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Sun, Sea & Sand

Sun, Sea & Sand Rulebook

Table of Contents

Table of Contents

  • Content & Preparation
  • Money & Time
  • Hotelier Board
  • Tourists
  • Holiday Season
  • Weeks
  • A. Work
    • Build Chalets
    • Pick-up or Book Tourists
    • Build an Attraction
    • Place a Sign
  • B. Backpacker
  • C. Income
  • D. Time
  • Best Resort
  • Publisher

Content & Preparation

  1. Each player takes a hotelier board.
  2. Place the time slots board.
  3. Give each player 5 family members (FM) in their color. Place 2 FM on time slot 1, and your remaining 3 FM at home on your hotelier board.
  4. Place the money markers in the player colors on 13 at the money track.
  5. Place the 5 ›Welcome‹, 4 ›Open‹, 3 ›Hotel‹ and 2 blue signs on their spots.
  6. Place the chalets near the board.
  7. Shuffle the 32 tourist boats. Randomly place 8 of them at the docks numbered 1 to 8. These show the tourists coming to the island in weeks 1 to 8.
  8. Place the 4x18 tourists as stock near the tourist boats. The stock of tourists and chalets is unlimited, so improvise if you need more.
  9. Place between each 2 neighboring players 1 beach tile.
  10. Place the attractions board. In case of 5 players you place this board adjacent to the 8 tourist boats. In case of 4 players, shift the board over these 8 tiles, towards the number 4 on the boats. In case of 3 players, shift it further to the number 3 and in case of 2 players to number 2.
  11. Place the 12 different attractions on their spots. In case of 5 players: all 4 of each attraction. In case of 4 players: 3 of each attraction. In case of 3 players: 2 of each attraction. In case of 2 players: 1 of each attraction. Exception in case of 2, 3 or 4 players: Place a number of bars equal to the number of players.
  12. Place the help tile.
  13. Determine a start player. Place the shell at the start player.

Money & Time

Each turn one of your family members undertakes one action. 3 different icons show how much money and time an action costs and how much it improves your resort (victory points):

  • Money: the price for an action.
  • Time: how long it occupies your family member (FM).
  • Victory points.

Hotelier Board

Each player has a piece of land at the coast. That is your empty start landscape.

The landscape is divided into four bands: grassland, boulevard, beach, sea.

  • Home: During the game always hold your available FM on this space!
  • Bookings spaces for future weeks' tourists.

Tourists

The 8 tourist boats show the demand for chalets in weeks 1 to 8. (The opposite sides play no role.) At each space the number of depicted persons is the number of chalets you need for lodging the tourist group. The colors show if they like sea (blue), beach (yellow), comfort (red) or sporting (green) attractions.

A set-up for 2 players: with 2 players you only use 5 spaces per tourist boat, including the backpacker space (with the bag). With 3 players you use 7 spaces, with 4 players 9 and with 5 players all 11 spaces.

Holiday Season

The holiday season at your island lasts 8 weeks.

Weeks

Each week, the following phases occur in this order:

  • A. Work — Choose an action for each FM at home.
  • B. Backpacker — Backpackers travel around.
  • C. Income — Your tourists pay.
  • D. Time — Time shifts one week further.

A. Work

For each FM at home you choose 1 out of 4 possible actions. So in the first week each player does 3 actions. You execute each chosen action immediately! The start player first chooses an action for 1 FM. Turns continue clockwise until all FM are used.

Example: In week 5 in a 3 player game Bo has 3, Guy has 1, and John has 4 FM at home. Bo is the start player this week and Guy is her left-hand neighbor. Then the order for choosing actions is: Bo–Guy–John–Bo–John–Bo–John–John.

The possible actions are marked by a palm tree:

  • Build chalets
  • Pick-up or book tourists
  • Build an attraction
  • Place a sign

Each action costs time: Place your FM in the right time slot. Some actions cost money: Shift your money marker accordingly.

Build Chalets

You can build 1, 2, 3 or 4 new chalets, which you place in the corner of your hotelier board.

