Mini expansion set for Sprawlopolis, Circle the Wagons, Stew and Tussie Mussie
Mini expansion set for Sprawlopolis, Circle the Wagons, Stew and Tussie Mussie Rulebook
Table of Contents
Table of Contents
Mini Expansions in This Set
- Circle the Wagons: Lone Cowboy: transcribed below.
- Circle the Wagons: Lone Cowboy Rides Again: transcribed below (scenario cards and the Wildest West card).
- Sprawlopolis: Beaches: the four scoring cards only, from the existing catalogued rulebook. Placement rules not included.
- Sprawlopolis: Construction Zones: from the existing catalogued rulebook.
- Sprawlopolis: Interstate: from the existing catalogued rulebook.
- Sprawlopolis: Points of Interest: from the existing catalogued rulebook.
- Sprawlopolis: Wrecktar: transcribed below.
- Stew: Fungus Among Us: MISSING. Not transcribed.
- Tussie Mussie: Flower Shoppe: MISSING. Not transcribed.
Circle the Wagons: Lone Cowboy
1 Player (requires Circle the Wagons). Solo scenarios by Mike Mullins.
The solo rules below are printed on the Lone Cowboy rules sheet. The opponent in this mode is a set of scenario cards, described in the Lone Cowboy Scenario Cards section.
Setup
Select a scenario card. Find the two goal cards listed on the scenario card and place them on the table. Shuffle the remaining cards and cut the deck. Starting with the newly revealed card, make a circle of 8 cards and place the remaining cards in the center. This pile is known as the preference deck.
Gameplay
The game is broken into two rounds of several turns each. The first round lasts until all 8 starting cards are drafted. The remaining cards in the deck are then dealt to form a second circle, and round 2 begins.
The player has the first turn, and drafting starts with the 1st card placed in the circle. The player will draft and place cards as normal; skipped cards are placed into the opponent's draft pile, called their town.
Note: the opponent's town should always have a single card on top for gameplay purposes, but the pile may be viewed at any time by the player. You may make the town a column or pile, as you see fit.
The opponent will draft differently based on which round it is.
Round 1
The opponent will skip up to 2 cards in order to draft a card with an icon that matches (icon and color) an icon on top of the preference deck. If they are able to make a match, both the drafted card and the top card of the deck are placed into their town. Otherwise, place only the drafted card into their town.
Round 2
The opponent will skip up to 1 card in order to match an icon showing in their town. There may also be additional draft rules on the scenario card.
Note: turn order is maintained between rounds 1 and 2; it does not revert back to the player.
Scoring
Player scoring is identical to the 2p game. Opponent scoring is outlined on the scenario card. In addition, identify the 3 most common territories in their town. They score 1 point for each territory in those 3 types. (For example: 5 prairie, 5 snow, 4 forest = 14 pts.)
Lone Cowboy Scenario Cards
Each card is a scenario. Its title and bracketed subtitle are printed as shown. The flavour line is printed in italics and is not a rule.
Boomtown
[Smalltown Charm, Boom or Bust] — Another wagon train arrivin'? Even money says this town can't handle it. Any takers?
- 2nd round opponent draft: If tied or fewer territories after Round 1, will skip draft every time.
- Opponent scoring: Mountains count as Mines for Boom or Bust.
Gold Rush
[Claim Jumpers, Gold Country] — There ain't no way this stays secret for long. You best be ready to protect yourself.
- 2nd round opponent draft: Will skip up to 2 for a Gun, but not past a Mountain or Mine.
- Opponent scoring: 2 points per set of Mountain & Mine. Claim Jumpers scores as normal, but opponent starts with 2 Guns.
Through the Desert
[Wagon Train, Badlands] — Fill the canteens and load the revolvers. I don't much care what else you bring.
- 2nd round opponent draft: Will skip 1 to a card with two or more of Wagon, Gun, or Desert.
- Opponent scoring: 1st six Wagons score as normal. +2 each additional Wagon. 4 points per set of Gun and Desert.
Out-Drink the Competition
[Bootleggers, One Too Many] — We sit here round after round, 'til one of us drops an' hits the ground!
- 2nd round opponent draft: Will skip 1 to a Wagon, or over a card with 2 or more Beers on it.
- Opponent scoring: 2 points per set of Beer + Wagon. Cannot lose points from One Too Many.
Water the Herd
[The Herd, Cool Water] — The trail is long and dusty, but in the cool water all hardships are forgotten.
- 2nd round opponent draft: Will skip 1 to a card with two or more of Wagon, Cow, Water.
- Opponent scoring: 3 points per Wagon. 2 points per Cow.
Cattle Drive
[Happy Cows, Prarie Life] — Don't nap too long while the herd is grazing. There's work yet to do!
Subtitle printed as "Prarie Life" on the card.
- 2nd round opponent draft: Will skip 1 to any Cow or Prairie.
- Opponent scoring: Do not divide by 2 for Prarie Life. Ignore Snow for Happy Cows.
