This is the almanac for advanced players. For simple rules, refer to simple_rules.html.
Refer to this list AFTER you understand the rest of the rulebook.
Open the game board. Shuffle the stack of tiles. Draw 4, invert the stack, and then draw another 3. Randomly place these 7 tiles in the black spots on the game board. Follow the setup instructions on the tiles if necessary.
Each player takes the pieces of one color and places 3 tokens on Construction Site, 3 tokens on Photo Booth, the "12" in the Park Center, and the remaining 5 tokens in front of them.
Put all 10 dice in the “New Dice” quadrant. Take 3 Purchase Gems per player and put them in the “Disks and Gems” quadrant. If necessary, also put Damage disks in that quadrant.
Open the coin bag and give each player 2 coins. Also put 2 coins in the Park Center.
Place the Carney figurine:
Number of Players | 2 | 3 | 4 |
---|---|---|---|
Start Carney Here | Roller Coaster | Photo Booth | Roller Coaster |
Every player should roll a die. The player with the highest roll goes first. In the case of a tie, continue rolling until a starting player is decided.
A player's turn always consists of two phases: a Purchase Phase and a Rolling Phase.
A player may perform a purchase on his or her turn. There are three types of purchase actions: placing, moving, and selling.
You may perform only one purchase per turn unless you spend Gems. In order to gain another purchase action for your turn, turn in a Gem to the bank.
Tiles with price "✦" cannot be bought. Tiles with sell value "✦" cannot be sold.
Placing a token means taking a token from your supply and putting it onto a tile on the board. Pay the price of a tile by giving that number of coins from your supply to the bank, and then put your token onto the tile you just paid for.
The order of operations is as follows: first you give the required coins to the bank, then a buy action occurs on the new tile, and then an enter action on the new tile.
You cannot place a token onto a tile you cannot afford.
Moving a token means taking a token that is already on the board and moving it to a different tile. Pay the difference between the price of the old tile and the sell value of the token to be moved. For example, if a token is on Gift Shop (trade value $2), it costs 6 coins to move it to Ferris Wheel (price $8). Then move your token from the old tile to the new tile.
It is possible for you to gain coins by performing this action.
The old tile and new tile must be different; if you wish to move a token off and back onto the same tile, you should first perform a sell purchase action followed by a place purchase action. However, moving a token (to a new tile) consumes just one purchase action.
The order of operations is as follows: first you give the required coins to the bank, then a sell action occurs on the old tile, then a leave action on the old tile, then a buy action on the new tile, then an enter action on the new tile. This means that it is possible to, for example, move your last Gift Shop to Thrift Store.
Selling a token beams taking a token from the board and returning it to your supply. Gain coins from the bank equal to the sell value of the token.
The order of operations is as follows: first you gain the coins from the bank, then a sell action occurs on the old tile, and then a leave action on the old tile.
Start with all dice in the dice supply. Roll four dice or a number of dice equal to the number of managers you oversee (in the Land of Dreams expansion).
To gain the effect of a token, you must first resolve that die. To do so, perform the action on the tile, and then put the die with the exhausted dice. These cannot normally be rolled again until the start of the next player's turn. Dice that are out of the supply but not yet exhausted are considered in play.
In any order, resolve the dice as instructed below.
You must activate all Diamonds and Triangles by the end of your turn. There is no limit to the number of Diamonds you can activate in a single turn.
Dice showing number 12 are known as Carney dice. You must activate all Carney dice by the end of your turn, unless otherwise noted.
Perform the following steps when activating a Carney die:
When the Carney figurine visits Roller Coaster for the first or second time (depending on the number of players), the game ends immediately. However, if you roll a Carney die and you do not currently have victory condition (defined in this case to be "more VP than any other player"), the Carney die cannot be resolved (it becomes "dead"). That is, the only player who can end the game with Carney is the player who currently holds victory condition.
After your turn ends, move all exhausted dice and dice remaining in play to the New Dice quadrant. The player to your left (clockwise) takes the next turn.
