Tumble Town
Tumble Town Rulebook
Table of Contents
Table of Contents
- Game Overview
- Components
- Starting the Competition (Game Setup)
- Preparing the Candidates (Player Setup)
- Test Your Mettle (Turn Phases)
- Gold Pan (Dice Manipulation)
- Don't Be Forgettin' Now
- Tallying the Vote (Game End & Scoring)
- Building Value Requirements
- Plan Examples
- Poorly Constructed Buildings
- Main Street Placement Rules
- Building Heights
- Building Powers
- Giddy Up! (Quick Start Guide)
- Learn to Play Video
- Extra Content
- Variants, Solo Gameplay, and Mission Mode
- Solo Play Rules
- Mission Mode
Game Overview
In Tumble Town players are rolling dice, constructing buildings, and competing to make the best town in the West. The game is played over a series of rounds. In each round, every player will go through four phases which make up their turn:
- Claim a Building Plan
- Take Dice + Roll
- Construct + Use Powers
- Place + Discard Extra Dice
Players earn points from their constructed buildings, matching the style icon of their Horse, and meeting the layout requirements shown on their Town card.
Components
- A. Six-sided Dice (28 Brown, 24 Gray, 24 Black, 24 Gold)
- B. First Player Marker
- C. Dice Tokens
- D. Penalty Tokens
- E. Score Pad
- F. Cards
- (52) Building Plan
- (4) Horse
- (3) Plan End
- (8) Town
- Not Pictured: (1) Game Setup, (4) Icon Reference, (1) Best in the West, (4) Turn Reference
The Game End is triggered when two Dice Supplies each have two or less dice. Finish the round, then tally your score!
Starting the Competition (Game Setup)
- Place the 3 Plan End cards in a column.
- Separate the Building Plans into three decks sorted by their 1-cactus, 2-cactus, or 3-cactus backs.
- For 2 players, remove the Dance Hall Building Plans from the 2-cactus deck and return them to the box.
- Based on the chart below, randomly take plans from each Plan deck and return the remaining cards to the box.
| Players | Building Plans Used | Dice Returned to Box |
|---|---|---|
| 4 | 13 | None |
| 3 | 11 | 6 of Each Color |
| 2 | 9 | 12 of Each Color |
| 1 | 11 | 6 of Each Color |
- Shuffle each Plan deck separately and place each on a Plan End card as shown below. 1-cactus Plan cards should be placed on the bottom, 2-cactus Plan cards on the middle, and 3-cactus Plan cards on the top.
- Reveal four cards from each stack forming three rows of four buildings.
- Remove dice of each color based on player count using the chart above. Return these dice (if any) to the box. They will not be used in this game. The remaining dice form the Dice Supply. Place the Dice Supply within reach of all players.
Preparing the Candidates (Player Setup)
- Give each player a Turn Reference card, Icon Reference card, and a randomly chosen Horse card.
- Choose one type of Town card to use this game; either Easy, Hard, Cactus, or Dueling Streets. Give each player a matching Town card and return the remaining Town cards to the box.
- Players place their Town and Horse cards on the table in front of them, as shown below.
- In secret, players should look at the back of their Horse card and note the scoring condition on the bottom.
- Give the First Player Marker to the player who most recently saw a horse.
- Players should use the chart below to determine which starting dice they should roll. Once selected and rolled, these dice should be placed onto their Storehouse.
| 4 Player | 3 Player | 2 Player | 1 Player | |
|---|---|---|---|---|
| 1st Player | 2 Brown | 2 Brown | 2 Brown | 2 Brown |
| 2nd Player | 2 Brown | 2 Brown | 2 Brown, 1 Gold | |
| 3rd Player | 2 Brown, 1 Gray or Black | 2 Brown, 1 Gold | ||
| 4th Player | 2 Brown, 1 Gold |
- Players are now ready to begin the game.
Town Card Layout
The Main Street section of the Town card shows the Storehouse (where unused dice are kept), the Gold Pan, the Main Street Requirements (the row of plot spaces down the middle of the card, each with its own dice requirement), and the Type of Town Card (its difficulty, shown in the corner). Constructed Buildings are placed below the Requirements on either side of Main Street.
