RulesPal
Chat
Rulebook
Steam Donkey thumbnail

Steam Donkey

Steam Donkey Rulebook

Table of Contents

Table of Contents

    • Attraction
    • Visitor
    • Game Setup
    • The Turn
      • Build new attractions in your resort
      • Laying out your resort
      • Move visitors from the station
      • Transport
      • Add visitors to your hand
    • Miscellaneous
      • Amusements
      • Special visitors
      • The Funicular Railway
      • The deck and the discard pile
    • Ending the game and winning
  • Advanced Rules
    • Kick-ons and Characters
    • Kick-ons
    • Characters
    • Identical attractions in the same space

Attraction

  1. Attraction icon
  2. Visitor icon(s)
  3. Attraction colour (green, red or yellow)
  4. Cost (in cards of that type) to build that attraction
  5. Value of the attraction at the end of the game.

Visitor

  1. Attraction icon (this matches the attraction icon on the face of the card)
  2. Suitcases showing the visitor colour (this may or may not match the attraction colour on the face of the card)

The attraction icons are:

  • amusement (mechanical donkey head)
  • lodging (hotel building)
  • transport (steam tram)
  • monument (tower)

Game Setup

  • Remove the eight Kick-on/Character cards; these are not used in the basic game.
  • Deal one Resort Poster card to each player. Each player decides which Resort to play, and places the Poster that side up. Place any remaining Posters back in the box.
  • Shuffle the playing cards and deal eight cards to each player.
  • Place the remaining cards in the middle of the table; this is known as the Deck.
  • Turn over the top card and place it to the left of the deck; this is the Discard pile.
  • Draft four cards face down in a row to the right of the deck. These cards are known individually as visitors, and the group of cards is known as the Platform. At the end of a player's turn there must always be at least four visitors on the platform. The deck and the platform are known collectively as the Station.

The table layout, left to right, is: Discard, Deck, Platform.

  • The oldest player (the nearest to being a Victorian) takes the first turn; play then proceeds clockwise.

The Turn

In each turn, you will usually carry out one of three actions:

  • Build new attractions in your resort
  • Move visitors from the station
  • Add visitors to your hand

A fourth possible action - perhaps A last resort - is to take the top card from the discard pile directly to your hand.

Note: You can do the same action in consecutive turns.

Build new attractions in your resort

Choose an attraction colour for that turn (green, red or yellow).

Pay to build (place) any number of attractions of that colour in your resort.

The cost (in cards) is the number of small icons shown in the bottom left corner of the card. You must pay that number of cards showing the same attraction icon (top left corner of the card).

e.g. to build the Pier (showing four small icons) you must discard four cards showing a monument icon.

IMPORTANT: The colour of a card is not relevant when paying for an attraction.

Laying out your resort

A resort has three areas: a park area (for green attractions), a town area (for red attractions) and a beach area (for yellow attractions). There is a space for each of the four types of attraction in each area, making a total of twelve attraction spaces in the resort.

Note: you may put the cards in any order in each area, but putting them in the same order does make life easier.

The twelve spaces are arranged as a grid — rows Park / Town / Beach, columns Amusements / Lodgings / Monuments / Transports — with the Resort Poster placed beside the grid.

You may build more than one attraction of the same colour and type (e.g. two red transport attractions); however, the first card is covered by the second card and will play no further part in the game (other than to provide points during the final scoring).

Note: you may never build on top of an attraction that has got visitors on it.

Move visitors from the station

Choose a colour of visitor for that turn (green, red or yellow).

Move any number of visitors of that colour from the station to your resort; these visitors may be taken from the platform or from the top of the deck.

Note: if you take a visitor from the top of the deck and there is another visitor of that colour underneath, then you may take that vistor as well - that's your good fortune – and you may keep on doing so.

Visitors must be placed on one or more of the amusement, lodging and monument attractions (but not transport) that match their colour. The number of visitors that may be on an attraction is equal to the number of visitor icons shown (top right corner).

e.g. green visitors have been chosen. There is a green Bandstand showing two visitor icons and a green Hotel showing three visitor icons. Up to five green visitors can be moved from the station and placed on these attractions.

If there are insufficient matching icons, then those extra visitors must stay in the station.

Note: visitors are never turned face up; they always remain face down until added to your hand.

Transport

Transport attractions show a +1 icon in the top right corner of the card. If the transport matches the chosen visitor colour, then you may take ONE visitor from the platform or the top of the deck. This visitor may be of ANY colour, and is added directly to your hand.

