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Wildstyle

Wildstyle Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
    • City Map Setup
    • Player Setup
    • Share & Draw Pile Setup
    • Family-Friendly Mode
  • Overview
  • Game Rounds
  • Make Your Mark
  • Location Cards
  • The Golden Rules
  • Starting a Round
  • Actions
    • Draw a Card
    • Share a Card
    • Add to a Set
    • Playing Shared Cards
    • Complete a Set
    • Rush a Set
    • Discarded Cards
    • Running Out of Tags
  • End of the Round
  • Starting a New Round
  • Train Stations
  • Clearing Without Placing
  • Game End
    • Remove 1 Tag per Cop Car
    • Remove All Solo Tags
    • Score Objectives
    • Score Tags
    • Tiebreakers
  • Tag Clusters
  • Objectives
    • Tricorners
    • Bestagon
    • Straight Shooter
    • End of the Line
    • Border Wars
    • Under Their Noses
    • 3 of a Kind
    • Urban Planner
    • District Division
    • Zone Control
    • Rail Supreme
    • Station Snake

Components

  • 5 District Boards
  • 6 Objective Tiles
  • 4 Share Pile Cards
  • 28 Cop Car Tokens
  • 5 Crew Mats
  • 90 Crew Tags (18 per player)
  • 115 Location Cards
  • 5 Reference Cards

Setup

City Map Setup

  1. Randomly select 1 district board per player and flip each of them to a random side. Arrange the districts in the center of the table, using the diagram for your player count (see Share & Draw Pile Setup below). Return any leftover districts to the box.
  2. Rotate the districts until each of the Train Station hexes (marked with a Train Station icon) are as close as possible to the center of the map.
  3. Shuffle the objective tiles and draw 3. Flip the first 2 objectives you draw to the A side and the 3rd to the B side. Place them around the map, wherever convenient.

Player Setup

  1. Players should sit more or less evenly apart around the table. Each player takes a crew mat and places it in front of themself with 6 tags of their color on top of it.
  2. Each player places all their remaining tags off their mat to create their personal supply.
  3. Shuffle all 115 location cards and deal each player a hand of 3 cards.

Share & Draw Pile Setup

  1. Place the correct number of share pile cards for your player count around the map to mark the locations of share piles, as shown in the diagrams below. Return any unused share pile cards to the box.
  2. Split the entire remaining deck into a number of piles of roughly the same size based on your player count:
    • 2 players: split the deck into 4 piles.
    • 3 players: split the deck into 3 piles.
    • 4 players: split the deck into 4 piles.
    • 5 players: split the deck into 3 piles.
  3. From these piles, randomly select the correct number of draw piles for your player count. Place them facedown around the map, as shown in the diagrams below. Set aside the remaining unused piles for the rest of the round. (These are treated as discarded, and won't be used this round.)
  4. Make a pile of cop car tokens next to each of the draw piles, with roughly the same number of tokens in each.
  5. You're now ready to play!

Pile counts by player count, as shown in the setup diagrams (share cards / draw piles / unused piles):

PlayersShare cardsDraw pilesUnused piles
2422
3421
4331
5330

NOTE: Objective tiles and cop cars are not shown in the diagrams below.

Family-Friendly Mode

If your players are new to the game, or you're looking for a more casual experience, remove "Rail Supreme" from the objective tiles and deal only 1 random objective tile, set to the A side.

Overview

Spreading your crew's colorful tags across the city will build up your artistic cred and give the people of this city something to celebrate.

You want to get as many tags out as you can, but you also want to be creative about where you place them, so you can complete as many objectives as possible.

Game Rounds

The game is made up of 3 rounds. At the end of the 3rd round, players total up their scores and determine the winner.

There are no turns during a round. Once a round has started, everyone takes their actions at the same time, in any order they choose.

The only restrictions on how fast players can take actions during the round are the 2 Golden Rules, which ensure everyone has a fair shot at getting the cards they need. Once a round has started, all players must follow the Golden Rules at all times.

Make Your Mark

In order to tag locations across the city's districts, you need to collect sets of cards with matching location icons.