The Horse card shows Building Plan Cards to the left and Constructed Building Plans to the right of where it sits on the table, with a hidden back showing the Horse's name and a Favored Style icon. At the end of the game, players will get 1 point for each building they construct with a style icon that matches the icon on their Horse card.
Test Your Mettle (Turn Phases)
-
Claim a Building Plan
On their turn, a player first chooses a faceup Building Plan and places it to the left of their Horse.
-
Take Dice + Roll
Next, the player takes the dice indicated on the back of the top Building Plan in the row they claimed from and rolls them. If there are not enough dice in the supply to take the dice listed, that player takes as many dice as they can.
That player then draws a new Building Plan to replace the one they claimed. If the deck is empty, that Building Plan is not replaced and the Plan End should be visible.
-
Construct + Use Powers
In this phase, the player uses their dice to construct buildings. To construct a building, that player must match the dice color and value requirements listed on the Building Plan. See Plan Examples below. A building must be completely constructed in a single turn; players cannot store dice on a Building Plan for future turns.
If a player is unable to meet one or more of the requirements of a Building Plan, they can still construct the building, but must take a Penalty token for each requirement not met. These penalties are outlined in Poorly Constructed Buildings. Players may instead choose to not construct a building this turn, if they wish.
During this phase, players may use the building powers of any of their constructed buildings, but only one time each per round at most. See Building Powers.
When a player uses a building's power, they should slide the card down to keep track of which buildings they have used this round. The power of a building can be used as soon as it is constructed.
-
Place + Discard Extra Dice
The newly constructed building is placed in formation in that player's Town. See Main Street Placement Rules.
Any dice not used to construct a building must be placed in the player's Storehouse. If the dice cannot be placed in the Storehouse, the dice must be discarded to the supply. The player chooses which dice to discard.
Any buildings whose powers were used this turn should be slid back up to show they are available to use next turn.
For faster gameplay, the next player in clockwise order can take their turn starting as soon as the active player completes the Take Dice + Roll phase.
Gold Pan (Dice Manipulation)
Players may use the gold pan as often as they would like to return two dice of the same color or number to the dice supply to get a die the color of their choice, which is then rolled before being added to their Storehouse. Players may also return a gold die to the supply to get one of any of the other three colors of dice.
Don't Be Forgettin' Now
- Any dice that come from the supply must be rolled before they can be used.
- Once a die is placed into a building it cannot be changed or moved.
- Players are not penalized for any Building Plans they are not able to construct by the end of the game.
- Players may construct buildings that don't meet the Building Plan requirements, but a Penalty token must be taken for each requirement not met.
- Players may construct as many buildings as they have plans for on their turn.
Tallying the Vote (Game End & Scoring)
The game end is triggered when at least two dice colors have two or fewer dice each in the Dice Supply. Players continue to take turns until the player to the right of the starting player takes their turn - this ensures every player has the same number of turns.
Players count up points for the following:
- Constructed buildings.
- Additional scoring conditions based on constructed Gold buildings.
- Number of style icons on constructed buildings matching those on the back of the player's Horse card.
- Matching building placement requests on Main Street.
- Negative points for each Penalty token the player collected.
The player with the most points wins and is now the Best in the West!
In the case of a tie, the player with the most leftover dice is the winner.
If still tied, the players share the victory.
The player that has won now gets the option to follow the instructions on the Best in the West card.
Building Value Requirements
| Icon | Meaning |
|---|---|
| 3-5 | Only the numbers listed can be used to construct. In this case, only 3s, 4s, and 5s may be used. |
| AA-BB | Two different pairs must be used to build this building. For example, two 2s and two 5s. |
| ABC | Numbers must be in sequence. For example: 1, 2, 3 or 4, 5, 6. |
| ≠ | None of the dice can be the same value. |
| ODD | Only odd numbers (1,3,5) may be used. |
| EVEN | Only even numbers (2,4,6) may be used. |
| + ≤8 | The sum of all dice must be less than or equal to 8. |
| + 9 | The sum of all dice must be equal to 9. |
Plan Examples
A Building Plan card shows, from top to bottom: its Points, Style Icon, Die Value Requirements, Die Color & Placement Requirements (shown as the building's stacked levels), and its Building Power at the bottom.
