Townies
Townies Rulebook
Table of Contents
Table of Contents
- Components
- Components Overview
- Game Setup
- Game Modes
- Blocks and Empty Spaces
- Gameplay
- Action 1: Resolve the Black Die — Draw a Shape
- Action 2: Resolve the White Die — Draw an Object
- Action 3: Do Not Resolve the Dice — Draw a Basic Object
- Object Scoring
- Bonuses
- End of the Round
- Game End
- Objects
- Goals
- Additional Goals
- Solo Mode
Components
- 100 map sheets
- 10 Individual Goal cards
- 10 Additional Goal cards
- 4 Bonus cards
- 5 Reference sheets
- 5 different color markers (red, yellow, brown, green, blue)
- 2 Project dice (white and black)
- This rulebook
Components Overview
A town map is a map sheet where different Blocks and Objects will be built throughout the game. At the bottom of the sheet, you will keep track of your Objects, Goals, and victory points.
Note: You'll find printable map sheets on hobbyworldint.ru.
A marker in your hand defines the color of the Blocks (filled spaces and Objects) you may draw during the round. During the game, you will pass the markers in clockwise order.
Project dice define the Objects and Shapes (groups of Blocks) available for the round. The white die shows Objects, while the black die shows Shapes.
In the Reference sheet, there are all dice faces and possible actions listed along with the passing order and the Object scoring rules.
Before the beginning of the game, each player receives two Individual Goal cards that match the color of their starting marker. All Individual Goals have the same requirement but refer to different colors. See page 8 for more information on the goals.
Before the beginning of the game, there is one random Additional Goal card placed in the middle of the table. It can be scored by all players.
Before the beginning of the game, there is one random Bonus card placed in the middle of the table. It shows the bonus that will become available for a player once they draw an Object in a space with the star symbol. The bonus can be scored by all players. See page 5 for more information on the bonuses.
Game Setup
- Give each player:
- a blank map sheet
- a random marker
- a Reference sheet
- The players take their seats according to the order of passing the markers (see below). If there are less than 5 players, all leftover markers are placed between the players in the correct order as if those seats were not vacant.
Example: Michael has got the blue marker, Kate has the red one, Eugene has the brown. They take seats as shown to the right. There are no more players, so the yellow and green markers are placed between the players.
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Place both dice in the middle of the table.
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Get the goals and bonuses for the game. Each player gets 2 Goal cards that match the color of their starting marker. Additionally, place 1 random Additional Goal card and 1 random Bonus card in the middle — these are common for all players. All cards are placed face up. All unused cards are returned in the box.
Game Modes
Goals and bonuses add more depth to the game but they might seem a bit too difficult for the first couple of games. We recommend mastering the game with no rush.
- For your first game: set all Goal and Bonus cards aside.
- For your second game: use Individual Goal and Bonus cards only.
- For all subsequent games: use Individual Goal, Additional Goal, and Bonus cards.
Blocks and Empty Spaces
In your map, there will be either empty spaces or Blocks (occupied spaces). An empty space is not filled with any color and has no Object in it. There are two ways to occupy an empty space: fill it with any color or draw an Object there.
Important: An Object is considered to be the color it is drawn with.
There are several types of filled spaces:
- Residential Block
- Farmers Block
- Industrial Block
- Park Block
- Commercial Block
There are several types of Objects:
- Game Court
- Windmill
- Station
- Bike Rental
- Bank
- City Square
Gameplay
The game is played over a series of rounds.
Round Start
At the beginning of each round, any player rolls both Project dice. Then each player must resolve one of the three actions based on the dice results.
Important: In rare cases, when a player cannot resolve any of the three actions (it is impossible to draw neither the Block nor the Objects), they pass.
Action 1: Resolve the Black Die — Draw a Shape
The result of the black die shows the Shape available during the round. Each die face shows a different Shape consisting of 4 Blocks. When resolving this action, the player fills 4 empty spaces of their map with the corresponding Shape by drawing it with their current marker.
- Every Shape can be rotated and/or flipped as needed, but it cannot be modified or drawn partially.
- A Shape does not have to be drawn adjacent to any Shapes or Objects previously drawn on the map.
- If you cannot legally draw the Shape, you cannot resolve this action.
Example: There is the Shape rolled. Kate has the red marker and she may draw this Shape in several different ways (see the red dots in the picture).
Example: The first and second pictures show the incorrectly placed Shapes as they are overlapping the player's Blocks. The third picture shows the incorrect Shape — it cannot be modified.
