjacent to it, 1 space horizontally or vertically (but not diagonally) to an adjacent empty space. Then draw a body reaction card from the deck. Entrance and transport tiles cannot be moved this way.
- Action phase - choose one of the following options: a. Take the top 2 tiles from the tile stack. b. Place a tile from your hand on an empty space adjacent to the tile your character standee is on. c. Play a focus group tile. This allows you to place a park tile and gain a reward for doing so. d. Leave the park. (Possible only if your character standee is on a green exit tile.) e. Shoot a disease within range, rolling as many dice as your character's Combat value. If you did not kill the disease by rolling a 6, draw a body reaction card.
- End of turn: discard tiles so that you have no more than 5 in your hand.
Phases in Detail
Start of Turn
Each disease has its own unique ability, but in addition, all of them force you to discard tiles from your hand (this is not mentioned on the disease card). Running away from a disease or shooting it is a great way to solve this problem. For each disease token on the same tile as your character standee at the start of your turn, you must send 1 tile from your hand to the discard pile, face up.
Movement Phase
There are several options in the movement phase. You may perform one of them.
Option: Move Your Character
Choosing this option, you move your character. To do so, move its standee from the tile it is standing on to one of the adjacent tiles (diagonal movement is not allowed). The character card shows the maximum distance in spaces that you may move during this action (the MOVEMENT value). You do not have to move the maximum distance. Any number of characters and diseases may be on one tile.
Movement by transport. When, while moving your character, you go from an adjacent tile onto a transport tile (open or closed), this does not use up your movement points. For example, if your character's Movement value is 2, you can move its standee 2 spaces, then step onto an adjacent transport tile, and then continue moving "for free" along transport tiles. To step off a transport tile onto a tile of another type, you must spend 1 movement point. You may stop moving along transport tiles at any moment; you do not have to ride to the "last stop".
Diseases cannot move by transport. For them, transport tiles are ordinary tiles. Body reaction effects and abilities that move characters also do not use movement by transport. When they require you to move some standee a specified number of spaces, this is not the same as movement in the movement phase.
Option: Move Each Disease 1 Space
A great way to get back at opponents who have outrun you, by steering the diseases away from you and closer to them. They might have to discard tiles from their hands! Diseases move in a straight line, like characters, but transport tiles count as ordinary tiles for them.
Option: Move a Tile
Choose the tile on which your character standee is standing, or a tile adjacent to it. Move that tile 1 space horizontally or vertically to an adjacent empty space. Ignore the text on the tile you are moving. All characters and diseases standing on the tile move with it. Remember that transport tiles (both open and closed) and the entrance tile cannot be moved this way.
Tiles may become "detached" from the rest of the park. If a tile no longer touches other tiles, leave a gap of 1 space between it and the rest of the park. If a character ends up on a tile detached from the park (that is, the player cannot trace a path along tiles back to the entrance tile), move its standee to the entrance tile at the end of the current turn. Leave diseases where they are. Detached tiles stay in place and may become reconnected to the park if new tiles are built next to them.
(The rulebook shows before-and-after examples of how tiles can be moved.)
After moving a tile this way, draw a body reaction card. When your internal organs are being shoved back and forth, it is not pleasant: something is bound to happen inside Ruben. Maybe a stomach just rumbles, maybe a disease flares up, maybe agonizing pain begins.
Action Phase
There are several options in the action phase. You may perform one of them.
Option: Take 2 Tiles from the Stack
You begin the game with 3 tiles in hand. During the game you will place them on the table, and you will need new ones to keep earning victory points. This action is the surest way to get new tiles. Just remember: at the end of your turn you must discard excess tiles, since you cannot have more than 5 in your hand.
Option: Place a Tile
You may place a tile on an empty space adjacent to the tile on which your character standee is standing. In the example in the rulebook, if your character is on a red tile, you may place the new tile on any of the spaces marked "YES".
For neatness it is best to place tiles all turned the same way. That way a random passer-by can easily read them all and run away in horror. Or want to play with you.
Many tiles have requirements for being played. You must place such tiles next to a tile or tiles of a particular type and/or color. Look at the example in the rulebook: your character does not need to be on the brown attraction tile in order to place "Sucker Carousel" (as named in the Russian edition). The required tile may also be on the other side of a gap. One and the same tile can satisfy both requirements (color and type), but one tile cannot be two different colors. If you cannot meet the requirements, the tile cannot be placed.
