Transcript
Saloon Tycoon v2.8 Print & Play Notes Thanks for trying Saloon Tycoon! To assemble this Print & Play game, you’ll need to cut out a total of 49 cards. Additionally, you’ll need to make a total of 40 tiles in two sizes, as well as a game board. Unless otherwise noted on the page, you only need to print one copy of each page. It is strongly recommended that you print and affix the tile pages to some kind of sturdy board to ensure the structure you assemble while playing the game is stable. Additionally, the game requires 60 cubes to be used as Supplies. We also recommend you have 100 additional cubes available to track Gold (or some other method of tracking money). While playing the game, you’ll be building a 3-D structure on the table which will look something like this:
If you have any questions, please contact me via e-mail or Twitter:
[email protected] @poorly_designed
Saloon Tycoon Rules v2.6 Players are Saloon owners in an old west gold rush town. They’ve purchased lots on the four corners of the main crossroads and need to expand their small establishments into thriving businesses. Their goal is to create massive centers for commerce and entertainment in the wilds of the West. To boost their success, they’ll need to attract the wealthy and famous citizens of the town while keeping away the less savory characters.
2-4 Players Ages 12+ 30-45 minutes Components:
Game Board 60 Supply Cubes 100 Gold Cubes 20 Large Tiles 20 Small Tiles 37 Game Cards 8 Good Guy Cards 4 Bad Guy Cards
Setup: Each player takes one of the starting “Saloon” tiles and places it on the board in front of them face up in the marked space. The remaining tiles are placed face up on the table. These tiles are available for purchase. Duplicate tiles should be stacked. Separate the cards into three sets: Good Guys, Bad Guys, and Game Cards. Place the Good Guys and Bad Guys decks face up on the table. Shuffle the Game Cards and deal each player two, then place the remainder of that deck face down on the table. Leave room next to this deck for a discard pile.
Separate the colored cubes into their two piles: Yellow for Gold and brown for Supplies. For a two player game, count out 40 Supply cubes and return the rest to the game box. For a three player game count out 50 cubes, and for a four player game use all 60 cubes. Place the two cube piles on the table within easy reach of all players. Finally each player takes 3 gold. The player who has most recently watched a western film or TV show takes their turn first. Playing the Game: Every turn consists of four steps taken in the following order: 1. Check for Bad Guys’ placement 2. Earn Gold 3. Take One Action 4. Build & Bonus 5. Move Good Guys Check for Bad Guys’ placement: Bad Guys might visit a player’s Saloon at the start of their turn if they meet a certain requirement. See the Bad Guys section later in this document for more detail. Earn Gold: The player counts the total number of Tiles in his Saloon and takes 1 Gold for each. This total may be modified by a Bad Guy card. Please note that this count refers to the actual Tiles that have been purchased and assembled on the game board. This does not refer to the number of lots on the board that a player’s Saloon occupies. Take One Action: The player can perform one of the following Actions: Buy Supply Cubes Buy 1 Tile Draw 2 Game Cards - Up to a max of 5 in their hand. Play 1 Game Card Take 2 Gold Action Notes: Players cannot have more than 5 cards in their hand. If Drawing 2 would take them over that limit, they must discard card(s) of their choice from their hand before drawing. Players can draw 1 or 2 cards, but not more than 2. When played, some Game Cards may allow the player to play additional cards or take additional actions. Follow the instructions on the card. After being played, cards are put into the discard pile. When the Game Card deck runs out, shuffle the discard to create a new draw pile. Players can buy Supply cubes OR a Tile on their turn. They cannot buy both on the same turn. 1 Supply cube costs 2 gold (unless modified by a Bad Guy card). Players can buy as many Supplies as they wish on their turn as long as they can afford them, but cannot have more than 4 extra in reserve (not assigned to a Tile). Any Supplies purchased must immediately be placed onto an open spot on a Tile if one is available. Players can only buy 1 Tile on a turn at the cost printed on the Tile, and can only buy a Tile if they have a place to put it. More on placement in the next section. Build & Bonus:
Any Tile or Supplies acquired during the Take Action step must now be added to the building. Supplies: If they have not done so already, if a player has an empty Supply spot on a Tile and an available Supply cube, they must place the Supply on that spot. Players cannot have more than 3 unused Supplies in reserve at any time. Card or Tile bonuses do not allow players to exceed their 3 reserve limit. Unused Supply cubes should be placed where indicated on the game board. Tiles: A Tile can be placed in one of two places: On the board in an empty building lot adjacent to an already built tile, or on top of another tile already in play. Playing a tile on the table does not require any Supplies, but can require an additional cost to purchase the lot from the town. If you do not have enough gold to purchase an available lot, then you must either place that tile on top of an existing one, or you cannot purchase the tile. In