Action 2: Resolve the White Die — Draw an Object
The result of the white die shows the Object available during this round. When resolving this action, the player draws the corresponding Object in an empty space of their map with their current marker (they must follow all of the Object placement rules, see below).
See page 7 to learn more about different Objects.
Object Placement Rules
- Objects are drawn in empty spaces only.
- An Object (except City Square) can only be placed adjacent to a Block of the correlating color (a Game Court next to a red Block, a Windmill next to a yellow Block, a Station next to a brown one, etc.). See the Reference sheet for the full list of the Object-color correlations. If there is no such Block in the map or if there is no empty space adjacent to it, you cannot resolve this action.
- A City Square can only be drawn adjacent to another Object.
Action 3: Do Not Resolve the Dice — Draw a Basic Object
The player may choose to ignore the dice and draw a Basic Object that correlates with the color of their current marker.
When resolving this action, the player draws an Object that correlates with the color of their current marker in an empty space of their map according to all Object placement rules.
Example: Bike Rental is the basic green Object. If the player currently has the green marker, they may draw a Bike Rental.
Important: With this action, you may not draw a City Square as there is no marker or color that would correlate with it.
Object Scoring
When a player draws an Object, this Object immediately scores victory points (flag symbol) depending on the adjacent Blocks and Objects. See page 7 for the full rules on this or the Reference sheet for a short overview.
When an Object is drawn, fill the leftmost empty circle in the Object line at the bottom of your sheet with your score for that Object (see the picture below).
If later in the game any of the spaces adjacent to that Object are occupied, they will not affect the number of victory points you scored already.
Bonuses
There are 4 spaces with a star symbol — those are bonuses. When a player draws an Object in an empty space with this symbol, they must mark one star at the edge of their map. At any moment later in the game, the player may cross out their marked star in order to resolve the effect of the Bonus card in the middle of the table.
Exception: For the Stable Soil card, score the bonus victory points right after drawing an Object in a space with the star symbol.
Example: Eugene has the blue marker and a marked star from the previous rounds. The Funding Bonus card is in the game and it allows drawing the rolled Shape and either the rolled Object or the Basic one during one round. Eugene crosses out his star and draws the blue Shape that was rolled and a blue Bank (since he has the blue marker).
Funding Bonus card: In this round, you may perform two actions: draw the rolled Shape and either the rolled Object or the Basic Object.
End of the Round
The players pass their markers in clockwise order (either to the player to their left or to the vacant seat to the left, depending on the player count) and take new markers from their right. Moreover, each player announces the number of their Objects.
Passing the markers — before passing the markers / after passing the markers (diagram).
Game End
When anyone announces their ninth Object (has all circles filled with their scores at the bottom of their sheet), the game is over. The players tally up their victory points (flag symbol) scored for the Objects and Goals (see page 8), and whoever has the most victory points wins the game.
In case of a tie, the tied player with the least Objects wins. If there is still a tie, the one with their last Object scoring more points wins. If the tie is not resolved, all tied players are declared the winners.
Objects
Game Court
Basic Color: red, residential Block.
Scores 1 victory point for each red Block (including the red Objects) adjacent to it and additionally 1 victory point, if there is at least one non-red Block adjacent to it.
Example: The Game Court scores 4 victory points for the adjacent red Blocks (including the red Windmill) and an additional victory point, since there is a blue Bank adjacent to the Game Court. Total: 5 victory points.
Windmill
Basic Color: yellow, farmers Block.
Scores 1 victory point for each yellow Block (including the yellow Objects) adjacent to it and additionally 1 victory point, if there is no other Object adjacent to it.
Example: The Windmill scores 3 victory points for the adjacent yellow Blocks and an additional victory point, since there is no adjacent Object. Total: 4 victory points.
Station
Basic Color: brown, industrial Block.
Scores 1 victory point for each brown Block (including the brown Objects) adjacent to it and additionally 1 victory point, if there are two Blocks adjacent to its opposite sides.
Example: The Station scores 3 victory points for the adjacent brown Blocks and an additional victory point, since there are two Blocks adjacent to the Station's opposite sides. Even though the requirement is met twice, the player scores only 1 victory point. Total: 4 victory points.
Bike Rental
Basic Color: green, park Block.
Scores 1 victory point for each green Block (including the green Objects) adjacent to it and additionally 1 victory point, if it is connected to another Object with green Blocks. There must be at least 1 Block connecting the Bike Rental and the other Object.
