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Sonora

Sonora Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Desert Zones
  • Gameplay
  • The Flick Phase
    • Your Turn
    • Your Launch Corner
  • Ready, Aim, Flick!
    • Bullseye!
    • Additional Flicking Rules
    • Using Reflicks
    • Advanced Variant: No Bunting
  • The Write Phase
    • Disc Positions
    • Board Zones
    • Multiplier Circles
  • Marking Sections
    • Earning Bonuses
  • Cliff-Dweller Ruins
    • Ruins Rules
    • Bonuses and Scoring
    • Lizard Multiplier
  • Canyon
    • Shape Rules
    • Bonuses and Scoring
    • Fox Multiplier
  • Creek Bed
    • Path Rules
    • Bonuses and Scoring
    • Owl Multiplier
  • Mudcracks
    • Bonuses and Scoring
    • Rabbit Multiplier
  • End of Round
  • Game End & Final Scoring
    • Scoring the Cliff-Dweller Ruins
    • Scoring the Creek Bed
    • Scoring the Canyon
    • Scoring the Mudcracks
    • Ties
  • Scoresheet Bonuses
    • Flick Bonuses
    • Animal Bonuses
    • Discovery Bonuses
  • Solo Mode
    • Solo Setup
    • Solo Game Round
    • Solo Write Phase
  • Game Board Multipliers
  • Credits

Components

  • Game board
  • 20 colored discs (numbered 1 to 5 in each color)
  • Scoresheets and pens
  • First player token

Setup

  1. Each player selects a color and takes all 5 discs in that color, along with a scoresheet and pen.
  2. The player who most recently helped a wild animal takes the first player marker. (Alternatively, select a first player in any way all players agree on.)
  3. Place the game board so that each player is facing a different corner. (Don't worry if players are unevenly spaced around the board in a 2 or 3 player game.) Leave enough room so that the board can be easily rotated.
  4. Rotate the board so the corner with the Cliff-Dweller Ruins is pointing towards the first player.

NOTE: The small black squares on your scoresheet are only used in solo mode, and have no effect during normal play.

Desert Zones

The game board is separated into 4 zones, corresponding to the 4 scoring sections on your scoresheet. Each zone/scoring section is identified by a different animal icon.

(For detailed rules on each scoring section, see Marking Sections.)

  • Cliff-Dweller Ruins: Race against other players to fill out ruins buildings. If you complete a building before anyone else, you earn the highest reward.
  • Creek Bed: Forge new paths to reach distant scoring spaces and bonuses. The deeper you get, the more appealing the rewards.
  • Canyon: Wind your way through the canyon by drawing distinct shapes. Icons inside your shapes earn you bonuses and score points at the end of the game.
  • Mudcracks: Cross off adjacent "nodes" to surround triangular areas. Surrounding icons earns you bonuses and points at the end of the game.

Gameplay

Sonora is played over a fixed number of rounds. Before starting the game, players decide how many rounds they want to play, using the table below.

At the end of the final round, players count up their total scores and determine the winner.

Game lengthRounds
Short Game5 rounds
Standard6 rounds
Long Game7 rounds

The Flick Phase

Starting with the first player and going in clockwise order, players take turns flicking discs onto the board.

Each player takes a total of 3 turns each round. Each player flicks 2 discs on their first and second turns, and 1 disc on their final turn.

The Flick phase ends once everyone has flicked all 5 of their discs.

Your Turn

On your turn, you must flick 2 discs from your launch corner onto the board. You may choose any 2 discs from those you have available. Flick each of them one at a time, in any order.

On your 3rd turn of the round, you must flick the 1 disc you have remaining.

IMPORTANT: Do not mark your sheet after taking your turn! Discs are not scored until the Write phase.

Your Launch Corner

Your launch corner is the corner that is physically closest to you on the game board. You may flick your discs from anywhere on the raised surface of your launch corner.

Each player has their own launch corner, and you may never "share" the same corner with another player. Your launch corner stays the same for the entire round (the board may not be rotated, except at the end of each round; see End of Round).

Ready, Aim, Flick!

Once a disc is flicked, it remains on the board for the rest of the round, and is only scored during the Write phase.

This means you can use flicks to knock opponents' discs into different zones, or reposition your own discs. Only the final position of each disc at the end of the Flick phase matters for scoring!

