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Vinyl: Jukebox

Vinyl: Jukebox Rulebook

Table of Contents

Table of Contents

  • Game Overview
  • Game Components
  • Preparing the Store
  • Game Summary
  • Game Play
  • Insert Coins
    • Next Play
    • Stacking Coins
  • Bonus Coins
  • Diamond Spaces
  • Exhaust Full Row(s)
  • Empty Coin Box
  • Spend Coins
  • Slotting 45s
  • Scoring 45s
  • Rival Coins
  • End of Turn
  • Game End
  • Scoring Cards

Game Overview

Vinyl: Jukebox Edition is a two-player bag-building game where players use coins with various attributes to collect 45s Tokens to add to their jukebox. When a player aligns three 45s tokens in a row or column, they earn a Scoring Token based on an attribute in that row or column. After a player places nine 45s tokens, the game concludes at the end of the round. Each players total their victory points earned from their Scoring Tokens and their Scoring Card; then, the player with the most points wins the game!

Game Components

  • 30 45s Tokens - each shows a Genre, a Decade, and a Side (A or B)
  • 30 Scoring Tokens - each shows the Number of Required Icons, the Type (Genre, Decade, or Side), and Points
  • 15 Scoring Cards (Front and Back)
  • 15 Bonus Coins (gold)
  • 8 Rival Coins (copper)
  • 24 Player Coins (silver) - each player starts with the same distribution of Player Coins: one of each genre in the game, one of each decade in the game, two "A" sides, and two "B" sides
  • 2 Player Boards
  • 2 Coin Bags

Preparing the Store

  1. Shuffle all 45s Tokens together into a face-up stack to create the 45s draw pile. Next to the pile, remove the top nine 45s and place them in a 3x3 grid to create the Record Bin in the middle of the play area (see right).
  2. Shuffle the Scoring Tokens (see below). Draw Scoring Tokens one at a time until two of each type (genre, decade, or side, i.e., 2 tokens of each color) are present on the table (ignore Tokens drawn beyond the second of each type). Arrange them as shown below and place the matching Rival Coin (copper) on each set of matching tokens. Return the extra tokens back to the game box.
  3. Shuffle the Scoring Cards and deal three to each player (keep them private and hidden to the other players.) Each player chooses two to keep (and discards the third). Return the discarded and remaining Scoring Cards to the game box.
  4. Organize and display the (gold) Bonus Coins by decade and genre as shown here near the Record Bin.
  5. Each player takes a Player Board (assemble it as depicted to the right), a cloth bag, and places into their bag 12 (silver) Player Coins (two A, two B, one 40s, one 50s, one 60s, one Blues, one Country, one jazz, one Pop, and one Rock).
  6. The person to most recently listen to music is the starting player and takes the first turn of the game (or determine it randomly).

Game Summary

During the game, draw Coins from bag and use them to collect 45s. Collect Scoring Tokens when you complete a row or column of three 45s in your Jukebox. Make things more difficult for your opponent by adding Rival Coins to their bag, but you can also give your opponent free coin draws - during your turn! Work to meet the requirements of one Scoring Card (see back of the rulebook). At the end of the game, sum your victory points gained from your Scoring Card and Scoring Tokens - the player with the most victory points wins!

Game Play

On your turn, you choose one of the following actions to perform: Insert Coins (this page) or Empty Coin Box (page 6). Players take turns until a player places their 9th 45s token (see End of Turn, page 7).

Insert Coins

Draw Coins (from your bag) one at a time, and place them on your board. Each coin must be placed before drawing another.

A Coin must be placed on:

  • The leftmost empty space in either row (your choice), or
  • Another Coin (stacked on top, see below), or
  • The "Next Play" space (see below).

Continue drawing Coins until either: Both rows become full of coins, or you choose to stop.

After you stop drawing coins, choose one of the following options to perform:

  • Spend Coins (page 6), or
  • Exhaust Full Row(s) (page 5), or
  • End Turn (page 7).

Next Play

If you place a coin here, you reserve it for your next turn - at the end of your turn, return it into your bag. Only one coin can ever be here (no stacking).

Stacking Coins

When you place a Coin, you may stack it on top of another Coin that has any matching types. Stacking does not trigger diamond spaces. You cannot stack a coin on the "Next Play" space. The "Diamond Space" action is never triggered from stacking.

Example: When placing this coin: you can choose to stack it on top of either coin showing a matching type.

Bonus Coins

Each Bonus Coin shows a genre and a decade. When using one, you can use either or both types showing on the coin when paying for a 45s.

Stacking a Bonus Coin: When stacking with a Bonus Coin, only one type needs to match among the stacked coins.

Bonus Coins are powerful, but temporary! Spent Bonus Coins (when used to gain a 45s) go to the Common Area, not your Coin Box!

You can gain Bonus Coins by the Exhaust a Full Row(s) (see below) or Empty Coin Box (page 6) actions.

Diamond Spaces

Each time you place a coin on a "diamond", your opponent may immediately draw and place one coin (from their bag, following the usual placement rules). This is not considered a full "Insert Coins" action - your opponent cannot Spend Coins or Exhaust Full Row after. If your opponent places a coin on a diamond spot, it had no effect.

Exhaust Full Row(s)

If you have one or two full rows, you may choose this option during your turn that you Inserted Coins.

Choose one (or both) of your full rows, then move all coins (including Bonus Coins) from them into your Coin Box. For each full row you move into your Coin Box, you may add a Bonus Coin from the Common Area to your Bag. After, Proceed to End of Turn (page 7).

Examples (as illustrated): Jason decides to Exhaust a Full Row. The top coins of each stack (or the only coin if there is not a stack) is placed into the Coin Box. He earns a Bonus Coin from the Common Area that is placed into his bag.