Costs:

  • Time: 2 weeks, place your FM in time slot 2. The chalets keep your FM busy 2 weeks but are ready for rent immediately.
  • Money: Pay $$$1 for 1 chalet, $$$3 for 2, $$$6 for 3 or $$$10 for 4 chalets.

Player Purple chooses to build 3 chalets. He takes these chalets from the stock and places them in the free corner at his board. Purple's FM goes to time slot 2 and the purple money marker goes down by $$$6.

Pick-up or Book Tourists

  • Tourists shown on the tourist boat of the current week (week 1 at the start of the game) arrive at the harbor. You can pick them up. Therefore you place your FM on a group. Take these tourists from the stock and place them in your chalets. You must have enough chalets available for all these tourists!
  • Instead of picking-up tourists, your FM can spend time to get bookings. Then place your FM on a group of a tourist boat of a later week. If you book tourists from next week, you place these tourists in space 2 on your board. If you book tourists from second-next week, you place these tourists in space 3, and so on. The backpacker (in the boat space with the bag) you can't book or pick-up, see section B. Backpacker.

Costs:

  • Time: Instead of in a time slot, your FM stays on the boat tile. At D. Time you see how long your FM is occupied.
  • Money: $$$0.

After all players had a turn, it's Purple's turn again. Purple places a FM on a current week tourist boat space: 2 yellow (beach tourists) and 1 blue (sea tourists). Take these tourists from the stock and place them in Purple's chalets. Purple had 3 empty chalets, so couldn't choose the group of 4.

Brown places a FM on a space of the next week boat, so Brown takes these tourists to the 2 space. These tourists are booked now and arrive in the chalets next week.

Build an Attraction

Choose one of the 12 attractions. Place this attraction on the corresponding background on your hotelier board. Place it most to the left, or connected side-to-side or corner-to-corner to an earlier built attraction. Each attraction you can only build once!

After buying, you shift the remaining pile of this attraction so that the new price will be $$$1 higher.

Costs:

  • Time: 3 weeks, place your FM in time slot 3. A new attraction occupies your FM 3 weeks but is available immediately.
  • Money: The prices are shown on the attractions board.

Purple builds a terrace and must place this most leftward on the boulevard. The terrace costs $$$6. For the next buyer it will cost $$$7.

If Purple's next attraction will be a beach bar, then Purple builds it on one of these 2 spots, leftward on the beach or/and connected to the terrace tile.

Place a Sign

Take the Welcome sign to put in its spot above your board. If you placed this sign in an earlier turn, then you place the Open sign, later the Hotel sign and the blue sign last. If the sign is not available, then you take the next available sign in this order.

Costs:

  • Time: 1 week, place your FM in time slot 1.
  • Money: $$$0.

If you can't place a new sign, you are allowed to pass, which means that you only place your FM in time slot 1.

A player places a sign. With signs you have more chance that backpackers find your resort.

B. Backpacker

After all FM are used, backpackers travel around the island. Take the backpacker of the current week tourist boat (in the space with the bag) from the stock. Place it on the beach tile at the left side of the poorest-player-with-money (so excluding players who have $$$0). If several players tie at the lowest money spot above 0, then the top marker (which arrived at that spot latest) is the poorest-player-with-money.

Now all backpackers on beach tiles move clockwise around the island (table), by a number of ›steps‹ equal to the amount of money of the poorest-player-with-money. The steps around the table are: each hotelier board, each beach tile and each sign. If the last step goes to a beach tile, then the backpacker stays there this week. If the last step of the backpacker goes to your hotelier board or sign, then the backpacker checks-in in your resort. But if you have no free chalet, the backpacker moves further to the next beach tile.

Exception: If all players have $$$0 money, then place the new backpacker on the beach tile at the left side of the player with the top money marker and all backpackers do not move.

After all FM are used, Grey is lowest on the money track above $$$0. So place the backpacker at the left side of player Grey. Grey has $$$4, so the backpacker moves 4 ›steps‹, passing the brown resort, then a beach tile, then Purple's resort and ending at the sign. So the backpacker goes into a free bungalow in Purple's resort.

If Grey had $$$5, or if Purple had no free chalet, the backpacker would end at the next beach tile. Then he would move again next week, by the same number of ›steps‹ as next week's new backpacker.