Bullseye!

After a disc is flicked, if any player's disc is inside the recessed hole in the center of the board, its owner immediately removes it from the board and places it on their sheet, on a scoring section of their choice. During the Write phase, that player treats the disc as though it landed in the section they chose.

NOTE: The disc must land inside the hole to be a Bullseye. If a disc is "hanging" over the hole, it remains on the board and scores normally.

Additional Flicking Rules

  • When you flick, your disc must be fully on the raised surface of your launch corner, and may not "hang" over the edge.
  • If you don't flick hard enough to leave your launch corner, you may reset your disc and flick it again.
  • If you flick your disc off the board, your disc is disqualified and does not score this round. (Note you may still use a Reflick Bonus; see Scoresheet Bonuses.)
  • If your flick knocks another player's disc off the board, they immediately reflick that disc from their launch corner (even if it is not their turn).
  • Any disc on the board that is standing on its side or on top of another disc is still in play, and scores normally in the Write phase.

Using Reflicks

After flicking a disc, you may choose to cross off a circled Reflick Bonus to immediately return the disc and flick it again. (See Scoresheet Bonuses.)

Advanced Variant: No Bunting

Experienced flickers may choose to ban all players from flicking discs directly into the zone adjacent to their launch corner. (They may still use ricochets to reach their adjacent zones.) Discs that break this rule are disqualified.

The Write Phase

In the Write phase, players record each of their discs on the board in the scoring sections on their scoresheet.

Marking each section earns you end-game points, as well as bonuses you can use immediately or save for later.

The Write phase is made up of the following steps:

  1. Use Swap Bonuses: Before recording discs, players may use one or more circled Swap Bonuses in their bonus area to swap the positions of their discs on the board (see Scoresheet Bonuses).
  2. Mark Ruins Discs: Discs in the Cliff-Dweller Ruins must be recorded before all other discs. Each player fills out their Ruins section one at a time, in order based on the total value on their discs (see Cliff-Dweller Ruins).
  3. Mark Remaining Discs: Simultaneously, each player records their remaining discs in any order they wish.

Disc Positions

During the Write phase, each of your discs on the board is assigned to one of the scoring sections on your sheet.

A disc is assigned to a section if it is inside the matching board zone OR touching a multiplier circle with the matching icon.

IMPORTANT: Each of your discs remains on the board until you have recorded it.

Board Zones

Each disc in a zone on the board is assigned to the matching scoring section on your sheet.

  • If a disc is on a border between 2 zones, it counts as being in the zone that the majority of the disc occupies.
  • If exactly half of a disc is in each of 2 zones, you may choose which section it is assigned to.

Multiplier Circles

Each scoring section has 2 multiplier circles somewhere on the board. If a disc is touching a multiplier circle, it earns a special bonus towards the matching section.

Multiplier circles take priority over zones, so a disc on a multiplier only scores the bonus. It is not assigned to any other zone it touches.

  • A disc counts as touching a multiplier circle as long as any part of the disc is on the multiplier circle (including on its border).
  • If multiple discs touch the same multiplier circle, they all earn the bonus.
  • If a disc is touching a multiplier, you must use it.

IMPORTANT: Multiplier circles do not match the zones they occupy! For example, the Lizard circle gives a bonus for the Cliff-Dweller Ruins, even though it may be in the Mudcracks zone.

Marking Sections

The Cliff-Dweller Ruins must always be resolved first, as each player's actions in this section can affect other players (see next section).

Once the Ruins have been fully resolved, all players may mark their remaining discs at the same time, without waiting for other players.

You may record your discs in any order (following all rules for the section each disc is assigned to). Each time you record a disc, remove it from the board and place it in front of you to flick again next round.

Earning Bonuses

Each scoring section has a number of bonuses you can earn. Some bonuses must be used right away, while others can be saved for later. The different types of bonuses are detailed in Scoresheet Bonuses.

Cliff-Dweller Ruins

First, each player determines the total value of their discs in the Cliff-Dweller Ruins, by adding up all numbers on their discs in the matching zone and on Lizard multiplier circles (see below).

The player with the highest total value in the Ruins records their discs first, followed by each other player in order from highest value to lowest. (If there are any ties, the tied player who was earlier in turn order goes first.)

