Waterworks
Waterworks Rulebook
Table of Contents
Table of Contents
Object
The object of the game is to be the first player to form a complete and continuous pipeline able to carry water between his faucet valve card and his spout card. The number of cards required to win (not counting the valve and spout cards) varies by number of players as follows:
- 2 players - 15 cards minimum
- 3 players - 12 cards minimum
- 4 players - 10 cards minimum
- 5 players - 8 cards minimum
Equipment
The equipment consists of a deck of 110 pipe cards, 1 bathtub card tray and 10 metal wrenches.
The deck contains 3 kinds of pipe: copper, which can never leak; lead, which is vulnerable to leaks; and lead which is already leaky. There are 6 different shapes of each of the 3 kinds of pipe.
Preparation
Remove all spout cards and valve cards from the deck. Distribute one spout card and one valve card to each player; set aside any extras. Distribute two metal wrenches to each player; set aside any extras.
Each player puts his valve card in a vertical position, face up and to his right on the playing surface. He sets aside his spout card and wrenches for future use.
Shuffle the deck and deal five cards face down to each player. Place the remaining cards face down in the "Draw" portion of the bathtub and place the bathtub in the center of the playing area.
The Play
Select one player to go first. He may make one of the following plays, using one of his five cards.
- He may place a "good" pipe card (copper pipe or non-leaking lead pipe) next to his valve card (so that the pipes are connected) to begin his pipeline.
- He may place a "leaky" pipe card (lead pipe with a leak) next to the valve card of any other player.
- He may discard a card from his hand face up into the "Drain" section of the bathtub.
After making any one of these plays a player draws a card from the "Draw" pile in the bathtub to replace the card he used so that at the end of each turn he has five cards in his hand.
Play continues from right to left. As play proceeds, other kinds of action are possible (see Repairs, Leaks) but only one card can be played on any one turn. All cards must be placed in a vertical position.
Diagram: RIGHT and WRONG examples of a vertical pipe card placement.
All cards must be placed so that the pipes properly join together.
Diagram: WRONG and RIGHT examples of pipe joins.
Cards may be turned end for end as long as they remain vertical, but once they are played they may not be changed. Each of the following cards (A, B, and C) is shown in the two correct positions of play:
Diagram: card A, card B and card C, each shown in its two correct positions.
No card may be played in such a way that it completely blocks a pipeline.
Diagram: WRONG and RIGHT examples of blocking a pipeline.
Leaks
As the game progresses, players on their turns may try to delay opponents by causing their pipelines to leak.
A "leaky" pipe card can be played on top of, or adjacent to, the last card in an opponent's pipeline. If played on top, it can only be on a card that has a lead pipe of the exact same shape.
Diagram: RIGHT and RIGHT examples of a leaky pipe card placed on top of, and adjacent to, a pipeline.
A "leaky" pipe card may be played next to a copper pipe but not on it, as copper pipes are immune to damage.
If a leaky pipe is connected to the last pipe card it can be any shape as long as it continues the pipeline.
No more than one "leaky" pipe or cap can be exposed on a pipeline at any one time. Once a "leaky" pipe has been repaired it cannot be damaged again.
A player may not play a "good" pipe card on an opponent's pipeline for any reason.
Repairs
There are two ways a "leaky" pipe can be repaired.
- A player on his turn may place a "good" pipe card of the same pipe shape on top of his "leaky" pipe.
Diagram: RIGHT examples of a good pipe card placed on top of a leaky pipe.
- A player may place one of his metal wrenches on top of his "leaky" pipe, thus repairing it. (Once played, a wrench may not be moved or used again. This action constitutes his entire turn. He does not draw a card and the turn passes to the next player.)
If he cannot, or does not wish to do either of the above, he may play a "leaky" pipe card on an opponent's pipeline or discard and draw hoping to pick the appropriate card to use to repair his leak-on a future turn. However, he cannot add to his own pipeline until he fixes his "leaky" pipe.
Exception: a player may play a good cap on one end of a "leaky" T pipe in his own pipeline before the pipe itself is repaired.
T's and Caps
A "T" pipe added to a pipeline makes it possible for the water to flow in two directions. This condition cannot be allowed to exist since water must flow only from the valve to the spout without leaking. Therefore, one end of the "T" must be closed. A "cap" card is used for this purpose. Each "cap" card has on it four caps of varying types, any of which can be used.
It is best to cap one end of the "T" as soon as possible, preferably before adding any other pipe to the line. Otherwise, this could happen:
Diagram: three cards marked X on a pipeline with a leaky cap placed on one end of a "T" whose other end is open.
As shown above, the three cards marked X are made useless and do not count since an opponent has played a leaky cap on one end of the pipeline. This can be done because the other end of the "T" remains open, thus allowing water to flow through.
Remember, a "good cap" may be played on a leaky "T" on your own pipeline before it is repaired.
The "cap" cards do not count in the total number of cards required to win.
Since a "T" pipe necessitates the use of a card which is not counted in the finished pipeline (the "cap"), it is generally better not to play a "T" on your own pipeline. However, a "leaky T" pipe can be the worst damage you can inflict on an opponent's pipeline. It is well to hold a "good T" pipe in your hand so you can repair a "leaky T" pipe should one be played on your pipeline by an opponent.
Unused caps can be next to unrelated pipe sections:
Diagram: RIGHT and RIGHT examples of unused caps placed next to unrelated pipe sections.
Or more than one cap on a card may be put to use:
A "cap" card may not be played unless there is at least one other open ended pipe in the pipeline to which additions can be made. (The water flow may not be stopped.)
Leaking Caps
All caps in use on a cap card must be free of leaks.
Diagram: examples A and B of cap cards.
In example "A", the "leaky cap" need not be repaired because it is not in use.
In example "B", the "leaky cap" must be repaired (before adding to the pipeline) since it has been put to use to cap an additional "T".
All "T"s must have one end capped and all "caps" in use must be free of leaks or must be repaired.
A wrench placed on top of a "cap" permanently repairs all the leaks on that card.
Winning the Game
Play continues until one player has connected his faucet card to his spout card with the required number of pipe cards (or more). The faucet must have the water running down from the spout, which may make it necessary to use more than the required number of pipe cards to win (see diagram). As soon as a player has the required number of pipe cards in a continuous line, he may add the spout card on that same turn and claim victory.
Diagram: example of a pipeline that needs more than the required number of pipe cards so that water runs down from the spout.
How to Add the Spout
Diagram: WRONG example, where the spout is facing in the wrong direction.
Diagram: RIGHT example, where the spout is in its proper position.