RulesPal
Chat
Rulebook
Toy Store 51 thumbnail

Toy Store 51

Toy Store 51 Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Setup
    • Player Setup
    • General Setup
  • How to Play
    • 1.1 Play Cards
    • 1.2 Spend Ammo
      • Destroying Aliens and Super Aliens
      • Types of Ammo
      • Activating Power Cells
      • Battery
    • 2. Upgrade Plush Toys
    • 3. Regroup
  • New Wave
  • End of the Game and Victory
  • Solo Play
  • Iconography

Components

120 cards, divided into:

  • A: 24 Starting Cards (6 of each color, with rug)
  • B: 12 Leader Cards
  • C: 6 Battery Cards
  • D: 18 Upgraded Plush Cards
  • E: 44 Alien Cards
  • F: 3 Door Cards (2 indoor, 1 outdoor)
  • G: 11 Super Alien Cards
  • H: 1 MEGA-SUPER-ULTRA-ALIEN Card
  • I: 1 Clock Card

Game Setup

Player Setup

Each player follows these steps:

  • Take 6 Starting Cards of the same color (the rug under the plush).
  • Draw 3 random Leader Cards, keep 2 of them, and return the other to the game box.
  • Shuffle your 6 Starting Cards together with your 2 Leader Cards to form your deck.
  • Draw 4 cards from your deck.

General Setup

  1. Shuffle the 18 Upgraded Plush Cards and place them on the table.
  2. Reveal 5 cards from that deck to create the Upgrade Market.
  3. Place the 6 Battery Cards next to the market.
  4. Shuffle the Super Alien Cards and form a face-down deck. Place this deck below the Upgrade Deck.
  5. Shuffle the Alien Cards and separate them as follows:
    • 1 player: 22 cards
    • 2 players: 27 cards
    • 3 players: 22 cards
    • 4 players: 17 cards
  6. Place the MEGA-SUPER-ULTRA-ALIEN card on top of the separated cards, then place the remaining Alien Cards on top of it. All cards in this deck should be face down (except the MEGA-SUPER-ULTRA-ALIEN).
    • Place the MEGA-SUPER-ULTRA-ALIEN card with the Advanced Mode side face up for a harder game.
  7. Place the deck on the table, below the Super Alien deck. Reveal as many Alien Cards as required based on the number of players:
    • 1 player: 4 cards
    • 2 players: 3 cards
    • 3 players: 4 cards
    • 4 players: 5 cards
    • Reveal 1 additional card for a harder game (Advanced Mode).
  8. Place the Door Cards in a card pile to the right of the row of Aliens you just revealed. The card showing [icon: orange symbol on the Door card; not identifiable from the text layer, see printed rulebook] must be at the bottom of the pile. Use the side of the cards marked with the Advanced Mode icon for a harder game.

The player with the most plush toys at home takes the Clock Card with the "12:26" side up. You're now ready to start the game!

How to Play

A game of Toy Store 51 is played in waves. In each wave, every player takes one turn. The game continues this way until a game-end condition is reached.

The game ends in Victory if you defeat the MEGA-SUPER-ULTRA-ALIEN and all remaining Aliens still in play afterward.

Golden Rule: In Toy Store 51, each player has their own plush deck. Whenever you need to draw a plush card, you must draw it from your own deck. All of your cards are discarded in your own discard pile. If at any moment you need to draw from your plush deck and there are no cards left, then shuffle all the cards in your discard pile to form a new plush deck.

Starting with the player holding the Clock Card and continuing clockwise, each player takes 1 turn.

A turn consists of 3 phases, which must always be resolved in this order:

  1. Play Cards and Spend Ammo
  2. Upgrade Plush Toys
  3. Regroup

1.1 Play Cards

On your turn, you must play every card in your hand. Any extra card you draw during your turn is played immediately.

Lay them out in a row in your playing area. You can rearrange the cards as many times as you want before gaining their effects. These cards generate different types of Ammo (blue, white, fire and wildcard; see Types of Ammo below) and Buttons.

Ammo and Buttons shown inside the power-cell frame are only gained when you combine 2 cards that complete a Power Cell. You may combine pieces of Power Cells of any color in a standard game.

Advanced Mode: For a more challenging game, you only gain these bonuses if you combine "pieces of Power Cells" of the same color.

The effects of each ability can be used only once during your turn to perform the indicated exchange. You can also use cards from your loot to activate these effects.

1.2 Spend Ammo

Count all the Ammo in your playing area; you can use it to:

  • Destroy any visible Alien on the playing area.
  • Use any effect of an ability.
  • Spend any ammo symbol to gain a Battery card.

Note: Each Ammo or Button symbol can only be used once during your turn, but you may assign them however you like. When you destroy an Alien, it grants you a benefit that you may use immediately or store in your loot to use later.

Loot: The loot is a space in your playing area where you store Battery and defeated Aliens during the game. At any moment during your turn, you may return any card from your loot to the box to gain the indicated benefit.

Destroying Aliens and Super Aliens

To destroy an Alien, you must spend the amount of Ammo shown on its card, using the correct type of Ammo for each symbol.

When you destroy an Alien, place its card in your loot area. You may discard this card at any moment during your turn to gain its listed effect.

Super Aliens come into play when the effect shown by the Super Alien icon resolves. When this happens, draw a card from the Super Alien deck and place it alongside the rest of the Aliens in play. Super Aliens usually have disruptive abilities. Super Aliens are treated like any other Alien.