The Ruins section on your sheet is made up of 8 ruins buildings, each divided into a different number of hexagonal blocks. When it is your turn to record your discs, cross off a number of hexes equal to the total value on your discs. For example, if your total value is 6, mark 6 total hexes.

Whenever a player crosses off all hexes in a building, they complete the building and earn a reward. Only the first player to complete a building earns its top reward. When this happens, the player announces they have completed the building, and all other players cross out the top reward for that building. Each other player who later completes that building instead earns the bottom reward.

Once you've used up the value on your discs, remove all of your Ruins discs from the board. It is now the next player's turn to record their Ruins discs. If all players have resolved the Ruins, you may begin recording your other discs.

Ruins Rules

  • You may cross off building hexes in any order.
  • You may distribute your Ruins value across any number of buildings.

Bonuses and Scoring

  • If you are the first player to complete a building, you circle the top reward and immediately earn the bonus shown. You also score the number shown as points at the end of the game.
  • If you complete a building that was already completed by another player, you circle the bottom reward and score that many points at the end of the game.

Lizard Multiplier

Any of your discs touching a Lizard multiplier are worth double towards your total in the Ruins. This counts for determining player order and for marking hexes.

Cliff-Dweller Ruins Example: Molly's 2 and 3 discs are in the Cliff-Dweller Ruins zone, and her 4 is touching a Lizard multiplier. This gives her a value of 13 to use in the Ruins. Molly has the highest value in the Ruins, so she marks her discs first. She decides to use 9 of her 13 Ruins value to cross off all the hexes in building B, and circles the top reward for a Swap Bonus and 11 end-game points. (She announces this to the others, so they cross off the top reward for building B.) She then uses her remaining 4 Ruins points to get started on building C, hoping to complete it in a future round.

Canyon

Each time you record a disc assigned to the Canyon, you draw one shape in the Canyon section on your score sheet. The shape you choose must match either the disc's number, or any lower number.

There are Canyon Shapes for values 5, 4, 3, 2, and 1. When resolving a 3 disc, for example, you may draw a "3" shape, a "2" shape, OR either a "1" shape.

Each shape you draw must be adjacent to a previously drawn shape in your Canyon, starting with the pre-drawn 4x4 square at the bottom. Shapes that only touch at a corner do not count as adjacent.

After drawing a shape, remove the corresponding disc from the board.

Shape Rules

  • You may freely rotate or flip shapes.
  • You must fit each shape completely inside the white squares that make up the Canyon.
  • You may not overlap shapes.

Bonuses and Scoring

  • If you draw a shape around a bonus icon, you earn the bonus immediately.
  • If you draw a shape around a Cactus icon, mark 1 matching Cactus in the scoring table at the top left of the section. The more matching Cacti you collect, the higher your score at the end of the game (see Game End & Final Scoring).

Fox Multiplier

Each of your discs touching a Fox multiplier counts as 2 discs, allowing you to draw 2 shapes of that number (or lower) in the Canyon.

Canyon Example: William has 3 discs in the Canyon zone, with numbers 5, 4, and 2. He decides to draw the "5" shape first, next to the starting square. This surrounds 2 Cacti, which he marks on his scoring table. Then he draws a "2" shape, earning him a Swap Bonus. For his last shape, he could draw a "4" shape, but he decides to "downgrade" it to draw a "3" shape instead, since this will enclose 2 more Cacti.

Creek Bed

Each time you record a disc assigned to the Creek Bed, you mark a path through the Creek Bed.

Each new path must start on a space that you've previously visited (either crossed off or circled), starting with the pre-drawn X at the top entrance to the Creek Bed.

The number on the disc is the length of the path you draw, in number of spaces. Each circular space counts as a distance of 1, regardless of the number inside it.

To mark your path, cross out each space you travel through and circle the space where your path ends. Then remove the corresponding disc from the board.

Path Rules

  • You must travel the full distance on your disc.
  • You may not travel through any space you've already visited (crossed off or circled).
  • If you reach a fork, you may continue in either direction. If you later resolve another disc, you may start a new path in the direction you did not take.
  • If using the full distance would take you beyond the last space on a branch of the Creek Bed, you may not travel in that direction. In the unlikely event that a given disc cannot make a legal path anywhere, the disc is disqualified and its movement is not used.