Each time you collect a set of 3 cards that all have the same icon, you get to place a tag on a hex with that icon anywhere on the map.

At the end of the game, you score points for each map hex you've tagged, as well as the objectives you've completed. If you score the most points, you win!

Location Cards

Each location card shows a location icon, a color, and a point value.

  • Icon: You can play a card onto a set pile or share pile with the matching icon on top.
  • Color: You can play a card onto a share pile with the matching color on top.
  • Points: Your tags on hexes with this card's icon each score this many points at game end.

The Golden Rules

  1. You may only draw or play 1 card at a time.
  2. You may have a max of 3 cards in your hand at any time.

TIP: You may find it easier to remember Golden Rule #1 if you use one hand as your "action hand" and the other to hold your hand of cards.

Starting a Round

Before starting a round, players may want to take a moment to look at their starting hand and review the map.

Once everyone is ready, someone counts down from 3 and shouts "Go!" to start the round. Players can then immediately start taking actions.

Actions

There are 5 different actions you can take during a round. You may take each action any number of times during a round, in any order. Each of these actions is detailed in the following sections.

  1. Draw a Card: Draw the top card from any draw pile into your hand.
  2. Add to a Set: Play a card from your hand OR from the top of a share pile onto a set pile on your crew mat.
  3. Share a Card: Play a card from your hand onto a share pile that is empty or has the matching color OR icon on top.
  4. Complete a Set: Clear a set of 3 cards from your crew mat and place a tag on a matching map hex.
  5. Rush a Set: Take a cop car token to clear an incomplete set and place a tag on a matching map hex.

Draw a Card

As long as you have fewer than 3 cards in your hand, you may draw a card from the top of any draw pile around the map and add it to your hand.

You must always draw cards 1 at a time (per the Golden Rules). You may keep drawing cards until you have 3 cards in your hand.

If you currently have 3 cards in your hand, you may not draw any more until you free up space by playing cards from your hand (see "Share a Card" and "Add to a Set," pg. 6).

REMEMBER: Because of Golden Rule #1, whenever you draw more than 1 card, you must draw them 1 at a time.

EXAMPLE: After you play a card, you'll have 2 cards in your hand, so you can draw back up to 3.

Empty Draw Piles: Once a draw pile is empty, you may no longer draw from it. If all draw piles are empty, this triggers the end of the round (see "End of the Round," pg. 9).

Remember you can always draw from ANY draw pile at the table, not just the one closest to you.

Share a Card

If you have cards in your hand that you can't or don't want to add to your sets, you can get rid of them by playing them onto any of the share piles around the map. This frees up space in your hand so you can draw more cards.

You can ONLY play a card to a share pile if EITHER:

  • A. The pile is empty (there are no cards on top of the share pile card).
  • B. The card you wish to share matches the icon OR color of the top card on the pile.

Add to a Set

To make sets and get your tags on the map, you must collect location cards with matching icons on your crew mat.

Your crew mat has 2 marked spaces for set piles. If either of these spaces is empty, you can start a new set there by playing any card in your hand (or any card on top of a share pile; see "Playing Shared Cards" below). Once you've started a set, you may add to it by playing cards on top of it that have the matching icon (color does not matter).

You can ONLY have up to 2 set piles on the go at a time. If both marked spaces on your crew mat have cards in them, you may not start another set until you clear one of them (see "Complete a Set" and "Rush a Set" below).

TIP: It's not always the best move to start a new set right away. Sometimes you should wait for the right card!

  • If a set pile is empty, you can play any card there.
  • If a set pile has cards on it, you can ONLY play cards with the matching icon there.
  • You can play any card onto a share pile that's empty.
  • Once a share pile has cards, you can ONLY play a card there if it matches the color OR icon on top.

Playing Shared Cards

At any time during the round, you may take the top card from any share pile around the map and play it onto one of your set piles (as if it was in your hand).

You can use a shared card to either start a new set OR add to an existing one. However, to take a shared card, you must be able to play it onto one of your sets immediately (you must either have an empty pile or a set with the same icon). You may NOT put a shared card into your hand to save it for later.