order to place a tile on top of another, the lower Tile must first have all of its Supply slots filled with Supply cubes. A building can be no more than 3 Tiles high. Bonus: If placing Supply cubes results in all of a Tile’s slots being filled, the player earns the Tile Bonus. If that Bonus earns the player Gold, Supplies or Cards, that bonus is earned only once. If that Bonus attracts a Good Guy card, it will always attract that Good Guy card even if it was previously removed (unless prevented by a Bad Guy). Move Good Guys & Bad Guys: Good Guys appear at a building when specific rooms are built, but only after all the required Supplies have been placed on the given tile. If a special room is completed, the player takes the associated Good Guy Card and places it face up on the table where all other players can see it. End Game: Play continues clockwise around the board until there are 4 or fewer Supply cubes remaining for purchase. At this time, all players get one final turn, then the game ends. Then players begin final scoring. Players earn three points for each Large Tile, two points for each Small Tile and one point for each Supply cube they have purchased. Players also earn bonus points based on how many additional lots they have purchased on the board (as noted on the game board, 1, 2 or 3 extra points). Players next earn 4 points for every Tile in their Saloon that reaches the third level. Finally they review their Good Guy and Bad Guy cards for additional scoring bonuses and/or penalties. The player with the highest score is the winner. In the event of a tie, the player with more gold wins. If there is still a tie, just play again! Bad Guys: There are four Bad Guys in the game. They are: Flatfoot Fleming: She will come to the first player who starts their turn with 7 or more Gold. As long as she is at your Saloon, you will earn 1 less Gold per turn, but not less than 1 Gold per turn (you can never earn zero Gold per turn). Any gold earned from a Tile bonus or a Game Card is immune to this effect.
Phineus Pillbottom: He will come to the first player who starts their turn with 5 or more Supply cubes. As long as he is at your Saloon, you must pay 3 Gold to buy 1 Supply cube, instead of the standard 2 Gold. Any Supply cubes earned from a Tile bonus or a Game Card is immune to this effect. Moonshine Angie: She will come to the first player who starts their turn with 5 or more Tiles on the board. As long as she is at your Saloon, you must discard 1 card every time you want to play 1 card. If you only have 1 card in your hand, you cannot play it until you draw more and have something to discard. Any cards played as a result of a Tile bonus or Game Card are immune to this effect. Chief Broken Tree: He will come to the first player who starts their turn with a Good Guy card. If he is at your Saloon when the game ends, he will give you a negative 5 points with end game scoring. This is always the case, even if he is paired with the “Lucky” Lucy Allen character card. Additional Notes about Good and Bad Character Genders: The Good Guy and Bad Guy character cards are split evenly between men and women (6 of each in the game). While these rules refer to them as “Good Guys” and “Bad Guys,” Some cards in the game refer specifically to the gender of a character. In these cases, the gender of a character will affect the power or bonus of that card. If a card does not specifically refer to their gender, and instead only identifies them as Good or Bad, their gender has no relationship to the power or bonus of that card. While some Game Cards are titled as if they are a character, note that they are not given a specific person’s name. These do not count toward any gender-affected power or bonus, Good/Bad-affected power or bonus, or end-game scoring. Additional Notes about the Special Tiles: Some Room Tiles in the game will attract a Good Guy card. Those tiles are subject to certain restrictions for placement and eligibility. Every player’s corner of the board has a Tile Guide which explains those restrictions, as there is not enough room on each Tile to do so. Here they are again with more detailed information: Brothel - In order to purchase this Tile, it must be built adjacent to a Guest Room Tile (above, below or next to the Tile). The girls need a place to do their business. Theater - In order to purchase this Tile, the Theater tile must be placed on the second or third floors of the building directly above the Saloon Tile. This will help patrons hear the music and want to see the show. Whiskey Still - In order to purchase this Tile, the building must already contain one or more Cellar Tiles. The whiskey barrels need a place to sit while they age. Printing Press - In order to purchase this Tile, you must build it in a lot that is not on the same road as a Laundry. The hot moist air would negatively affect the quality of the newsprint. If a Laundry is added to that section of the building after the Printing Press is built, the Tile is not removed, but the “Lucky” Lucy Allen City Folk card will not earn any score at the end of the game. Luxury Suite - In order to purchase this Tile, the Luxury Suite must be placed on the third floor of the building. The Widow Campbell expects a nice view for her money. Jail - In order to purchase this Tile, you must build it in a lot that is adjacent to one or more Gambling Room Tiles. Sheriff Fletcher needs a place to put the rowdy folks when the games go bad.