Example: The Bike Rental scores 2 victory points for the adjacent green Blocks and an additional victory point, since it is connected to the Game Court with two park Blocks. Total: 3 victory points.
Bank
Basic Color: blue, commercial Block.
Scores 1 victory point for each blue Block (including the blue Objects) adjacent to it and additionally 1 victory point, if the Bank is not adjacent to the edge of the map.
Example: The Bank scores 2 victory points for the adjacent blue Blocks (including the blue City Square). The player does not score an additional victory point since the Bank is drawn in an edge space. Total: 2 victory points.
City Square
Basic Color: none.
Scores 2 victory points for each Object adjacent to it and additionally 1 victory point, if it is surrounded on all six sides by any Blocks (there is no empty space adjacent to it and it is not drawn in an edge space of the map).
Example: The City Square scores 2 victory points for the blue Bank and 2 victory points for the red Station adjacent to it. There are only 5 Blocks adjacent to the City Square, thus it does not score an additional victory point. Total: 4 victory points.
Goals
Accomplishing goals allows scoring additional victory points.
All Goal cards are scored at the end of the game: the more Blocks in your map meet the requirement, the more victory points you score.
There is a chart in each Goal card that indicates the number of victory points to be scored. Count all of your Blocks that meet the requirement and mark the number of points scored for the goal in your sheet.
Individual Goals
During the setup, each player receives a set of 2 Individual Goal cards that match the color of their starting marker. Only the Individual Goal card's owner will be able to score points for it. The effect is the same for all players, the only difference is the required color.
Specialization
Score victory points depending on the number of the surrounded Blocks of your starting color. A Block is considered to be surrounded, if all 6 spaces around it are occupied (there is no empty space adjacent to it and it is not drawn in an edge space of the map).
Card text: Gain victory points for the Farmers Blocks surrounded by any 6 Blocks.
Scoring chart: 1 2 3 4 5 6 7+ (Blocks) → 0 1 2 4 7 10 14 (victory points).
Example: In the picture to the left, there are 3 farmers Blocks that are surrounded. They will score victory points at the end of the game.
Standardization
Score victory points depending on the number of your Objects with 2 Blocks of the indicated colors adjacent to each of them.
Card text: Gain victory points for the Objects with Industrial and Residential Blocks adjacent to them.
Scoring chart: 1 2 3 4 5 6 7+ (Objects) → 0 1 2 4 7 10 14 (victory points).
Example: There is a pair of industrial and residential Blocks adjacent to the player's Station and Game Court. They will be counted for this goal. The Bank will not be counted as there is no residential Block adjacent to it.
Additional Goals
During the setup, there is 1 random Additional Goal card placed in the middle of the table for the whole game. Each player scores points for it at the end of the game.
Crossroads
Score victory points depending on the number of your Objects with 3+ different colored Blocks adjacent to each of them.
Card text: Score for your Object with 3+ different colored adjacent Blocks.
Scoring chart: 1 2 3 4 5 6+ (Objects) → 1 2 4 7 10 14 (victory points).
Example: In the picture to the left, there is a Bike Rental with a yellow Block, green Block, and a red Windmill adjacent to it. The Bike Rental is counted for this goal. The Windmill is not counted as there are only 2 different colored Blocks adjacent to it (a yellow Block, a green Block, and a green Bike Rental).
Downtown
Score victory points depending on the number of your Objects in the central (highlighted) area.
Card text: Score for your Object in the central area.
Scoring chart: 1 2 3 4 5 6 7+ (Objects) → 0 1 2 4 7 10 14 (victory points).
Hub
Choose an Object. Score victory points depending on the number of different colored Blocks adjacent to it.
Card text: Score for the different colored Blocks adjacent to any of your Object.
Scoring chart: 1 2 3 4 5 (colors) → 0 2 5 9 14 (victory points).
Example: The player chooses the red Game Court. There is a blue Block, a red Block, the green Game Court, a brown Block, and the brown Bank. Total: 4 different colors = 9 points.
Transcriber's note: the printed example names "the red Game Court" as the chosen Object, then lists "the green Game Court" among the adjacent Objects. The text is transcribed as printed.
Recreational Areas
Score victory points depending on the number of your Objects with at least one Object adjacent to them.
Card text: Score for your Object with at least one Object adjacent to them.