Circle the Wagons: Lone Cowboy Rides Again
The three scenario cards below and the Wildest West card are transcribed from the card faces. No separate rules sheet for Lone Cowboy Rides Again was in the scan. These cards use the same layout as the Lone Cowboy scenario cards (a second round opponent draft and opponent scoring), so they are read with the Lone Cowboy rules above. This is a judgment call by the transcriber.
The Last Stand
[Fortified, Rifles Ready] — Now listen, it's not all bad. I'd imagine that whether we survive or not, someone'll write a song about us.
- 2nd round opponent draft: Will skip to a card with 2 or more Guns/Forts, but will skip at most 1 Gun/Fort.
- Opponent scoring: Score 7/14/21 points for 4/6/8 Forts, and 2 points per Gun.
Defensible Position
[Undiscovered, The Clearing] — I'd reckon nobody'd sneak up on us here. 'Specially if we clear out that there forest to the west for lumber.
- 2nd round opponent draft: Will skip to a Fort, or over a Forest.
- Opponent scoring: Score Undiscovered 2x, or 3x if opponent has 8 or more cards. Does not lose points for Forests.
Trouble's Comin'
[Circle the Wagons, Target Practice] — It don't make much difference if all you ever shot was bottles. You hunker down and shoot if you want to make it through this!
- 2nd round opponent draft: Will skip up to two cards that do not have a Gun or Beer on it.
- Opponent scoring: Score 4 points for each Gun and Beer pair, and 5 points for every 4 Wagons.
Wildest West
Card text, as printed:
1 point per territory that does not score in any other way.
The card's illustration shows blank card backs as a template. No other rules text is printed on it.
Sprawlopolis: Wrecktar
A monster is rampaging through the city, taking down buildings with every step!
Wrecktar is a single card that is added to the Sprawlopolis draw deck. Use it with the Sprawlopolis base rules.
Setup
Before taking the first turn, shuffle Wrecktar into the deck.
How to Play
When Wrecktar is revealed, the active player must immediately place it on top of the last card played, covering the entire card.
End of the Game
-2 points / Commercial Block in Wrecktar's row and column (not counting Wrecktar's space). If there are none, you gain 3 points, as the threat has been neutralized.
Sprawlopolis: Beaches
Card-only text. Reproduced from the existing Sprawlopolis: Beaches rulebook in this catalogue. The placement rules for beaches and the border rule are not included there.
Beaches Scoring Cards
The Beaches expansion adds four scoring cards. Each card's text and grid diagram is transcribed below as printed. Diagrams are described in words where the card shows them; the shell icon marks the Beach cells as printed.
Peninsula
- +10 PTS
- -1 PT / row between the North and South Beaches.
Diagram: a column of five cells. The top and bottom cells are Beach cells (shell icon). The three cells between them are each marked "-1 PT". The card shows "TOTAL +7 PTS" beside the diagram as an example of the score.
Lookout Point
- +5 PTS if your largest Park is adjacent to the Beach.
Diagram: a grid of green Park cells with a "+5 PTS" marker on one cell, adjacent to two Beach cells (shell icon).
Scenic Route
- If all blocks adjacent to the Beach are connected by a single Road, you will not receive a Road Tax.
Diagram: a set of blocks with a road drawn as a continuous line through the grid, with several Beach cells (shell icon) bordering the blocks.
Waterfront
- +1 PT / Residential block adjacent to the Beach.
Diagram: a grid with Residential cells marked "1 PT" where they are adjacent to Beach cells (shell icon).
Not Included in This Transcription
- The rules for placing beaches on the board (the beach border and any new border rules) are not on the scoring cards and are not transcribed here.
- The scoring procedure and the Road Tax definition are not printed on these cards and are not restated here.
Sprawlopolis: Construction Zones
Reproduced from the existing Sprawlopolis: Construction Zones rulebook in this catalogue. That text is an unofficial Russian community translation (Tesera, uploaded by le0nid, 2022), translated into English by the transcriber.
Construction has begun, and it is making an unwelcome contribution to your city planning!
Components
4 cards with blocks and scoring conditions.
Setup
Choose a random Construction Zone card to add to your 3 scoring conditions. Shuffle the remaining Construction Zone cards into the draw deck with the front (city) side face up.
Gameplay
The scoring conditions are listed as Task Details and a Penalty for failing the task. A Construction Zone is completed when another block is placed on top of it, removing it from the city. The Task Details determine how you must place each Construction Zone card you received.
Scoring
After normal scoring, check whether any points were lost due to unfinished Construction Zones, as stated on the scoring card.
Sprawlopolis: Interstate
Reproduced from the existing Sprawlopolis: Interstate rulebook in this catalogue. The four scoring cards are transcribed from a photo of the English cards (Tesera 2080475). The setup, modes and notes are from the unofficial Russian community translation (Tesera 2080470, uploaded by le0nid, 2022), translated into English by the transcriber. The official English Interstate rules (BGG file 295112) were not available to the transcriber.
Components
4 cards with interstate, blocks and scoring conditions.
Setup and Modes
Interstate is played with the Sprawlopolis base game. The Interstate cards form a barrier between the two players' cities. Each card is either a scoring card or a barrier card, as described below.
Two-Player Competitive
Setup. Shuffle the Sprawlopolis scoring cards and draw two cards to use for scoring.