Stables - In order to purchase this Tile, the Stables must be placed on the first floor of the building. Horses can’t climb stairs. If all players have already filled every first floor position in their buildings, the Stables Tile can be put back into the game box along with the Cactus Colby Good Guy card. Schoolroom - In order to purchase this Tile, you must build it in a lot that is not on the same road as a Gambling Room. Miss Watson does not want her pupils influenced by such openly unsavory behavoir. If a Gambling Room is added after the Schoolroom is built, the Tile is not removed, but the Miss Watson Good Girl card will not earn any score at the end of the game. If a player accidently purchases and builds a Special Tile without realizing that they have violated one of these restrictions, they do not remove the tile. As soon as the error is discovered they will cease to earn any Gold on their turn for that tile, will not earn any points at end game scoring, and must discard that tile’s Character card back to the game box. They must also immediately discard their entire hand of Game Cards.
Contact Rob:
[email protected] www.buildingthegamepodcast.com @poorly_designed
Card Type: Good Guy Male
Card Type: Good Girl Female
Card Type: Good Guy Male
Sheriff Fletcher
The Widow Campbell
Cactus Colby
“He’s the Law in these parts.”
“She ain’t seem too sad.”
“A lonely cowboy.”
Tile:
Tile:
Tile:
Jail
Luxury Suite
Stables
Base Score: 5 points
Base Score: 5 points
Base Score: 5 points
Alternate Score: 10 points if paired with Flatfoot Fleming
Alternate Score: +1 point for each Male Good or Bad Characters
Alternate Score: 16 points if he is alone, no other Good or Bad Characters
Card Type: Good Girl Female
Card Type: Good Girl Female
Card Type: Good Guy Male
Miss Watson
“Lucky” Lucy Allen
Doc Sanders
“She’ll booklearn them kids.”
“Writes that dang newsy paper.”
“Don’t get sick.”
Tile:
Tile:
Tile:
Schoolroom
Printing Press
Whiskey Still
Base Score: 5 points
Base Score: 5 points
Base Score: 5 points
Alternate Score: 12 points if paired with Phineus Pillbottom
Alternate Score: 15 points if paired with Chief Broken Tree
Alternate Score: 10 points if paired with Moonshine Angie
Card Type: Good Girl Female
Card Type: Good Guy Male
Card Type: Bad Girl Female
Purty Nellie
Senator Parker
Flatfoot Fleming
“She can sing and dance a fine show.”
“He done good fer this town.”
“Robbed every bank West of Abilene.”
Tile:
Tile:
Theater
Brothel
Base Score: 5 points
Base Score: 5 points
Alternate Score: 8 points if there are at least 3 other Good and/or Bad Characters at the Inn
Alternate Score: +1 point for each Female Good or Bad Character
Appears: First player to start their turn with 7 Gold.
Power: Player earns -1 Gold per turn
Card Type: Bad Girl Female
Card Type: Bad Guy Male
Card Type: Bad Guy Male
Moonshine Angie
Phineus Pillbottom
Chief Broken Tree
“Never met a bottle she didn’t like.”
“That Blowhard owns half the town.”
“Makes fellers uncomfortable.”
Appears: First player to start their turn with 5 Tiles.
Appears: First player to start their turn with 5 Resources.
Appears: First player to attract a Good Guy/Girl card.
Power: Player must discard 1 card every time they play 1 card.
Power: Supplies cost +1 Gold
Power: -5 points in final scoring
The Homesteader
The Homesteader
The Homesteader
“Jasper don’t go in for drinkin’ or bawdiness. He got a family up’ere to think about.”
“Jasper don’t go in for drinkin’ or bawdiness. He got a family up’ere to think about.”
“Jasper don’t go in for drinkin’ or bawdiness. He got a family up’ere to think about.”