Bonuses and Scoring

  • If you end your path on a bonus icon, you earn the bonus immediately. (You do not earn bonuses on spaces you've crossed out.)
  • If you end your path on a number, you score that number as points at the end of the game.

Owl Multiplier

Each of your discs touching an Owl multiplier counts as 2 discs, allowing you to draw 2 individual paths of that length in the Creek Bed. Make sure to circle the last space on each path.

Creek Bed Example: Maudie has a 4 on an Owl multiplier, allowing her to make two 4-length paths. She starts her first path at the pre-drawn X at the Creek Bed entrance. She crosses out the first 3 spaces, deciding to go left at the fork. She circles the 4th space and earns the Swap Bonus printed there. Next, she uses her second path to travel down the other fork, crossing out 3 spaces and circling the 4th, a "2." This will score her 2 points at the end of the game.

Mudcracks

The Mudcracks section of your sheet is made up of a network of connected nodes. Between the nodes are areas with bonus icons and Cacti.

To record your discs in the Mudcracks, first determine the total value of your discs assigned there (just as you did for the Cliff-Dweller Ruins).

Then, mark off any number of nodes whose total value is equal to or less than the total value on your discs.

Each node you mark must be connected to at least 1 other node you've already marked, starting from the pre-drawn X in the middle. Each time you mark a node, draw a line to each connected node that you've already marked. If this results in any totally surrounded areas, you earn the rewards in those areas.

Once you have crossed off all nodes you want to cross off, you can apply any leftover value from your discs to the bonus columns at the bottom of the Mudcracks. Each leftover point allows you to mark 1 box in a column of your choice. If you mark all boxes in a column, you earn that column's bonus.

Once you are finished, remove all your Mudcracks discs from the board.

NOTE: Nodes at the outside edges of the Mudcracks have smaller circles around them. These are only used in solo mode.

Bonuses and Scoring

  • If you mark all 3 nodes surrounding a bonus icon, you immediately earn the bonus.
  • If you mark all boxes in a bonus column, you immediately earn the bonus.
  • If you mark all 3 nodes surrounding a Cactus, you earn points at the end of the game. Each Cactus type scores a different amount of points.

Mudcracks Scoring: Cacti in the Mudcracks are worth 2, 4, or 6 points.

Rabbit Multiplier

Any of your discs touching a Rabbit multiplier are worth double towards your total in the Mudcracks. This can be spent on crossing of nodes or filling bonus columns.

Mudcracks Example: Lincoln has a 5, a 4, and a 3 in the Mudcracks zone, giving him a total of 12 to spend there. He first spends 3 to mark off a node next to his starting node, then draws a line to connect it. Next he spends 2 to mark off another adjacent node. Connecting this to his two previously marked nodes completes a triangle and surrounds a small Cactus, which will be worth 2 points at the end of the game. Next he marks off an adjacent "5" node, leaving him with 2 points remaining. He could use this to mark another "2" node, but he decides instead to mark off 2 boxes in one of his bonus columns, completing the column and earning a Swap Bonus.

End of Round

After all players have finished marking their sheets, and all discs have been removed from the game board, the round is over.

Take these steps to start the next round:

  1. Rotate the game board 90 degrees clockwise, so that each player has a new launch corner.
  2. Pass the first player marker to the next player in clockwise order.
  3. Start the next round with the Flick Phase!

Game End & Final Scoring

The game ends once the final round is complete. (The final round varies based on the game length players agreed upon at the start of the game.)

NOTE: If you are not sure how many rounds you've played, count the number of 90 degree turns the Cliff-Dweller Ruins zone has made relative to the player who took the first turn of the game.

Each player calculates their scores for each section, then writes them next to the animal icons in the center of their sheet. Then they add all section scores together to determine their total score.

The player with the highest total score is the winner!

Scoring the Cliff-Dweller Ruins

Add up all reward hexes you've circled for completing buildings. Write the total next to the Lizard in the center of your sheet.

NOTE: Incomplete buildings are worth no points.

Scoring the Creek Bed

Add up all spaces you've circled (i.e., where you ended a path). Write the total next to the Owl in the center of your sheet.

NOTE: Circled bonuses are not worth points at the end of the game.