Gary decides to Exhaust a Full Rows twice. He places all of the top coins in his Coin Box. Gary earns two Bonus Coins from the Common Area and places them into his bag. After, there is a "Rock" and "60s" Player Coin (silver) remaining that are slid to the left most spaces in their row.

When a stack of coins is either spent or exhausted, only the top coins are impacted. The remaining coins will shift to the left of their respective rows to close any gaps.

Empty Coin Box

Instead of Inserting Coins, you can choose the Empty Coin Box action. When you do, collect all the coins in your Coin Box and return them into your bag. In addition, you may select up to two Bonus Coins from the Common Area to add into your bag.

In addition, your opponent may return one coin from their own Coin Box into their Bag.

After, proceed to End of Turn (see page 7). You cannot Spend Coins or Exhaust Full Row(s) this turn.

Spend Coins

Choose one of your rows and Spend Coins from it to gain a 45s from the Record Bin showing matching types.

When you spend Coins, move Player (silver) Coins and Rival (copper) Coins to your Coin Box. (Gold) Bonus Coins are returned to the Common Area instead.

Slide all remaining coins in that row to the left to remove any empty space.

When you gain a 45s token, you must immediately place it into your Jukebox (see Slotting 45s below).

For example: To gain this 45s tokens with "County, 60's, and A" (as printed in the source), you must spend Coins from one row that show at least one Country, 60s, and A.

When a stack of coins is either spent or exhausted, only the top coins are impacted. The remaining coins will shift to the left of their respective rows to close any gaps.

Slotting 45s

When you place 45s in your Jukebox, consider it to be a 3x3 grid. You can add a 45s anywhere within the Jukebox's grid; but after a 45s has been placed, you can not move it individually anymore.

To clarify, you may move all placed 45s together as a single unit, as long as their relative positions to each other does not change (Another way to think about it, you cannot move your individual 45s at all, but you may move the Jukebox itself, to change the 45s' positions to the Jukebox itself).

Illustrated examples: Here, the 45s cannot be moved (because you can't move the Jukebox itself, as it would slide the 45s closer to each other). These two 45s, if kept oriented like this, can be moved (as it can be done by moving just the Jukebox itself).

Scoring 45s

When you add a 45s that forms a row or column of three, immediately score that row and/or column by taking one Scoring Token that you meet (or exceed) its requirements.

Each Scoring Token shows the:

  • Type (genre, decade, or side).
  • Minimum number of the type showing in the row or column ("1x", "2x", or "3x").
  • Victory points gained.

If placing a 45s forms both a row and column of three, score both individually. When you finish a row/column, regardless of how many Scoring Tokens you meet the requirements for, you only choose one to gain.

Generally, you want to take the Scoring Token that provides you the most points - but sometimes, you might want to take one just to prevent your opponent from getting it...

Example (as illustrated): Placing this one triggers scoring for a row and a column. You chose to take the 3x "A" Scoring Token for the row, and the 2x "jazz" Scoring Token for the column. There may have been other Scoring Tokens you could have taken instead, such as 2x "B" for the column, but these are the two you decided to take.

Rival Coins

After you score a row or column of 45s Tokens, check the Scoring Area for a Rival Coin matching the scored Scoring Tile. If there is one present, take it and add it to your opponents bag! [Rival Coins] may stack or be stacked on similar to the Player's Coins or Bonus Coins.

Source note: the printed sentence has no subject before "may stack"; "[Rival Coins]" is supplied by the transcriber from context.

Example (as illustrated): You scored a row of 3x "Rock" 45s, and choose to take the matching 3x "Rock" Scoring Token, which is worth 10 points! Since the Rival Coin is available for these Tokens (it's the first "Rock" Scoring Token scored), you add the "Rock" Rival Coin into your opponents bag!

End of Turn

At the end of your turn, the vacant space (if any) in the Record Bin is filled with a random 45s from the top of the 45s draw pile. Your opponents takes their turn.

If any player has nine 45s Tokens in their Jukebox the game ends at the end of the round (so there are an even number of turns). Proceed to Game End (back of rulebook).

Game End

The game ends at the end of a round when a player has filled their Jukebox with 9 45s.

The player with Empty Spaces may attempt to score rows and columns with less than three 45s if a Scoring Token matches. Otherwise, for each row and column that did not score a Scoring Token, gain one victory point for each 45s (in that row or column).

Each player chooses one of their Scoring Cards to score (the other one is ignored).

Each Players add up their total victory points gained from their Scoring Tokens and Scoring Card - the player with the highest total wins the game.

If there is a tie the player with the most 45s wins. If there is still a tie, the player with the most victory points from Scoring Tiles wins. If there is still a tie, share the victory!

Example (as illustrated): Meredith earns 48 victory points. 35 victory points from Scoring Tokens. Four victory points from the Top of Scoring Card, and nine victory points from the Bottom of Scoring Card (6 points from 2 "50s & B", 2 points from 2 "B", and 1 point from 1 "A").

Scoring Cards

Scoring Cards offer two ways to earn Victory Points - you can score both as eligible.

The top of the Scoring Card rewards players based on matching genre in those relative positions. Examine each 45s in your Jukebox and determine if its genre matches in the exact position as depicted on the Scoring Card (the Scoring card may be rotated). If you have any one match, gain two victory points; any two matches, gain four victory points; if all three match, gain nine victory points.

The bottom of the Scoring Card rewards players based on matching decades, sides, or both across their entire Jukebox. Examine each 45s in your Jukebox and determine if its decade or side matches the Scoring Card. Each of a players 45s that match either the decade or side earns one victory point. Each 45's that matches both earns three victory points.