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Zuuli

Zuuli Rulebook

Table of Contents

Table of Contents

  • Setup
  • Playing the Game (2-5 players)
  • 1. Deal Cards
  • 2. Pick and Pass Cards
  • 3. Develop Park
    • Enclosures
    • Animals
    • Upgrades
  • 4. End of Year
  • End of Game and Final Scoring
  • Solo Mode
    • Setup - Solo
    • 1. Pick and Pass Cards - Solo
    • 2. Develop Park - Solo
    • 3. End of Year - Solo
    • End of Game - Solo

Setup

Deal a 'New plot' enclosure face-up to all players. Put any unused 'New Plot' and Custom cards back into the box.

Shuffle all enclosures, animals and upgrade cards into a single deck and place face down on the table. Place the Example Help cards on the table within view of all players.

Playing the Game (2-5 players)

For solo player rules see 'Solo mode' over the page.

The game is played over 3 Years. Each Year goes through the following four phases.

  1. Deal Cards
  2. Pick and Pass Cards
  3. Develop Park
  4. End of Year

1. Deal Cards

Make sure the deck is well shuffled before dealing cards in the first Year.

Deal the following number of cards per Year to each player. Throughout the game, the cards in players' hands are kept secret.

# of PlayersYear 1Year 2Year 3
2987
3876
4765
5654

2. Pick and Pass Cards

During this phase, multiple turns happen simultaneously as follows:

Each turn, all players pick any 1 card from their hand that they'd like to keep for their park. They place this card face-down on the table in front of them, separate from their existing park enclosures and animals. When every player has done this, all the chosen cards are turned face-up. Do not yet place these cards into your park. This will happen in the Develop Park phase.

After revealing cards, the players pass their remaining hand face-down to the player on their left. The players pick up their new hands, and the next turn begins, with players having a smaller hand to choose from. Continue this pick and pass process until all cards have been taken.

In Year 2 cards are instead passed to the player on the right, and in Year 3 cards are again passed to the left.

3. Develop Park

Each player uses the cards they chose during the pick and pass card phase to build up and develop their park. This involves playing enclosures, moving or placing new animals in enclosures and installing enclosure upgrades. Each of these types of card are described below:

Enclosures

  • Space available — The space available in an enclosure. This can be increased with Upgrade cards.
  • Additional rules — Some enclosures have additional conditions that affect how they are scored.
  • Satisfaction multiplier — A multiplier to the value of animals that end up in this enclosure. See End of Year for more details.
  • Habitat — Enclosures can support up to 3 different habitats. The colour of the background shows which habitats are currently installed in the enclosure. The habitats are Plains, Jungle, and Water.

When playing enclosures play them face up in front of you as with the 'New Plot' enclosure that you start with. Enclosures cannot be placed on top of other cards. Enclosures persist between Years.

Animals

  • Trait — Fierce or Friendly.
  • Value — The value of the animal.
  • Habitat — The background colours determine which habitat this animal requires. If multiple habitats are shown then only one needs to be satisfied.
  • Space required — The amount of space the animal requires and takes up in the enclosure.
  • Additional rules — Some animals have additional conditions that affect their value or space requirements.

Play an animal by placing that animal card on top of an enclosure or on top of an animal or upgrade already in an enclosure. Offset these cards so that all cards in an enclosure can be seen. Animals need to be placed in enclosures whilst satisfying all of the following requirements:

  • At least one of the animal's habitat requirements is installed in the enclosure.
  • There is enough available space left in the enclosure.
  • Fierce animals cannot live in an enclosure with animals of a different name. Friendly animals can live in an enclosure with any other friendly animals.

During the Develop Park phase, animals that already live in enclosures placed in previous years can be moved to another enclosure as long as the placement requirements are still followed.

Animals that are not placed in an enclosure at the end of a Year will be scored negatively (see End of Year phase). Place these in a discard pile and do not shuffle back into the deck for the next Year.

Upgrades

Upgrades can be installed in any existing enclosures or any enclosures played on the current Year, but once installed they cannot be moved to a different enclosure in subsequent Years.

You do not have to play an upgrade card if you do not want to, but if they are not installed in an enclosure during this phase then they must be discarded. There is no penalty for discarding an upgrade card, but you cannot discard an upgrade that was already installed in a previous Year.

4. End of Year

Once everyone has finished developing their park, the End of Year phase starts and cards can no longer be played or moved.

For each enclosure in your park:

  • Add up the value of each animal placed in the enclosure (taking into account any additional rules on each animal).
  • Multiply this by the Satisfaction multiplier of the enclosure.

For example, a Standard Pen enclosure (satisfaction multiplier x1) containing two Lions (value 3 each) will score you 6 points: (3+3)x1.

For any animal that has not been housed in an enclosure, deduct the value of that animal from your score for the Year. You cannot score less than 0 in a Year.

Once all players have scored their park for this year, note each player's score on a piece of paper. At the end of the game each player should have a score for Years 1, 2 and 3.

End of Game and Final Scoring

The game ends once the End of Year phase has been completed in Year 3. Not all cards will have necessarily been dealt and played from the deck.

The winner is the person with the highest score (the total score from all 3 Years). In the case of a draw, out of the players with the highest score, the player with the most unique animals in their park wins.

Solo Mode

When playing Zuuli in solo player mode you will be competing against the 'Collector' whose only interest is in collecting animals. Your aim is to beat their score at the end of 3 Years.

Setup - Solo

Deal a 'New plot' enclosure face-up in front of you. Put any unused 'New Plot' and Custom cards back into the box. Shuffle all enclosures, animals and upgrade cards into a single draw deck and place face down on the table.

The game is played over 3 years and each year consists of the following phases, similar but in some cases differing from the 2-5 player game.

  1. Pick and Pass Cards - Solo
  2. Develop Park - Solo
  3. End of Year - Solo

1. Pick and Pass Cards - Solo

Draw 2 cards from the draw deck. Choose 1 for your park (don't develop your park yet) and give the other to the 'Collector' by placing in a separate 'Collectors pile'. Repeat this process 9 times in Year 1, 8 times in Year 2 and 7 times in Year 3.

2. Develop Park - Solo

Develop your own park from the cards you picked, using exactly the same rules as in the 2-5 player game (see section 3. Develop Park above).

3. End of Year - Solo

Score your park in exactly the same way as the 2-5 player game (see section 4. End of Year above).

To score the 'Collector':

  • Discard all enclosures and upgrade cards from the 'Collectors pile'.
  • For every animal in the 'Collectors pile' add all the animals' values together (ignore traits, rules, space and habitats).
  • Add the following bonus points to the 'Collectors' score:
    • In Year 1 — add 1 additional point for all animals with a plains habitat requirement.
    • In Year 2 — add 1 additional point for all animals with a jungle habitat requirement.
    • In Year 3 — add 1 additional point for all animals with a water habitat requirement.

Note down your score and the score for the 'Collector' on a piece of paper. At the end of the game you and the 'Collector' will have a score for Years 1, 2 and 3. Your park and the 'Collectors pile' persists between years, meaning the 'Collector' scores all animals in the 'Collectors Pile' every year.

End of Game - Solo

The game ends once the End of Year - Solo phase has been completed in Year 3. Not all cards will have necessarily been dealt and played from the deck.

Total together the scores for each year and if your total score across the 3 Years is higher than the 'Collectors' total score you have successfully beaten them and won the game.