We are human, and errors can occur while playing a game. Please resolve issues relating to forgetfulness by following these policies.
If a player resigns from a multiplayer game:
Coins are gained when instructed to do so by a tile.
There is an infinite amount of coins. If you run out of coins in the bag, use household items as necessary.
There are 12 white Gems (originally called Purchase Gems) included in the game box.
In any particular game, use 3 Gems per person. For example, in a 3 player game, the bank would start with 9 Gems. If the bank runs out of purchase gems, no more purchase gems can be gained until a player uses one.
Some tiles let you gain a Gem. To gain a Gem, take a gem from the bank and put it in your personal supply. You may keep the gem in your personal supply until the game is over.
In order to use a Gem, turn it in to the bank during the Purchase Phase of your turn. You may now perform a second purchase action (place, move, or sell) this turn. You may turn in as many Gems as you own at any certain time.
If there are no more Gems in the bank, you will not be able to gain one.
There is a stack of Damage Disks included in the game box.
When Damage Disks are placed on the board, stack them underneath a token.
Each Damage Disk reduces sell value by $1. For example, if you had a token on Gift Shop (nominal sell value $2) with one Damage Disk, you would need to pay $7 rather than $6 to move it to Ferris Wheel, which costs $8.
Each Damage Disk is also worth -1 VP.
If placing a Damage Disk would cause sell value to be negative, that token immediately returns to Construction Site (and the Damage Disks returned to the bank). For example, if a token on Gift Shop has 2 Damage Disks, adding a third would "trigger" the token to leave the Gift Shop. Since Photo Booth has a trade value of $0, damaging a Photo Booth will always cause that token to return to Construction Site.
When a damage disk return action occurs, the order of operations is: a leave action on the old tile, followed by an enter action on Construction Site.
Moving a damaged token to a new tile causes the Damage Disks associated with that token to be returned to the bank.
There is an infinite number of Damage Disks. If you run out of Damage Disks, use household items as necessary.
Tiles with trade value "✦" are immune to Damage Disks.
Tokens on Construction Site itself cannot be damaged.
During your purchase phase, you may pay coins less than or equal to the number of Damage Disks affecting a token of yours. Remove that number of Damage Disks from that token. This counts as a purchase.
In a normal game, victory condition occurs when a player:
The game ends when a player has victory condition at the start of his or her turn. In the absence of tiles that can cause a player to lose victory points when it is not their turn, this simply means that after a player obtains 40 VP, everyone else has at least one more turn, and they continue playing until someone has more victory points than anyone else at the beginning of their turn.
When you roll a Construction Site, you may immediately move the token rolled to any tile costing $4 or less.
It is not mandatory that you move the token.
If you roll multiples of a token that is currently on Construction Site, you may first move the token to a new tile and then earn the effect of the new tile. For example, if you rolled two 7s and if your 7 were on Construction Site, then you could first move the 7 to Gift Shop (activating the first die) and then earn 2 coins (activating the second die).
If you activate multiple Paparazzis in the same turn, each Paparazzi increases the value of Photo Booth by 1 coin. For example, if you rolled 3 Paparazzis and 2 Photo Booths, each Photo Booth would generate 4 coins, and so you would earn 8 coins total.
After you turn your die, it behaves just as any other die in play. For example, if you have a 6 on Gift Shop and a 4 on Jester and then you roll a 6 and a 4, you can turn your 4 to a 6 and roll a new die such that you now have three dice in play: two 6's and one new number.
If there are no other dice in play when you activate your Jester, turn it to 12. It becomes a Carney die.
As stated above in the purchase phase section, you may move your last token from Gift Shop to Thrift Store as a purchase.
Eliminate the carney mechanic always resolving on 12. Instead, draw a card from a common draw pile on 12. Each card will do something different: some will move the carney, some will require players to get rid of coins, and so on. One card in the deck will cause the game to end if at least one player has at least 20 VP. The deck will have 10 cards and will be reshuffled as required.
Instead of a deck, there could be a "spinner" installed in the center of the game board.