How to Place Transport Tiles
These tiles can be placed anywhere in the park. However, they bring extra VP if placed adjacent to the entrance tile. When placing a transport tile, follow the instructions in its game text. You will need to take a certain number of tiles from the top of the stack and place them next to the transport tile. You must choose one direction and then place all these tiles face down in a straight line in the direction away from the transport tile. You must choose the direction in which the largest number of closed tiles can be placed. If in none of the available directions can all the tiles be placed, place as many as possible and stop. Tiles that were not placed stay on top of the stack. All closed tiles count as transport tiles. They remain closed until the end of the game.
Tiles and Victory Points
In the top right corner of tiles there is a number - this is victory points (VP). When you add a tile to the park, take tokens from the supply equal to the VP gained. Each token has "1" on one side and "3" on the reverse. So if you already have 1 VP and gain 2 more, simply flip your token. You may also make change when necessary.
On some tiles, the VP block contains an asterisk. This means that the exact number of VP is determined by the rules described in the game text on that tile. If the text does not say "at the end of the game", you gain those points immediately and only once, even if the condition is later met again. Some tiles have both a number of VP and an asterisk. In that case you gain the indicated number of VP, and then follow the instructions of the game text.
(Example in the rulebook: if you place additional brown tiles next to this tile, nothing happens.)
Control Markers
Some tiles state that a control marker must be placed on them. When you add such a tile to the park, put 1 of your markers on it. Since the marker shows your character, everyone will know who owns this tile and gets the VP for it at the end of the game.
If you have run out of control markers, and the tile you are placing requires a marker, take 1 of the markers already placed and move it to the new tile. A tile with no control markers on it belongs to no one. If the tile on which a marker must be placed has no marker, you can still "move" the nonexistent marker by playing a focus group tile that allows moving a control marker.
Option: Play a Focus Group Tile
Playing a focus group tile is an action. Focus group tiles instruct you to place one more tile in the park (as with the "Place a Tile" action) next to your character standee. After placing a tile in this way, send the focus group tile to the discard pile.
Each focus group has 2 requirements that must be met to play it. The first requirement is a tile type (attraction, cafe, slide), the second is a tile color (red, blue, brown). Find an empty space adjacent to a tile or tiles of the suitable color and type. You may need to move a tile earlier during the movement phase to do this. In the example in the rulebook, if your character is on a red tile and you played a focus group that requires an adjacent red tile and an adjacent attraction tile, you can place your next tile (but not the focus group tile itself) on any of the spaces marked "YES". The rules must allow the tile to be placed in that spot, but otherwise it does not matter which tile you place. It will matter only when you place the next one.
If you find a single tile that satisfies both requirements at once, you may also place a new tile next to it. For example, suppose your focus group requires blue and cafe. Your character is standing on a blue cafe tile, so you can play the focus group and place a tile from your hand adjacent to your character standee.
By playing a focus group tile, you gain the reward given in its game text. There are 3 reward options. You gain additional VP and take new tiles from the stack regardless of what is written on the tile you have just placed. But in order to move a control marker, your character standee must be standing on a tile whose text mentions a control marker. Otherwise you must choose the reward "Take a tile from the stack".
Option: Leave the Park
You may take this action only when standing on a green exit tile. After leaving the park you skip all future turns (including a possible extra turn caused by the "Migraine" card), so do not exit Ruben too early! When someone gets the first "Heart Attack" card, it is the perfect time to head for the exit, as the game will end in 2 turns. You can play it safe and leave on your very first turn after the Heart Attack. Or you can do something else and hope you will manage to leave on your last turn. But remember: if the next body reaction card turns out to be the second "Heart Attack", the game ends immediately and you are stuck in Ruben's corpse!
If the tile stack runs out twice, Ruben does not die, and in that case you do not need to exit him in order to score for your development plan. However, in the basic game you can get 3 VP if you leave the park before the end of the game (this is mentioned on the exit tiles).
If during the game a new tile stack was formed and your character is the only one left in the park, send the entire tile stack to the discard pile at the end of your turn.
Option: Shoot a Disease
The diseases wandering around cause a lot of trouble, not counting the agonizing itching. And shooting is the best way to get rid of them. Characters' Range is usually from 2 to 3, meaning they can shoot diseases whose tokens are on the same space or at a distance of 2 to 3 tiles from them (the main thing is not to count spaces diagonally!). You cannot shoot through empty spaces, since they are occupied by Ruben's guts. However, you can shoot around a corner (as in the example in the rulebook).
When you decide to shoot, look at your character's Combat value. It means the number of dice you roll when trying to shoot a disease. If several diseases are within range of the shot, you must choose which one you are trying to hit before the roll. After choosing a target, roll the dice; if at least one shows a 6, you hit. If not, you missed.