The Bank requires three gold and two black dice whose total sum is equal to or greater than 24 to build.
Once constructed, it grants the player 6 points, an additional 2 points per windmill featured in their constructed Building Plans and a pickaxe icon, which will add points to the player's end game score if their Horse has the pickaxe icon.
The Printing House requires 1 each of brown, gray, and black dice, plus two other non-gold dice. The die values need to be odd, which is either 1, 3, or 5.
Once constructed, it grants the player 4 points, the ability to return a brown, gray, or black die to the supply and then take a brown, gray, or black die each turn, and a hat icon, which will add points to the player's end game score if their Horse has the hat icon.
Poorly Constructed Buildings
Players may construct buildings that have the wrong die colors or values, but EACH die that does not meet the building requirements for either color OR value will gain that player a Penalty token.
If constructing a building that requires a specific sum, a Penalty token should be taken for each die that has to be changed to meet the sum.
Plan Back Examples
The card back with a 3-cactus icon allows the player to get 1 gold die and their choice of any two other dice from the supply.
The card back with a 1-cactus icon allows the player to get 2 brown dice and their choice of a brown, gray, or black die from the supply.
Main Street Placement Rules
The townspeople have specific requests for the buildings players construct, and these are shown on both sides of Main Street on the Town card. Each constructed building section that matches a request gives the player one victory point, including one victory point for leaving a one-space alley between buildings. Different Town cards may have additional scoring conditions.
When placing constructed buildings onto your Town card, the building may be placed on either side of the street and may be mirrored. Buildings may also have sections off of the Town card but these sections do not score any extra points.
Building Placement Example
The Bath House either needs 3 open spaces on Main Street or it can be placed on the end of Main Street with sections that do not score bonus points.
The building is made up of a gold and two brown dice on the 1st level. If it would be placed in the yellow section noted above, the player could earn two points; one for having a brown die on the 1st level and one for having a height of three. The building would have to be mirrored to get these points, but that's ok!
If at the end of the game, the green section does not have a building on it but the next space over does, the player will get an additional point for making an alley between buildings.
Building Heights
A single building can count for two different heights. If a building has a die between two dice on the second or third level, that building height counts as being both a height of 1 and a height of 2 over both dice.
For example, the Saloon has two dice on the first level and one die on the second placed in the middle of the two first-level dice. The Saloon is considered to be of both height one and height two for placement and scoring conditions.
Another example is the Bath House from the Building Placement Example above. Each section will count as either 1 or 3 for placement conditions and the building counts as both 3 and 1 for scoring conditions.
Building Powers
There are three types of Building Powers. Each has a different background color and icon.
| Type | Icon | Power |
|---|---|---|
| Brown background | circular arrow | May activate once per turn |
| Yellow background | arrow into a bar | End game points |
| Gray background | "1x" | Activate once, when constructed |
Once Per Turn
- Flip a die to the opposite side.
- Add 1 to one die and/or subtract 1 from another die.
- Add 1 or subtract 1 from any die.
- Return one black die to the supply to gain one brown die and one gray die. Both dice are rolled.
- Add 2 or subtract 2 from any die.
- Reroll any number of your dice 1 time.
One Time Use When Constructed
- Gain a gray, black, or brown die of choice.
- Gain a brown, gray, and black die and three extra Storehouse spaces, which can store any color of die.
- Gain three Dice Tokens to be used at any point in the game. Spend Dice Tokens to change a die to any value and then return the token to the box.
End Game Points: The scoring objectives on constructed gold buildings award points each time a scoring condition is fulfilled. The scoring objectives are different on each of the buildings, but they all fall into these categories.
- Gain 3 points for each pair of dice in your Storehouse.
- Gain 1 point for each agave plant featured in your completed Building Plans.
- Gain 1 point for each constructed building that has a height of two. If a building has multiple heights, as long as one of the heights is two, it counts for this scoring objective.
- Gain 6 points for every set of all four icons featured in your completed plan cards and Horse.
- Gain 1 point for each horseshoe style icon on each of your neighbors' completed Building Plan cards.
Giddy Up! (Quick Start Guide)
- Set out the 3 Plan End cards in a column.