Another approach would be to randomly draw one clown action at the beginning of the game, and all 12's for just this game would use the same action.
Since very early in the development of this game, the purchase phase has taken place at the beginning of the turn, before rolling. However, there are a few other ways that the purchase phase could be scheduled.
When a token is moved, place a gray "dead token" in its place. When the board contains 10+ dead tokens, the game ends.
Whenever triples (or higher) are rolled on a player's initial roll, put a Volcano Chip on Roller Coaster. As soon as Roller Coaster contains 3 Volcano Chips, the game ends, and the player with the most victory points wins.
Note: On a 4-die roll, doubles occur 39.7% of the time, triples 2.6%, and quadruples 0.1%. Inversely, non-doubles-triples-quadruples are rolled 57.7% of the time. This means that triples occur on average every 39 turns. So by waiting until there are 3 Volcano Chips, we are terminating the game at 117 turns, which equals 29 rounds in a four player game. Note that with 5 managers, the probability of triples or better increases to 6.2%, or 12 rounds in a four-player game. The probability is 11.0% (7 rounds) with 6 managers.
Start with 20 Raffle Ticket Disks per player in the middle of the board. Players have only 11 tokens, with token 12 permanently on a new spot on the board. Whenever a player rolls a 12, they gain 1 coin, and they gain a number of Raffle Ticket Disks equal to 4 minus their managers' salary. When there are no casino chips remaining, the game ends. The tiebreaker will count Raffle Ticket Disks.
Note: A player x managers will gain his or her 20 Raffle Ticket Disks in the average number of turns:
Another Possibility to speed setup time: always use the constant 50 disks in the tube. With 4 managers, a game with x players will last:
The above scenario will make a lot of four player games end prematurely, which is not the intent. Another possibility would be to gain the number of Raffle Ticket Disks equal to 7 minus the number of players minus your managers' salary. This would change the game lengths to:
But that might make too much math. This could be simplified to just five minus the number of players, giving the same results as above, but not making the game shorter for 5-manager players.
When players roll a 12, they move the visitor. Different visitors from different expansions can do different things. For example:
The visitor has a backpack that is loaded at the start of the game with coins equal to the number of players present. The visitor starts on Roller Coaster. Every time the visitor visits Roller Coaster, it loses a coin, and the game ends immediately when the visitor loses its last coin.
The Visitor also provides a mechanic to add to cards to prevent them from speeding/slowing the game:
Replace the concept of "Purchase Gems" with just "Gems". Then, Gems can be used to get extra hex plays, for example. Giving extra hex plays would no longer require manually keeping track of that information.
In-between turns, players may trade any amount of coins for any amount of gems amongst themselves.
Different types of amusement parks:
Between your Purchase and Action phases, you have a Payroll phase. If you have 5 or more coins in your supply, you need pay your managers ½ coin each, rounded down. (Or read the number off of the new game board.) Primary purpose: to fight money-hogging strategies. Secondary purpose: to mildly reduce the advantage of having more managers.
There are 12 black Sick Day Gems included in the game box. At the beginning of a game, the bank "owns" all 12 Sick Day Gems.
Some tiles let you attack other players by forcing them to gain Sick Day Gems. In turn order, each player (starting with the one on the attacker's right) gains a Sick Day Gem.
At the start of a player's turn, a player must return Sick Day Gems to the bank as follows. Each Sick Day Gem reduces initial rolls by 1. Sick Day Gems must be returned until initial rolls are no less than 3. For example, if a player has 1 Sick Day Gem and 5 Managers, he or she should return the gem and roll 4 dice. If a player has 2 Sick Day Gems and 4 Managers, he or she should return only 1 gem and roll 3 dice. If a player has 3 Managers, he or she cannot return any gems.
If there are no more Sick Day Gems in the bank, players will not be able to gain one.
You may activate one Hex that you roll. If you roll more than one hex, you may choose only one to activate, even if they are different tiles.
If you play a Hex, it may be before, in the middle, or after you play your Diamonds.