Scoring the Canyon

Count the total number of Cacti of each type that are inside shapes you've drawn. Mark your count by crossing off Cacti icons in the scoring table in the top left, starting from the top.

Each Cacti type scores points equal to the highest number it reaches on the right side of the table. Write your score for each type in the boxes next to the scoring table. Add these together and write the total next to the Fox in the center of your sheet.

NOTE: If you completely fill a column on the Cacti scoring table, each additional Cactus of that type is worth +5 points.

Scoring the Mudcracks

Count the total number of Cacti of each type that you've fully surrounded. Multiply each count by the value for that Cactus type (2, 4, or 6 points) and write your final scores in the boxes at the bottom. Add these together and write the total next to the Rabbit in the center of your sheet.

Ties

In the event of a tie, the tied player who circled the most Discovery Bonuses wins. If there is still a tie, the victory is shared.

Scoresheet Bonuses

Each scoring section has many bonuses you can earn and then use to your advantage. Note that bonuses are not worth any points at the end of the game, even if they are not used.

Flick Bonuses

Flick Bonuses help you better position your discs on the board.

When you earn a Flick Bonus, circle a matching icon in the bonus area at the center of your sheet to show it is now available to use. When you use a circled bonus, cross it off to show it's been used.

NOTE: Each player starts with 1 Reflick Bonus and 1 Swap Bonus available to use.

  • Reflick Bonus: Immediately after flicking a disc, you may use a Reflick Bonus to return the disc to your launch corner and flick it again. You may do this even if the disc hit other discs on the board, or was launched off the board. You may use multiple Reflicks in a row on the same disc.
  • Swap Bonus: At the start of the Write phase, you may use a Swap Bonus to swap the positions of any 2 of your discs on the board. You may use multiple Swap Bonuses in the same Write phase, swapping 2 discs for each bonus you use. HINT: Use this to get higher-scoring discs onto multiplier circles!

Animal Bonuses

Animal Bonuses help you mark sections on your scoresheet and score additional points. When you earn an Animal Bonus, you must use it during current Write phase.

  • Fox Bonus: Draw 1 shape of size "4" or lower in the Canyon.
  • Owl Bonus: Make a new path of any length (1 to 5 spaces) in the Creek Bed.
  • Rabbit Bonus: Gain +5 towards your total value in the Mudcracks.

IMPORTANT: You can use your Animal Bonuses at any time during the current Write phase (for example, you may want to save a Rabbit until you are ready to resolve the Mudcracks). If you are having trouble tracking which bonuses you've used, you can circle bonuses when you earn them, and cross them off when you use them (like Flick Bonuses).

Discovery Bonuses

Discovery Bonuses allow you to choose an Animal Bonus, and optionally save it for later.

When you earn a Discovery Bonus, circle one of the Animal Bonus icons of your choice in the Discovery area in the center of your sheet. You can use the circled Animal Bonus immediately, OR at any time during this Write phase or a future Write phase. When you use the bonus, cross it off to show it's been used (like a Reflick Bonus).

Your choice of Animal Bonus is limited by the icons printed in your Discovery area. Once you have circled all Animals of a given type, you may no longer choose that type when you earn Discovery Bonuses.

NOTE: The Rabbit Bonus in the Discovery area awards +6 value to use in the Mudcracks (1 more than the normal Rabbit Bonus).

Solo Mode

In solo mode, you play by yourself against an "AI" opponent who will make your life harder. Try to foil your automated rival and get the highest score you can!

IMPORTANT: The AI squares (small black squares) in each scoring section indicate where the AI will begin marking your scoresheet.

Solo Setup

Follow the normal setup steps, with the following exceptions:

  • Select 3 colors and take all 5 discs in each of those colors (15 total). Return the remaining 5 discs to the box.
  • Use 1 scoresheet to mark both your own and your AI opponent's progress.
  • Start with the Cliff-Dweller Ruins as your starting launch corner. Do not use the first player marker.

Solo Game Round

First decide how many rounds you will play, as normal. Each round has the following structure:

Flick Phase:

  1. Flick all 15 discs onto the board from your launch corner, one at a time, in any order. (You may flick discs of different colors in whatever order you choose. You may use Reflick Bonuses on any disc.)

