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Tournament of Towers

Tournament of Towers Rulebook

Table of Contents

Table of Contents

  • Components
  • How To Win
  • Setup and Round Steps
  • Scoring
  • End of Game
  • Mulligans
  • Placing Pieces
  • Apprentice Rules
  • Events
  • Competitive Play
  • Game Variants

Components

  • 4 Foundation Pieces
  • 4 Architect Figurines
  • 40 Stone Pieces (grey, 10 types, 4 copies of each)
  • 20 Gold Pieces (gold, all unique)
  • 60 Building Material Cards
  • 1 Event Die (D6)

How To Win

After two (2) rounds, the player with the most points and NO fallen pieces wins.

Setup and Round Steps

In each round, every player can add a total of seven (7) pieces, colored either grey (stone) or yellow (gold), placed by hand on top of the player's own foundation piece, or stacked on other pieces already on the foundation or tower.

  1. Shuffle all building cards before the game begins. Each player is given an architect figurine.
  2. Deal SEVEN (7) cards to each player.
  3. Draft Cards:
    • Each player selects a card of choice from hand.
    • Put the card face-down with the architect on top.
    • Pass all remaining cards face-down to the player on the LEFT.
    • Repeat until everyone drafts SEVEN (7) cards.
  4. Choose Build Order: Line up your cards face-down (you may look at them as needed) from LEFT to RIGHT (1st to 7th) in the order you want to place the pieces on your tower.
  5. Roll for Events (see Events below).
  6. If applicable, adjust the build order due to Event.
  7. Take your pieces as pictured in your build order.
  8. Begin building towers one piece at a time.
    • After placing all seven pieces, you may choose to add your architect. Your architect may not be placed on your foundation.
    • Once you have placed all your pieces and your architect, say "Done!" You are now considered between rounds.
  9. Score each tower (see Scoring below).
    • Once scoring is done for the round, REMOVE your architect figurine from your tower.
  10. Repeat Steps 2-9 for Round 2 to add 7 more pieces to your existing tower.

Scoring

At the end of each round, score each tower.

  • Tallest Tower: 3 points. For tallest tower, any towers within 2mm are considered a tie, and each gets 2 points.
  • Gold Pieces: 1 point each. Gold pieces placed in Round One are scored again in Round Two! In Round Two, each gold piece placed in Round [the source sentence is cut off at this point; the printed text ends here].
  • Addition of Architect Figurine: 1 point. Your architect counts toward the height of your tower. Your architect must be placed higher than your foundation, and higher each round!

End of Game

The game is over when you complete the scoring at the end of Round Two. Whoever has the MOST POINTS wins!

Scoring Ties:

  • If the game ends in a tie, the person with the tallest tower wins.
  • If that is also a tie, the person with the most gold pieces wins.

If by some cosmic coincidence both tie-breakers don't apply, then you must draw SWORDS and duel to the...you know, maybe you should both just rejoice in your shared victory and play again!

As you will discover, the winner isn't always the person with the highest tower.

Mulligans

Every player may have one mulligan each game in Apprentice rules.

External Disruption: If your tower falls between rounds due to a table bump, or due to a falling tower disrupting yours, you get a free mulligan.

For each mulligan, you must fix your tower by attempting to place pieces exactly as before and then trying to place that last piece again.

Placing Pieces

Once you collect your physical pieces, take a quick moment to visualize how those pieces may fit (or not fit) with each other. This will often help you avoid a disaster.

  1. You may use one or two hands to place a new piece. Never touch pieces already on your tower with your fingers.
  2. The one exception is if you happen to play on a slippery table surface. In that case, you may hold the foundation of your tower while placing your pieces so that the foundation does not move.
  3. When a piece has been placed on your tower, after you let go, you may no longer touch that piece with your hands. However, you MAY use another piece that you are actively attempting to place onto your tower to tap or push a previously placed tower piece into a different position.

Apprentice Rules

Each round, add your seven pieces to your tower, following your build order. There's no need to place them at the same time as everyone else, unless you are the competitive type (see Competitive Play). Just focus on keeping your own tower upright and stable!

If any piece of your tower or your architect falls off while building, you are entitled to one MULLIGAN (see Mulligans). If you have no mulligans left, you have lost the game. If there is another round to go, you must carefully stay in place and wait for the next game.

Do not try to dismantle your tower or disturb the table, so as not to disrupt other towers that still stand!

Events

While you are still learning the game, you may choose to skip the Event Die roll, although it adds a fun extra twist.

Once players reveal their Build Order, randomly choose who rolls the Event Die (D6). Each player must resolve the event as it affects their Build Order before placing any pieces, tied to the number rolled based on the following:

Events (Round 1):

  • 1 - (No Event!)
  • 2 - (No Event!)
  • 3 - Take the fourth card in your Build Order and place it at the front of your Build Order.
  • 4 - Take the first card in your Build Order and place it at the end of your Build Order.
  • 5 - Move all gold piece cards to the end of your Build Order.
  • 6 - Pass a card in your Build Order to the player on your right, place the card you receive in the same place in your Build Order.

Events (Round 2):

  • 1 - (No Event!)
  • 2 - (No Event!)
  • 3 - For each set of three or more of the same pieces on your tower, score two (2) additional points at the end of the round.
  • 4 - Carefully remove a piece from the tower on your right and place it on your tower.
  • 5 - Move all gold piece cards to the front of your Build Order.
  • 6 - Draw a card from the deck and place it at the end of your Build Order (thus adding another piece which must be played).

Competitive Play

When playing with ruthless people who are sticklers for doing things the proper way!

Players must build their towers in order, simultaneously, one piece at a time. (i.e. Starting with whoever rolled the Event Die, moving clockwise, each person should place the same piece (1st, 2nd, etc.), then wait their turn before moving on to the next piece.) There is no "one mulligan" rule. If any piece or your architect falls from your tower, you have lost the game and all building must cease.

You can still get a free mulligan for external disruptions, if a majority of players agree that is what caused your piece(s) to fall. You must do your best to recreate your tower exactly as it was built before the fall.

Game Variants

Family Mode: Instead of competing by building separate towers, everybody works together to build one giant tower! There is no scoring in this mode: keep building until you have collectively constructed a masterpiece!

  1. Shuffle all building cards before the game begins. Use only 1 foundation piece.
  2. Reveal the top two cards from the building card deck. Choose the card you want and immediately place that piece.
  3. Discard the card that you selected. Place the card you did not select on the bottom of the deck.
  4. Choose a new person to place a piece and repeat Steps 2 & 3.

The game ends when the tower falls or you decide the King and Queen are satisfied with your tower's greatness!

The Ultimate Tower Challenge: This mode requires no cards. Start with a single foundation piece and attempt to build a tower using all the pieces in the game. If you are successful, make sure to share your tower on Facebook, Instagram, or Twitter! #UltimateTowerChallenge