Scoring chart: 1 2 3 4 5 6 7+ (Objects) → 1 2 4 7 9 11 14 (victory points).
Example: There are no Objects adjacent to the Game Court (6), so it is not counted for this goal. All other Objects (1–5) have Objects adjacent to them and they are counted for this goal.
Suburbs
Score victory points depending on the number of your Objects out of the central area.
Card text: Score for your Object out of the central area.
Scoring chart: 1 2 3 4 5 6+ (Objects) → 1 2 4 7 10 14 (victory points).
Surroundings
Score victory points depending on the number of your surrounded Objects. An Object is considered to be surrounded if all 6 spaces around it are occupied (there is no empty space adjacent to it and it is not drawn in an edge space of the map).
Card text: Score for your Object surrounded by any 6 Blocks.
Scoring chart: 1 2 3 4 5 6 7+ (Objects) → 1 2 4 7 9 11 14 (victory points).
Symmetry
Score victory points depending on the number of Objects with two Blocks of the same color adjacent to their opposite sides.
Card text: Score for your Object with two Blocks of the same color adjacent to their opposite sides.
Scoring chart: 1 2 3 4 5 6+ (Objects) → 1 2 4 7 10 14 (victory points).
Example: In the picture to the left, there is a Bike Rental with a yellow Block and a yellow Station. This Bike Rental is counted for this goal. Even though there are also two blue Blocks adjacent to the Bike Rental's opposite sides, the Bike Rental is counted only once.
Triangle
Find the largest triangle consisting of Blocks only, with no empty spaces within it. Score victory points depending on the number of the Blocks making up one side of this triangle.
Card text: Score for the Blocks making up one side of the largest Block triangle.
Scoring chart: 1 2 3 4 5 6 7 8 (Blocks) → 0 1 2 4 7 9 11 14 (victory points).
Example: In the picture to the left, there is a triangle with a side made up by 3 Blocks. If this triangle is going to be the largest one in the player's map by the end of the game, the player will score 2 victory points for it.
Urban Routes
Score victory points depending on the number of your Objects that are connected to the edge of your map with the Blocks of their colors.
Card text: Score for your Object that are connected to the edge of the map with the Blocks of their colors.
Scoring chart: 1 2 3 4 5 6 7+ (Objects) → 1 2 4 7 9 11 14 (victory points).
Example: The green Windmill is connected to the edge of the map with park Blocks. It is counted for this goal.
Wind Rose
Score victory points depending on the number of columns in your map with at least 1 Object.
Card text: Score for the columns with Objects.
Scoring chart: 1 2 3 4 5 6 7+ (columns) → 1 2 5 7 9 11 14 (victory points).
Solo Mode
You can also design your dream town alone.
Choose a starting marker and take two Individual Goal cards of the same color according to the basic rules. Pick or choose randomly an Additional Goal and a Bonus card for the game.
All markers, just like in a 2–5 player game, are passed in clockwise order (see the Reference sheet for the exact order).
Each time you perform an action from the black die and draw a Shape, circle the leftmost uncircled empty space in the Object line at the bottom of your sheet. You may not circle a space with victory points scored earlier for an Object. If you do not have any uncircled empty spaces left in the line, you cannot resolve the black die anymore. Thus, there can be no more than 9 Shapes drawn during a game.
Circled spaces don't change the Object placement rules and don't affect their scoring. You may fill a circled space with your score for an Object drawn later in the game.
At the end of the game, compare your final score with the Solo Mode Chart (see page 12) and learn what your future citizens will think about it.
All other rules stay the same.
Solo Mode Chart
| Score | Citizens' verdict |
|---|---|
| 76+ | "The best place on Earth!" |
| 71–75 | "It is so nice here that I'm not even thinking of going anywhere on vacation." |
| 66–70 | "It's far better here than in a city, and the air is fresh." |
| 56–65 | "Tourists like buying postcards with our views." |
| 46–55 | "Everything seems to be in place, but there is pretty much nothing to do." |
| 36–45 | "This place is crammed with people and endless traffic." |
| 26–35 | "I don't really enjoy being here." |
| 0–25 | "How come I live here?!" |
Unleash Your Creativity
Feel free to draw your Objects not exactly as they are depicted on the die and in the Reference sheet, but in any way you find more convenient or fun. Just don't get confused!
Transcriber's note: the publisher's closing social-media call to action on page 12 is omitted as it is not rules content. The credits and publisher block on page 11 are omitted.