C. Income

Each rented chalet brings $$$1 income. Count your number of tourists to calculate your income.

Extra income: When you build the bar on the boulevard, each tourist in the bar brings $$$1 extra income.

Adjust the start player money marker first, followed clockwise by the other players. Having $$$20 is the maximum (extra you lose).

Purple has 3 tourists. So the income for Purple is $$$3. Purple had $$$1 money. Shift the Purple money marker from $$$1 to $$$4.

Here Brown has 7 tourists: 3 in their chalets and 4 at the attractions. That makes $$$7 income. 2 tourists are in the bar, so Brown gets $$$7 + $$$2 = $$$9 income. The 3 booked tourists will bring income next week.

D. Time

The time shifts 1 week further:

  1. Remove the tourist boat from this week. All FM at this boat go back to their homes. The FM busy with bookings, so at the other tourist boats, stay on their spaces.
  2. Take all FM from time slot 1 back to their homes. Shift the FM from time slot 2 to 1, and from slot 3 to 2.
  3. (3a) Tourists in your resort first stay 1 week, but stay 1 week longer for each attraction of their liking (thus maximum 3 weeks extra). To keep track of this, tourists on an attraction tile shift to the next attraction in their color, from left to right (always!). Tourists in chalets shift to the most leftward attraction of their color. Tourists which can't shift to an attraction, leave your resort. Return them to the stock of tourists. Tourists at attractions still rent their chalet, so your number of chalets must be at least equal to the number of tourists at chalets and attractions together. (3b) The booked tourists also shift ›1 week further‹, from space 2 into your chalets, from space 3 to 2, and from 4 to 3. You should have chalets free for the booked tourists which arrive now. Each tourist which you cannot lodge costs you $$$1. Return that tourist to the stock, you can choose the color.
  4. Shift the shell clockwise to the next player, who becomes the start player in the new week.

Remove the current week boat. The 5 FM go back to their home spots on the hotelier boards. The next boat, with a grey and brown FM, is the new week tourist boat. The grey and brown FM stay on that boat.

Bring the FM in time slot 1 back to their homes on the hotelier boards. Shift the FM from time slot 2 to slot 1, so these you will get back next week. The FM at time slot 3 (3 weeks busy) go to slot 2 (still 2 weeks busy).

Brown has 4 tourists at the attractions, 3 in the chalets, 2 booked for next week and 4 for second-next week. The 2 comfort tourists at the bar and the sporting tourist at the pool stay 1 week longer because there is another attraction to their liking. The beach tourist leaves, because there is no other beach attraction. The blue tourists in the chalets leave too, because there are no sea attractions. The red tourist in a chalet goes to the bar. The 2 yellow booked tourists arrive. So 6 of the 8 chalets are rented and 2 are free. The other 4 booked tourists shift one week further.

Best Resort

In week 8 only execute A. Work and B. Backpacker, not C. Income or D. Time!

Whose resort makes the best impression at the end of the season?

  • Each tourist is 1 victory point (vp). If the total of victory points is equal, the player with the most tourists wins.
  • Each sign is 1 vp.
  • Each attraction shows its vp in the sun icon.
  • Count how many separated land and/or sea areas without attractions your hotelier board has. Each area is 1 vp (for integrating the landscape between the attractions).

Money gives no vp. Use the money track for counting vp. When you pass 20 points, place a FM on number 20 and count further at number 1.

End score Brown: 9 tourists: 9 points. 2 signs: 2 points. Attractions: 2+1+0(bar)+5+4+4 = 16 points. The landscape is divided in 5 separated areas (numbered in the picture) without attractions, so that brings 5 points. TOTAL: 9+2+16+5 = 32 victory points.

End score Purple: 10 chalets, 2 are empty, 8 have tourists: 8 points. 0 signs: 0 points. Attractions: 6+3+3+4+5 = 21 points. The landscape is divided in 4 separated areas: 4 points. TOTAL: 8+0+21+4 = 33 victory points.

Publisher

Publisher: Cwali Einsteinstraat 4H 6227 BX Maastricht Netherlands

tel: 0031-640-893506 [email protected] www.cwali.nl