Write Phase:

  1. Choose 1 disc color as your color. Choose 1 disc color as the AI color. Discard all discs of the color that was not chosen.
  2. You may use Swap Bonuses on discs of your color.
  3. Mark the AI's discs on your scoresheet according to the rules below.
  4. Mark your own discs on your scoresheet according to the normal rules for each scoring section, with the exceptions below.

End of Round:

  1. Rotate the board 90 degrees clockwise to give yourself a new launch corner, then start the new round.

Solo Write Phase

The AI always acts before you do. Rather than scoring points, the AI uses its discs to make each scoring section more difficult for you.

The AI always uses every disc of its color. However, if the AI is able to use a disc in multiple possible ways (for example, if it could draw Canyon shapes in multiple legal locations), you may choose the option that is most beneficial to you.

The AI cannot earn or use Flick Bonuses, Animal Bonuses, or Discovery Bonuses (but can prevent the player from earning them).

Follow the rules below to mark the AI's discs in each section.

Cliff-Dweller Ruins:

  • AI Write Phase: At the top of the Cliff-Dweller Ruins is a special building marked with an AI square. The AI always uses the full value of its discs to circle hexes in this building (not cross them off).
  • Player Write Phase: During your Write phase, if there are any circled hexes in the AI building that aren't crossed off, you must first use your disc value to cross them off. If you have any value left afterwards, you may apply it to other ruins buildings normally. (You must mark the circled AI hexes first.)

Canyon:

  • AI Write Phase: The AI uses each disc in the Canyon to draw shapes, just as a player does. However, the AI fills in its shapes, marking these spaces inaccessible to the player. The 2 AI squares in the Canyon act as starting points for the AI. When drawing shapes for the AI, you may draw them on top of either AI square, or adjacent to a previous AI shape (obeying all rules for drawing shapes). Additionally, AI shapes can "leapfrog" over player shapes. If an AI shape is adjacent to one of your shapes (not diagonally), you may draw the next AI shape anywhere adjacent to that shape. The AI always draws the largest shape it is able to, unless it cannot legally fit that shape on the board.
  • Player Write Phase: When drawing shapes, you may not overlap any AI shape. (Drawing shapes adjacent to AI shapes is allowed.) You may not leapfrog the way the AI does.

Creek Bed:

  • AI Write Phase: The AI uses each disc in the Creek Bed to make paths, just as you do. However, the AI starts from the bottom of the Creek Bed, and fills in every space on its path to mark these spaces inaccessible to the player. Several branches at the bottom of the Creek Bed are marked with an AI square. When making a path for the AI, you may start at any square, or adjacent to an existing AI path. The AI always chooses a path that does not end on or travel through any spaces that you have already crossed off or circled. It does not circle any spaces.
  • Player Write Phase: When making paths, you may not travel through or end a path on any space the AI has filled in (just like spaces you have crossed off). You may not start a new path from a path the AI has filled in.

Mudcracks:

  • AI Write Phase: Instead of crossing off nodes, the AI uses the full value on its discs in the Mudcracks to increase the difficulty of nodes on the outside edges of the cracks. Each outside node has 3 small circles around it. When the AI marks the Mudcracks, fill in a number of small circles equal to the total value of the AI's discs. You may fill in circles in any order, around any number of different nodes that you have not already crossed off.
  • Player Write Phase: When marking off any outside node, the number on the node is increased by 1 for each filled in circle around it. For example, a "7" node with 2 circles filled in requires 9 points.

Game Board Multipliers

  • Lizard (Ruins): Discs touching a Lizard multiplier count double towards your total in the Cliff-Dweller Ruins.
  • Rabbit (Mudcracks): Discs touching a Rabbit multiplier count double towards your total in the Mudcracks.
  • Fox (Canyon): Each disc touching a Fox multiplier counts as 2 discs, allowing you to draw 2 shapes of that number (or lower) in the Canyon.
  • Owl (Creek Bed): Each disc touching an Owl multiplier counts as 2 discs, allowing you to draw 2 paths of that length in the Creek Bed.

Credits

Game Design: Rob Newton

Illustrations: Tom Goyon

Graphic Design: Parla Creative

Game Development: Jonathan Gilmour

Rules Editing: Nathan McNair, Calvin Wong, Jeff Fraser