If you hit:
- Gain the reward given in the text of the disease card.
- Remove the disease card and its token to the box. It will not return. It is a good thing that Ruben does not have herpes (what a surprise!).
If you missed:
- For each 3, 4 or 5 rolled on the dice, you may move the disease token 1 space. For example, if you rolled 1, 4 and 5, you did not defeat the disease, but you can move its token 2 spaces or fewer. You do not have to do so if you do not want to. Do not forget that transport tiles count as ordinary tiles for diseases.
- Draw a body reaction card. The bullets that did not hit the disease had to hit something, and, alas, that "something" is Ruben's insides.
Body Reactions
If you place a tile that requires you to draw a body reaction card, or you move a tile, or you miss when shooting a disease, you must draw 1 body reaction card from the deck. When you take a card, do not read out its name; instead you must voice or act it out! If you cannot do it, you lose 1 VP! However, if you got a disease card, you do not need to act it out. Simply place the matching disease token on the space with your character and read aloud what effect the disease has. Place the disease card face up next to the park and leave it there until it dies.
After acting out the body reaction, read out its name if the other players have not yet understood what it is about, and then read its game text. Each card has an effect that affects either all players at once or only the player who drew it. Most such card effects are permanent, meaning they remain in effect until the end of the next turn of the player who drew the card.
Some cards let you move diseases or other characters. In this case the player who drew the card performs the action first, and then the others do so clockwise. Movement by transport cannot be used here. In addition, you cannot move a character to a space that it has already visited during the action of this effect.
Some body reactions allow you to move tiles, including the entrance and transport tiles. This is the only way in which you may move entrance and transport tiles.
Development Plan Cards
This type of card is used only in the advanced game. Each card shows a pattern of colored tiles that the player must reproduce in the park in order to gain the indicated bonus VP. You gain 2 VP for each pattern you realize in the park. Remember that a third or fourth tile of the needed color adjacent to a central tile of another color brings you no additional points. You score for one reproduction of the pattern.
Each central color counts only once, but the other colors may be parts of several patterns. For example, if, as in the picture in the rulebook, you need 2 red tiles adjacent to a brown one, you gain 4 VP for 2 reproductions of the pattern on the board. A red tile between two brown ones forms two patterns.
But remember: if you do not manage to leave Ruben's body before he dies, you will not get points for your development plan. If the game ends because the tile stack (stated in the Russian text as the "token stack") has run out twice, Ruben does not die, so even if you stay inside the body you will gain points for your development plan.
Final Scoring
Regardless of whether you are outside or inside Ruben's body when the game ends, count your VP to determine the winner. In case of a tie, the contender with fewer control markers in the park wins. If there is still a tie, the contender with more tiles in hand wins.
Frequently Asked Questions
Hepatitis C cannot kill itself. If you killed a disease with this card, you gain the reward given on the card of the killed disease. If you are playing Poncho, gain the additional reward given on that character's card.
Gonorrhea: if you have no tiles in hand, you pass nothing, but you can still receive 1 tile from the player on your right.
Sphincter Dam: if there were diseases on the destroyed tiles, they are removed from the game. No one gets rewards for this. The Dam effect cannot destroy the entrance tile. If a character occupied a tile that was washed away, move its standee to the entrance tile at the end of the current turn.
Doctor Xenon Bloom: if you want to move him 1 space after you played a tile, do so before taking any other action (for example, drawing a body reaction card if the played tile requires it). You cannot move by transport with this ability.
Liquid Stool (Loose Stool): if there are no tiles in the park that touch only one other tile, skip this action. With this effect you can move entrance and transport tiles.
Flatulence: if you cannot move the character standee farther than it already is, skip this movement. You cannot move by transport with this effect.
Acute Diarrhea: you must choose a horizontal or vertical direction, so you can move only tiles located on the edge of the park. With this effect you can move entrance and transport tiles.
Pirates of the Pancreatic Sea: many body reaction cards, as well as E. coli, Tuberculosis and Heart Attack, have permanent effects. You must place a control marker on this tile even if you have to take it from a previously placed tile. Playing a focus group to move a marker is a bad idea. The loss of VP occurs both from a move made by a player and from a move caused by a body reaction.
Adjacent: only a tile that touches another along one of its sides is considered adjacent. Tiles touching diagonally are not considered adjacent!
Sneezing: if you cannot move your character exactly 3 spaces, it does not move at all. In addition, you cannot move a character to a space that it has already visited during the action of this effect. You cannot move by transport with this effect.