You can't deal partial damage to an Alien — you must destroy it completely in a single turn!

Types of Ammo

Toy Store 51 features 4 types of ammo:

  • Blue ammo destroys blue Aliens only.
  • White ammo can destroy white or blue Aliens.
  • Fire ammo can destroy fire or blue Aliens.
  • Wildcard ammo counts as any type of ammo (blue, white, fire or wildcard).

Activating Power Cells

When you play the cards from your hand, place them in a row in your playing area. Some cards show one piece of a Power Cell on their edges. When you place a card with a right-side piece, you may place another card with a left-side piece to complete a full Power Cell. If you do, you gain the benefits shown for that Power Cell. You cannot gain the effects of the same Power Cell more than once per turn.

Advanced Mode: For a more challenging game, the Power Cell must be formed by 2 matching-colored pieces.

Battery

You can charge a Battery with any type of ammo. You may charge as many Batteries as you want, as long as you have enough ammo and there are Batteries left in the supply. Batteries are placed in your loot, just like any defeated Alien. When you use the benefit of a Battery, it returns to the Battery supply next to the market row.

2. Upgrade Plush Toys

When you can't — or don't want to — keep destroying Aliens, you may upgrade your plush toys:

Count all unspent Buttons from the cards you've played, and if you want, return any card from your loot to the box to gain the Buttons shown on that card.

Buy Upgrades: Spend the number of Buttons shown on the card you want to take from the Market. Each time you buy an Upgrade, move that card to your play area and return another plush card from your playing area to the box. This way, your deck will always contain exactly 8 cards. You may buy as many cards as you can afford.

3. Regroup

When you can't — or don't want to — buy any more Upgrades, follow these steps:

  • Reveal a new Upgrade card for each empty space in the Market row.
  • Place all plush cards from your playing area into your discard pile.
  • Draw 4 cards from your deck.

If your deck is empty, shuffle your discard pile to form a new deck, then draw until you have 4 cards in hand.

Your turn ends, and the game continues with the player to your left.

New Wave

When the player with the Clock Card is up again, instead of taking their turn, they must follow these steps:

  1. Resolve the abilities of any Super Aliens and the MEGA-SUPER-ULTRA-ALIEN if they are in play.

    • Clock with a green Alien icon: Reveal 1 Alien card.
    • Clock with a purple creature icon: Break the next Door card. If it's the last Door in play, you lose the game.
  2. Add the Strength value of all Aliens in play (Aliens in players' loots do not count).

    • If the total value is equal to or higher than the Door's resistance: the Door breaks. Return it to the box.
    • If it was the last Door, the Aliens escape and you lose the game.
    • If the total Strength value is lower than the Door's value, the Door holds and nothing happens.
  3. If the MEGA-SUPER-ULTRA-ALIEN hasn't been defeated, reveal more Aliens according to the number of players.

    • Solo: see the Solo Play section.
    • 2 players: reveal 3 Aliens.
    • 3 players: reveal 4 Aliens.
    • 4 players: reveal 5 Aliens.

    Note: If you need to reveal more Aliens and there are no cards left in the Alien deck, shuffle all Alien cards that were returned to the box to form a new Alien deck.

  4. Pass the Clock Card to the next player clockwise, who will start their turn in this new wave.

Some Aliens have effects that trigger immediately when they enter play:

  • +1 (green Alien icon): Reveal a new Alien.
  • +1 (Super Alien icon): Reveal a new Super Alien.

End of the Game and Victory

  • The game ends in Defeat if the Aliens destroy all the Doors.
  • The game ends in Victory if the MEGA-SUPER-ULTRA-ALIEN has been destroyed and no Aliens remain on the table.

Solo Play

To play solo, you only need to make these 2 changes:

  1. Setup: During game setup, place the Clock Card with the "14:08" side up.
  2. During the cleanup phase, if the Clock Card shows:
    • "14:08" side: Do not perform any New Wave steps. Flip the Clock Card over and play the next turn as normal.
    • "12:26" side: Resolve all New Wave steps as normal and then flip the Clock Card.

Iconography

  • Ammo (blue, white, fire, wildcard): Ammo used to destroy Aliens. Also activates certain abilities.
  • Buttons: Currency used in the Market. Also activates certain abilities.
  • +1 Plush draw: A player of your choice draws 1 card from their deck.
  • Ability (teal tab): Once per turn, pay the listed cost and gain the benefit.
  • Acquisition cost: The cost of a card while it's in the Market (for example, 4 Buttons plus returning a plush card from your play area to the box).
  • Return a plush card: Return a plush card from your play area to the box.
  • Strength: Strength applied by the Aliens against the Door.
  • +1 Alien (green Alien icon): When this card is revealed, reveal a new Alien card.
  • +1 Super Alien (UFO icon): When this card is revealed, reveal a new Super Alien card.
  • Cover the rightmost available Market card: That card becomes unavailable and can't be purchased while it's covered by this Alien.
  • Cover the 2 rightmost available Market cards: Those cards become unavailable and can't be purchased while they are covered.
  • Clock with green Alien icon: At the start of a new wave, reveal 1 Alien card.
  • Clock with purple creature icon: Break the visible Door. If it's the last Door, the game ends in defeat.