Power: +3 Supply Cubes
Power: +3 Supply Cubes
Power: +3 Supply Cubes
The Prospector
The Prospector
The Prospector
“Otis got himself a nose for gold.”
“Otis got himself a nose for gold.”
“Otis got himself a nose for gold.”
Power: +6 Gold
Power: +6 Gold
Power: +6 Gold
The Gambler
The Gambler
The Gambler
“If you can’t afford to lose, don’t play the game. That’s my motto.”
“If you can’t afford to lose, don’t play the game. That’s my motto.”
“If you can’t afford to lose, don’t play the game. That’s my motto.”
Power: Draw 2 Cards, Play 1, Discard the other
Power: Draw 2 Cards, Play 1, Discard the other
Power: Draw 2 Cards, Play 1, Discard the other
The Stagecoach
The Stagecoach
The Stagecoach
“Mark my words: Trouble always comes in on the Stage.”
“Mark my words: Trouble always comes in on the Stage.”
“Mark my words: Trouble always comes in on the Stage.”
Power: +2 Actions
Power: +2 Actions
Power: +2 Actions
No-good Troublemaker
No-good Troublemaker
No-good Troublemaker
“Run ‘im outta here! We ain’t need to put up with that no more!”
“Run ‘im outta here! We ain’t need to put up with that no more!”
“Run ‘im outta here! We ain’t need to put up with that no more!”
Power: Move any Bad Guy or Bad Girl card to another player
Power: Move any Bad Guy or Bad Girl card to another player
Power: Move any Bad Guy or Bad Girl card to another player
No-good Troublemaker
No-good Troublemaker
The Preacher
“Run ‘im outta here! We ain’t need to put up with that no more!”
“Run ‘im outta here! We ain’t need to put up with that no more!”
“He ain’t too bright, but he means well.”
Power: Move any Bad Guy or Bad Girl card to another player
Power: Move any Bad Guy or Bad Girl card to another player
Power: +1 Action to buy a Special Tile. Ignore that Tile’s Requirement.
The Preacher
The Outlaw
The Outlaw
“He ain’t too bright, but he means well.”
“There’s no man lower in this world than a horse thief.”
“There’s no man lower in this world than a horse thief.”
Power: +1 Action to buy a Special Tile. Ignore that Tile’s Requirement.
Power: Look at 2 cards from one player, keep 1, give the other back.
Power: Look at 2 cards from one player, keep 1, give the other back.
The Outlaw
The Outlaw
Supply Wagon
“There’s no man lower in this world than a horse thief.”
“There’s no man lower in this world than a horse thief.”
“Looks like yer boys made it.”
Power: Look at 2 cards from one player, keep 1, give the other back.
Power: Look at 2 cards from one player, keep 1, give the other back.
Power: +4 Gold +1 Action to buy Supply Cubes
Supply Wagon
Supply Wagon
The Builder
“Looks like yer boys made it.”
“Looks like yer boys made it.”
“This’ere fella will even measure before he cuts! Imagine that!.”
Power: +4 Gold +1 Action to buy Supply Cubes
Power: +4 Gold +1 Action to buy Supply Cubes
Power: +4 Gold +1 Action to buy a Tile
The Builder
The Builder
General Store
“This’ere fella will even measure before he cuts! Imagine that!.”
“This’ere fella will even measure before he cuts! Imagine that!.”
“Yessir, Bill McGrady will cut you a square deal, I guarantee it.”
Power: +4 Gold +1 Action to buy a Tile
Power: +4 Gold +1 Action to buy a Tile
Power: +3 Gold +1 Action to buy
General Store
General Store
Gold Rush
“Yessir, Bill McGrady will cut you a square deal, I guarantee it.”
“Yessir, Bill McGrady will cut you a square deal, I guarantee it.”
“A man can make a fortune in them hills, but I reckon it might be wiser to set up shop in town.”
Power: +3 Gold +1 Action to buy
Power: +3 Gold +1 Action to buy
Power: + 8 Gold All other players get 2 Gold
Gold Rush
Frontier Justice
Frontier Justice
“A man can make a fortune in them hills, but I reckon it might be wiser to set up shop in town.”
“We settle our debts.”
“We settle our debts.”
Power: + 8 Gold All other players get 2 Gold
Power: Steal a total of 3 Gold from other players in any combination
Power: Steal a total of 3 Gold from other players in any combination
Frontier Justice “We settle our debts.”
Power: Steal a total of 3 Gold from other players in any combination