If taking the top card from a share pile reveals another card underneath it, that card immediately becomes available to play (since it is now the top card). If multiple players try to grab a shared card at the same time, the player that touches it first gets to take it. You may play cards that you previously shared.

REMEMBER: Because of Golden Rule #1, you must finish placing a shared card on one of your sets BEFORE you touch the next card on the pile, which may give someone else a chance to take it!

Complete a Set

Whenever one of your set piles has 3 cards, you may place a tag on a matching map hex anywhere in the city, and then clear the set pile from your crew mat.

To place a tag, take a tag from your crew mat and place it on any unoccupied hex on the map that has the same location icon as the set you completed. You do not have to place your tag adjacent to another tag you've placed.

Once you've placed a tag, clear all cards in the completed set pile from your crew mat and discard them (see "Discarded Cards" below).

If you've placed all tags on your crew mat, you must stop playing immediately (see "Running Out of Tags" below).

EXAMPLE: When you complete a set, you get to tag any matching hex. You can then clear the set from your mat to make space for a new one.

Rush a Set

If you are struggling to complete an important set, or you really need to make room for a new set, you can choose to complete and clear a set early in exchange for a penalty at the end of the game.

To rush a set, take a cop car token next to any of the draw piles and place it on your crew mat. Then choose one of your set piles with 1 or 2 cards in it and complete it as if it had a full 3 cards (place a tag on a matching hex, then clear all cards in the set).

Taking a cop car token has no immediate effect. However, at the end of the game, you'll have to remove 1 tag from the map for each cop car you've taken (see "Game End" below).

TIP: You can take a cop car to immediately complete and clear a set, but it will cost you at the end of the game!

Discarded Cards

Whenever you clear cards off of your crew mat, they are discarded from the round and may not be drawn or played again by any player.

Your discards should be placed in a faceup pile somewhere beside your crew mat that is not too close to any of the share piles (so players don't accidentally draw your discards).

If you are short on table space, players sitting next to each other can discard to the same pile.

Running Out of Tags

You may ONLY place tags that are on your crew mat. Tags that are still in your supply (not on your crew mat) are reserved for placement in future rounds.

If you manage to place all tags on your crew mat during a round, you must immediately stop playing. You are finished for the round (see "End of the Round" below).

TIP: Although you can place your tags anywhere, you'll want to try to cluster them together, since you'll have to remove any solo tags at the end of the game (see "Remove All Solo Tags" below).

End of the Round

The end of the round is triggered when EITHER:

  • A. All draw piles around the map are empty.
  • B. Only 1 player has tags remaining on their crew mat.

Once the end of the round is triggered, any players who have tags on their crew mat have a final chance to finish the sets they are working on. They may continue to take actions normally, except that they may NOT start any new sets.

Once the remaining players have run out of crew tags, have completed all their in-progress sets, OR can take no legal actions (they can't draw, share, or add to a set), the round is over.

Starting a New Round

If it is not the end of the 3rd round, follow these steps to set up the next round:

  1. Each player takes 6 crew tags from their personal supply and places them on their crew mat, adding them to any they have left over from the previous round.
  2. Gather up all cards in the game. This includes the card piles that were set aside during round setup, all players' discarded cards, and any cards that are left in share piles, draw piles, set piles, or players' hands.
  3. Shuffle the entire deck and deal each player 3 new cards. Then split the deck into piles and place them around the map (or set them aside) exactly as you did during game setup.

You're now ready to start the next round!

TIP: If you still have tags left at the end of the 1st or 2nd round, don't worry! You'll get to keep them and try to place them in the following rounds.

Train Stations

Train Stations are special hexes where multiple players may place tags.

When you complete a set of Train Station icons, you may place one of your tags on any Train Station hex where you do not have a tag, even if there are other players' tags there already. If there are, stack your tag on top of them.

During final scoring, every player who has a tag on a Train Station gets to score it and count it toward objectives.

Clearing Without Placing

If you complete or rush a set, and for some reason you can't or don't want to place a tag on the map, you may clear the set without placing a tag.