Note: visitors are never placed on transport attractions.

IMPORTANT: At the end of Move visitors from the station make sure that there are at least four visitors on the platform; if there are not, draft sufficient cards from the deck.

Add visitors to your hand

No colour is chosen this turn; simply add ALL the visitors that are in your resort (green, red and yellow) to your hand.

Your hand may never contain more than TWELVE cards. If adding the new visitors to your hand would give you more than twelve cards, then you must put the excess visitors back on the platform. Do not look at any card face until this has been done.

e.g. you have seven cards in your hand, so you can add five new visitors. There are eight visitors in the resort, so you may take any five of them, and move the remaining three back to the platform (keeping them face down).

Note: this action may result in there being more than four visitors on the platform.

Miscellaneous

Amusements

Some amusement attractions have no icon cost in the bottom left corner of the card; you do not pay to build these. Simply place the attraction in your resort when building that colour of attraction.

Special visitors

Special visitors show all three colours; you can treat them as a green, red or yellow visitor when moving from the station.

The Funicular Railway

This attraction may be built as either a green, red or yellow transport attraction and must be placed in the corresponding area of the resort. It is then considered to be of that colour when visitors move from the station.

e.g. if red is the chosen build colour for that turn, then it must be built in the red (town) area of the resort. It is then treated as a red transport for the rest of the game.

The deck and the discard pile

There must always be at least one card in the discard pile. If there is not, then turn the top card of the deck face up to start a new pile.

If there are no cards left in the deck, reshuffle the discard pile (and then turn the top card to create a new discard pile).

Cards which have been used to pay for an attraction may be placed on the discard pile in any order.

Ending the game and winning

Your Resort Poster shows how many attraction spaces you need to fill in order to complete your resort. As soon as one player has completed their resort, then every other player gets one final turn. Then:

  • Discard all the cards in your hand and any visitors in your resort.
  • Add up the points of all the attractions in your resort (including any covered cards), remembering to score any bonuses from your Resort Poster.
  • Deduct one point for each missing attraction space.

e.g. if you are trying to build Weymouth (an 11-space resort) and have neither a red transport nor a yellow monument, you will have only filled ten spaces. You would therefore deduct one point from your score.

If on your last turn you are lucky enough to fill more spaces than shown on your Poster, simply score for all the attractions.

The player with the most points is the winner ... Chief Architect by Royal Appointment.

A tie remains a tie.

Advanced Rules

Kick-ons and Characters

After choosing Resorts, each player will select a Kick-on (Feral Donkey, Castle, Bank or Mechanical Dog).

In reverse turn order (i.e. beginning with the player to the right of the oldest player), each player chooses one Kick-on.

Each player now takes the duplicate of the reverse of their Kick-on. This is their initial Character.

e.g. whoever chooses Feral Donkey will also take Donkey Boy

Kick-ons

Each player keeps their Kick-on face up in front of themself throughout the game; they are never exchanged.

Feral Donkey: when paying to build one of your attractions, you may use ONE amusement card as either a lodging, monument or transport card.

Castle: allows you to be dealt TWELVE cards at the start of the game (four extra cards).

Bank: allows you to hold FIFTEEN cards in your hand (rather than the usual twelve).

Mechanical Dog: before you start Moving visitors from the station you may draft THREE extra cards onto the platform from the deck.

Characters

Characters do get exchanged (swapped) during the game.

At the start of the game your character should be twisted to 90º.

At the start of each of your turns, you should ensure your Character is twisted to its normal position.

During your turn, you may do one of three things with a Character:

  • Use that Character (and twist it to 90º)
  • Not use it (and leave it un-twisted)
  • Swap it with an un-twisted Character belonging to another player; then you MUST use (and twist to 90º) your new Character.

Lord Admiral: allows you to build TWO colours of attraction when Building new attractions in your resort.

Princess Royal: allows you to pay one card fewer per attraction when Building new attractions in your resort.

Madame Ice-cream: allows you to choose TWO visitor colours when Moving visitors from the station.

Donkey Boy: allows you to take the top card from the discard pile and add it directly to your hand. This can be done before, during or after ANY action ("There's always work for Donkey Boy!") provided the hand limit is not exceeded.

Identical attractions in the same space

You may build the same attraction more than once in a space, but only one of these will score at game end.

e.g. if you build two green Guesthouses, only one will score.