Shuffle the Interstate cards city side up. Draw the top Interstate card, turn it to its rules/scoring side, and place it with the other scoring cards. This gives three scoring cards in total: two from the base game and one Interstate card.
The first player begins building the Interstate by drawing the next Interstate card from the top of the deck, rotating it as they like, and placing it in the center of the table to start the highway between the players. The opponent draws the next Interstate card and places it to the left or right of the previously placed card, so that the Interstate cards connect. The first player then plays the last Interstate card. The players are now separated by a three-card barrier. Each player takes three cards.
Game play. On your turn, play one card either on your side or on your opponent's side, depending on the requirements of the Interstate scoring card. After you play a card, draw a new card from the deck. Then your opponent takes their turn. The game continues until there are no cards left to play.
Note: if a scoring card allows you to play on your opponent's side, you may play on your opponent's side only while the deck is not empty. Once the deck is empty, you may only play on your own side of the board.
Scoring. Use the Interstate scoring card to determine how scoring is done. In all cases, each player scores VP on their own side of the city. If the players tie, check the tiebreaker printed on the Interstate scoring card.
Two-Player Cooperative
Setup. Shuffle the Interstate cards and place four of them at random, left to right, to form the border that separates the players. Shuffle the Sprawlopolis scoring cards and draw three cards to use for scoring.
Game play. Play Sprawlopolis as normal, with one exception: players may only play on their own side of the Interstate. Together they must beat the combined score (the sum of the scoring cards).
Solo
Play the cooperative mode described above, but place cards on each side of the Interstate in turn, alternating sides each turn.
Scoring Methods
The scoring cards below use three scoring methods. Each is described in the unofficial Russian translation as follows.
Standard. Score your largest group of residential, industrial and commercial blocks and parks separately, according to the standard base game rules. Lose points for each road according to the standard base game rules. Score both base game scoring cards according to the standard base game rules.
Majority. Players compare each of the following items, and the player with the highest score in each item gains 1 VP: the largest group of residential blocks, the largest group of industrial blocks, the largest group of commercial blocks, the largest group of parks, and each base game scoring card. The player with the most roads loses 2 points. Note: if players score the same number of VP for any of the above items, no VP are gained or lost.
Choice. Choose your largest groups of blocks of two types from the following: residential, industrial and commercial blocks, and parks. Score one scoring card of your choice. Lose points for each road according to the standard base game rules.
Scoring Cards
The four Interstate cards are transcribed below as printed on the English card photo. The card text governs the placement, scoring and tiebreaker for each card.
Main Boulevard
PLACEMENT: Play on your side only
SCORING: Choice Each player scores the below, then compare total scores for:
- Largest group of 2 block types of their choice
- One scoring card of their choice
- Road Tax
TIEBREAKER: Most total blocks
Central Highway
PLACEMENT: Play on your side only
SCORING: Majority Each player compares the below, then the player with the highest score gains 1 point for:
- Largest group of each block type (scored individually)
- Each scoring card (scored individually)
The player with the most roads loses 2 points.
TIEBREAKER: Longest road
Great Valley Road
PLACEMENT: Play on either side
SCORING: Standard Each player scores the below, then compare total scores for:
- Largest group of each block type
- Both scoring cards
- Road Tax
TIEBREAKER: Most roads
Mountainside Drive
PLACEMENT: Play on your side only
SCORING: Standard Each player scores the below, then compare total scores for:
- Largest group of each block type
- Both scoring cards
- Road Tax
TIEBREAKER: Most Park and Industrial blocks
Notes
- The Interstate consists of two roads, one on each player's side of the center line. Although the Interstate is several lanes wide, each player's part of it counts as one road.
- When the cards are at the edge of the city, the Interstate is not considered a boundary.
- Blocks on one side of the Interstate are not considered adjacent to blocks on the other player's side.
- Each Interstate card includes residential, commercial, or industrial blocks, or parks. These blocks belong to the player on the corresponding side of the Interstate and are counted during scoring.
- No cards may be placed on top of the Interstate cards.
- The Interstate is a continuous line from left to right and extends beyond the edges of the cards.
Sprawlopolis: Points of Interest
Reproduced from the existing Sprawlopolis: Points of Interest rulebook in this catalogue. That text is an unofficial Russian community translation (Tesera, uploaded by le0nid, 2022), translated into English by the transcriber.
Builders from a neighboring city have come to help you get started!
Components
1 double-sided card with blocks.
Setup
Before placing the starting card in the construction area, place the Points of Interest card with either side face up. Then place the starting card, covering one half of the Points of Interest card, either horizontally or vertically.
Scoring
Score 1 VP for each block of matching color adjacent to the Point of Interest (the block in the yellow border). Diagonal adjacency does not count.
Stew: Fungus Among Us
MISSING. Not transcribed. The six Fungus Among Us cards were not available to the transcriber in legible form, and no rules text for this mini was found. Its rules are not included here. Do not treat this section as a complete rule set.
Tussie Mussie: Flower Shoppe
MISSING. Not transcribed. The six Flower Shoppe cards and their rules were not available to the transcriber in legible form. Its rules are not included here. Do not treat this section as a complete rule set.