It is rare but possible that there are no unoccupied hexes left on the map that match your completed set. In this case, you must clear the set without placing a tag (then continue playing normally).

Game End

At the end of the 3rd round, the game is over! Take the following steps to determine a final winner.

  1. Remove 1 tag per cop car.
  2. Remove all solo tags.
  3. Score objectives.
  4. Score tags.

Remove 1 Tag per Cop Car

Each player must remove 1 tag for each cop car they collected during the game. You may choose each of the tags you remove.

Tags removed this way score no points and do not contribute to objectives.

EXAMPLE: If you have 2 cop cars at the end of the game, you must choose 2 of your tags to remove. These 2 tags are touching each other, so they stay on the map.

EXAMPLE: This tag isn't touching any of its owner's other tags, so it gets removed.

Remove All Solo Tags

Next, each player removes each of their tags that is not adjacent to any of their other tags.

Tags removed this way score no points and do not contribute to objectives.

Score Objectives

Once everyone has completed steps 1 and 2, players tally up their final scores. You will want to use a pen and paper to help tally up scores.

First, players score points for objectives they've completed. Score each objective one at a time, in any order. Each player may score the same objective multiple times if able.

See the next section for details on specific objectives.

Score Tags

Next, players add up their points for each map hex where they have a tag.

Each player first scores all their tags on 1 point hexes; then their tags on 2 point hexes; and so on. Remove your tags from the map as you score them.

  • Railway / Train Station: 1 point each.
  • Residential / Shopping / Downtown: 2 points each.
  • Industrial / Park: 3 points each.
  • Police Station: 4 points each.

Tiebreakers

After scoring all objectives and tags, if several players are tied for the highest score, the player who took the fewest cop cars wins. If there is still a tie, the tied players share the victory.

Tag Clusters

Some objectives refer to clusters of tags. A cluster is a set of your tags that are grouped together, such that each tag is touching at least 1 other tag in the cluster.

Two groups of tags count as separate clusters if none of the tags in one cluster are touching any tags in the other cluster. If you place a tag that touches 2 of your clusters, it connects them into a single cluster.

Yellow's tags are split into 2 disconnected clusters.

Objectives

Tricorners

Score 6 points per 6 of your tags in a triangle. Each tag may only count towards 1 triangle.

Bestagon

Score 9 points per 7 of your tags in a hexagon. Each tag may only count towards 1 hexagon.

Straight Shooter

Score 6 points per 5 of your tags in a straight line. Each tag may only count towards 1 line.

End of the Line

Score 2 points per tag in your longest unbroken straight line of tags. Your longest line may cross multiple district boards, and may be in any direction.

Border Wars

Score 1 point per tag touching a border between 2 district boards.

Tags touching multiple borders only score 1 point. Tags touching outside edges of the map score no points.

Under Their Noses

Score 1 point per tag touching a Police Station.

An adjacent Police Station may be empty or occupied by any player. Tags ON Stations score no points. Tags touching multiple Stations only score 1 point.

3 of a Kind

Score 4 points per 3 matching icons within the same cluster.

The hexes in a 3 of a kind do not need to touch each other, as long as they are within the same cluster. You may score multiple 3 of a kind within each cluster, but each hex can only be counted towards one 3 of a kind.

Urban Planner

Score 2 points per icon you've tagged of whichever icon type you have the most total tags on.

The icon you have the most of may be spread across multiple clusters.

District Division

Score 5 points per district board where you have at least 5 total tags.

Your tags may be spread across multiple clusters within the district.

Zone Control

Score 5 points per cluster of at least 3 tags.

Clusters must not touch each other anywhere to be considered separate.

Rail Supreme

In each cluster where you've tagged at least 1 Train Station, score 2 points per Train Station and Railway.

Clusters that do not contain a Train Station score no points. Each hex can only be scored once, no matter how many Train Stations are in its cluster.

Station Snake

Connect 2 or more Train Stations with an unbroken path of tags to score 2 points per tag on the path.

You must score the shortest possible unbroken path that connects each tagged Train Station without using any tag more than once. Count each Station on the path once (including start and end).