- Separate the Building Plans into three decks sorted by their card backs. Based on the chart below, take plans from each Plan deck and return the remaining cards to the box.
| Players | Building Plans to Keep | Dice to Return to Box |
|---|---|---|
| 4 | 13 | None |
| 3 | 11 | 6 of each color |
| 2 | 9 | 12 of each color |
| 1 | 11 | 6 of each color |
- Shuffle each deck separately and place each on a Plan End card. 1-cactus Plan cards should be placed on the bottom, 2-cactus Plan cards on the middle, and 3-cactus Plan cards on the top. Reveal four cards from each stack forming three rows of four buildings.
- Remove dice of each color based on player count using the chart above and return them to the box. Place the remaining dice within reach of all players.
- Give the First Player marker to the player who most recently saw a horse.
- Give each player a Town card, Turn Summary card, Icon Reference card, Horse card, and their Starting Dice based on player order from the supply. Players place their Town and Horse cards on the table in front of them.
- Players roll their dice and place them onto their Storehouse in the available spaces.
- Players are now ready to begin the game.
Learn to Play Video
weirdgiraffegames.com/LearnTumbleTown
Extra Content
There is additional content for Tumble Town, including Scenarios, located at our website: WeirdGiraffeGames.com/TumbleTownExtras
Variants, Solo Gameplay, and Mission Mode
No Main Street Variant
For a simpler game, don't use the Town cards for building placement.
If playing the Solo Variant and the No Main Street Variant, subtract 10 points from the Outlaw's ending score.
Surplus Variant
Resources are limited in the West, but this Surplus Variant changes that! If playing with fewer than four players, don't return any dice to the box during setup.
The game end will be triggered when two Plan End cards are visible, then players will get an equal number of turns.
Solo Play Rules
Tumble Town can be played solo in several different ways: against an automated Outlaw player, a No Outlaw scoring competition, a Sole Surveyor mode for a free-form experience, or by challenging one of the 10 solo missions. Setup and Gameplay are similar for all of these ways to play.
Setup
Setup is the same as the multiplayer game with a few additions:
- Take two brown dice as your starting dice. The Outlaw (the automated player) does not start with any dice.
- Set aside one Horse card for the Outlaw Player. Do not look at the symbol that the Outlaw gets extra points for.
- Take one brown, one gray, and one gold die from the supply and set it by the Outlaw's Horse card. These are the Outlaw dice that you will roll on the Outlaw's turn.
Solo Gameplay
Turns in the solo game follow the same structure as the multiplayer game. After the player takes their turn, it is the Outlaw's turn. Do the following for the Outlaw's turn:
-
Roll the 3 Outlaw Dice.
-
For each die value less than 5, remove a Building Plan from the corresponding row and column and place them in the Outlaw's scoring pile. The die color corresponds to the row and the die value corresponds to the column. (1 refers to the leftmost column, 2 refers to the next column over, etc.)
Remove dice from the Dice Supply and give them to the Outlaw according to the chart below:
| Die Color | Row | Dice to Remove from the Supply |
|---|---|---|
| Brown | 1-cactus Plan | 3 brown dice |
| Gray | 2-cacti Plans | 3 black or gray dice, depending on the color of the die on the back of the Building Plan in the second row |
| Gold | 3-cacti Plans | 3 gold dice |
If there are not enough dice to take 3 dice, then take as many as there are and then take the remaining amount from the dice supply that has the fewest dice remaining. If there is a choice between more than one dice supply, the player chooses which dice are removed.
- If all three dice values are less than 5, give the Outlaw a Penalty token and return two dice of the color the Outlaw has the most of to the Dice Supply. If it is a tie between two die colors, return one die of each color. If it is a tie between more than two colors, the player chooses two colors to return one die of each.
- For each die with value 5 or 6, do nothing unless all dice have rolled a value of 5 or 6. In this case, remove one die of each color from the supply and place them in the Outlaw's area. If the Outlaw Player has any Penalty tokens, return one to the supply.
Solo Game End
After the Outlaw's turn, check to see if at least two dice colors have two or fewer dice each in the Dice Supply. If so, the game has ended and it is time to tally score. If not, the player takes another turn.
Outlaw Scoring
The Outlaw can score slightly differently based on the current difficulty level. The Outlaw will score the VP for each Building Plan it has collected, plus points for its Horse card and negative points for each Penalty token it has.
The player wins if they have more points than the Outlaw; otherwise, the Outlaw wins.
Solo Difficulty Levels
The difficulty level of the solo game can be changed according to this table:
| Difficulty | Changes |
|---|---|
| Easy | Give the Outlaw one Penalty token whenever it gains two building plans in a single turn and two Penalty tokens whenever it gains three building plans in a single turn. Start the game with two brown and two gold dice. |
| Medium | No changes to normal solo gameplay. |
| Hard | The Outlaw also scores 6 VP for every set of four symbols it has on its building plans. |
| Extra Hard | Instead of the Outlaw having one horse, it has all three remaining Horses. |
No Outlaw Scoring Solo Variant
If you'd rather not keep up with the Outlaw, you can always chase it out of town at the end of the game and compare your scores to the chart below.
| Score | Changes |
|---|---|
| Less than 45 points | You've built up Tumble Town, but it's practically a ghost town. No one wants to stay for some reason. Could it be your fault? Well, there aren't many other people to blame... |
| 45-54 points | Tumble Town is slowly growing! Residents are moving in, but you'll really have to work if you want to be reelected for another term. |
| 55-64 points | Tumble Town is definitely on the rise! You're well liked by the residents and someone even named their horse after you! That's definitely something. You might know a thing or two about constructing a town. |
| 65+ points | Tumble Town is indeed the place to be! Settlers are coming in from all over and they've even named the Saloon after you! |
Sole Surveyor Solo Variant
The Sole Surveyor variant is a solo competition with no Outlaw interference whatsoever. The player will compete against the Sole Surveyor.
Setup is the same as the multiplayer game with a few additions:
- Return 10 more dice of each color back into the box. (16 total dice of each color are returned to the box.)
- Take one brown die to act as the Surveyor's die and set it to the side.
The player takes the first turn according to the multiplayer rules. Check to see if at least two Dice Supplies have two or fewer dice each. If so, the game has ended and you can tally your score. If not, it is the Surveyor's turn.
- Roll the Surveyor's die.
- Remove all Building Plans from the corresponding column. (1 refers to the leftmost column, 2 refers to the next column over, etc.) If the value is a 5 or 6, do nothing.
Use the scoring chart from the No Outlaw Scoring Solo Variant above for the Sole Surveyor scoring.
Mission Mode
Instead of playing one game of Tumble Town, players can play a series of games to try to meet certain criteria. Each mission has a specific criteria that is based on the buildings players construct or how the constructed buildings are placed on their Town card.
After each game, any player who completed the mission moves on to the next mission and any player that did not complete their mission stays on that mission and tries to beat it again in the next game.
Mission List
| Mission Number | Score Requirement | Additional Requirements |
|---|---|---|
| 1 | 40+ | Build at least four buildings with the style icon on your horse |
| 2 | 42+ | Build at least two buildings from each level |
| 3 | 44+ | Build at least four buildings from level 2 |
| 4 | 46+ | Build at least three gold buildings |
| 5 | 48+ | Gain at least 13 points from Main Street |
| 6 | 50+ | Gain at least 12 points from end game scoring conditions on gold buildings |
| 7 | 52+ | Build one or fewer level 1 buildings |
| 8 | 54+ | Have at least one of every building style icon in your town |
| 9 | 56+ | Have at least three buildings with the same shape in your town |
| 10 | 58+ | Have buildings with all unique shapes |
Mission Tracking and Optional Scoring
A Mission Campaign sheet is available to keep track of the mission each player is on and end game scores. At the end of each game, players fill out the Mission Campaign sheet and can track additional scores and information there.
The Mission Campaign sheet can be downloaded here: http://weirdgiraffegames.com/tumbletown/mission.pdf
Solo Missions
The Solo Mission Mode requires the player to beat a certain score AND meet a mission requirement. The player must do both to move on to the next mission.
The Outlaw still steals Building Plans, but the player does not need to calculate the Outlaw's score to compare against.
Solo Missions: Hard Mode
In the Hard Mode of the Solo Missions, the player must also beat the Outlaw's score to move on to the next mission.