PolyhedralPark FullGame-4

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P lyhedral Park Planner D ESIGNED BY J USTIN S CHROEDER1

1−100 PLAYERS • AGES 10 & UP • 30 MINUTES

Objective QUICK REFERENCE


The biggest board gaming convention in the world is coming to your city, and local Look here for helpful tips and re-
leaders want to develop a new city park to celebrate the event. They have solicited minders as you read through the
rules!
designs from the most prestigious firms in town to see who can plan the best park
according to the demands of the local population. You, as a representative of one
of these firms, must manage the limited budget of city hall and the restrictions of
the proposed park site as you decide where to plant trees, lay paths, dig lakes, and
build benches. The park planner that pleases the most people will win the bid and
be honored at the opening ceremony of the convention.

Components Components
In addition to the park sheets in-
cluded with the game, you can
Hundred Acre Wood find 100 additional unique park
sheets online! Visit
1 set of polyhedral dice https://cardboardcrucible.com/our-
(d4, d6, d8, d102 , d12, d20) games/polyhedral-park-planner.

Earn 1 for each tree in your largest


connected forest.

(Example board: 13 )

Solitaire Challenge

Earn 3 for having a forest that con-


tains at least 14 trees.

100 unique park sheets3 12 tarot size scoring cards

Setup Setup
Deal three scoring cards, then
The setup is the same regardless of the number of players. Game play in Polyhedral give each player a park sheet and
Park Planner is simultaneous, so the number of players is only limited by the number writing utensil.
of player sheets available.

1. Randomly deal three scoring cards in the center of the table. These objectives
represent the only ways that players can earn victory points during the game. Tip
If you have them available, give
2. Give each player a park sheet and a writing utensil. Each park sheet has a each player a green, gray, blue
random layout of numbers in the park squares, so players should agree before and brown writing utensil so they
the game whether they should use different sheets or if they should all use copies can create a more thematic park
of the same sheet. sheet!

1
Special thanks to Lauren Schroeder, Ivan Vasquez, and April Wilson.
2
The 0 face on the d10 should be counted as a value of 10.
3
This packet contains 2 park sheets, but there are 100 additional unique park sheets available for download at
https://cardboardcrucible.com/our-games/polyhedral-park-planner.

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Anatomy of a Park Sheet
Values required to
Park area
unlock each development

Round tracker

Die modifiers and


other penalties

Scoring area Discarded dice tracker

Game Round Game Round


Each game lasts 10 rounds.
A game of Polyhedral Park Planner lasts 10 rounds. In each round the following two Each round has two parts:
phases are carried out.
1. Roll dice and record results.
1. Roll dice: One player rolls all six dice, then calls out the results. Each player 2. Use dice to:
writes the values in the box corresponding to the current round. The type of die
is not important, only the value. (a) Unlock a development
(b) Place an unlocked de-
2. Use dice: Simultaneously, each player uses the dice to perform some actions. velopment
Each die may only be used once, but two or more dice can be combined to form (c) Discard a die
a larger value (you can never split a die value, only combine it with other values).
Three times per game you may also adjust the value of a single die up or down
by 1 (values do NOT wrap around). If you choose to do so, mark off one of the
die modifiers in the appropriate section on your park sheet. Each die modifier
you use carries a game-end penalty. After applying any dice combinations or
modifications, you may use the dice to do the following actions:

(a) Unlock a development: Circle the value(s) you use to unlock one of the de- (a) Circle value(s) that sum to a
velopments listed above the round tracker on your park sheet. The available number in the given range of
the development you want
developments (and values required to unlock that development) are: tree to unlock.
(1-4), path segment (5-8), water (9-12), and bench (13 or higher). You
may unlock more than one development each round, but you must place at
least one of each development that you unlock. The developments that you
unlock are available for THIS ROUND ONLY. If you want to use them in a
later round, you must unlock them again. The circled die values used to
unlock developments may NOT be used to place developments this round.
(b) Place an unlocked development: Cross off the value(s) you use to place (b) Cross off value(s) that sum
one of the developments that you unlocked this round in a square whose to the number in the park
square in which you want to
printed value matches the value (or sum of values) of the dice you crossed place an unlocked develop-
off. You may place more than one of each development that you unlocked ment.
this round (but you must place at least one).
(c) Discard: If you cannot use or choose not to use a die value, cross it off and (c) Cross off a value and mark
mark off one of the discarded dice boxes below the round tracker. off a discarded dice box.

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Game Round Example
1. Roll dice: Alice rolls the dice, noting the following results:
3 on the d4, 1 on the d6, 6 on the d8, 1 on the d10, 7 on
the d12, and 12 on the d20. She records these values in
7
the appropriate box in the round tracker of her park sheet.
Looking at the results, she decides to put a bench in the
highlighted square with value 7, so she needs to unlock
the bench development.

2. Use dice: Alice circles the 12 and 1 values, which sum to


the required unlock value of 13 or higher for the bench de-
velopment. She then crosses off the 7 to place a bench in
the desired square. She could continue to place benches
using the remaining values, but she prefers to place path
segments in the highlighted squares, so she needs to un-
1 3
lock the path segment development.

3. Use dice (continued): Alice circles the 6 to unlock the


path segment development, then crosses off the 1 and 3
to place path segments in the desired squares. Her round
is now complete; as soon as all the players are finished
using the six values for this round, the game proceeds to
Round 2.

Scoring Scoring
The game ends after 10 rounds.
Once everyone finishes the 10th round, proceed to end of game scoring. Each player’s score is the sum of
the following:
1. Compute your score for each of the three scoring cards and record these scores 1. Positive points from the three
in the appropriate objective boxes on your park sheet. A region (i.e. a con- scoring cards
nected section of developments of any type) can only be scored if it is
2. Negative points from three
connected to the info booth in the center of the park sheet. Follow the in- penalty sections
structions on the cards to determine your score, and see Page 4 for some clar-
ifications and reminders. In a multiplayer game, you score points according to (a) Die modifiers
the number of required features present in your park. In a solitaire game, each (b) Regions not connected
Solitaire Challenge is worth 3 victory points if you complete it; otherwise, it is to info booth
worth 0 points. (c) Discarded dice

2. Compute your total penalty from the three penalty sections and record it in the Tiebreaker: draw and score a
penalty box on your park sheet. For the die modifiers, your penalty is the value random unused scoring card.
under the last modifier that you marked off; for example, if you used all three then Continue until the tie is broken.
you would have a penalty of –6 victory points. Each region that is not connected
to the info booth—no matter how many squares it contains—gives you a penalty
of –2 victory points. Finally, each discarded die gives you a penalty of –1 victory
point. Penalties are computed in the same way for both the multiplayer and
solitaire versions of the game.
Solitaire Success
3. Compute your total score4 . For a multiplayer game, the player with the highest 0 or less → You’re fired
score is the winner. If there is a tie, draw one random unused scoring card; 1 to 3 → Job security
whichever tied player has the highest score for this new card is declared the
4 to 6 → Promotion
winner. If there is still a tie, repeat this process until a winner is declared. For a
solitaire game, judge your success according to the table to the right. 7 or more → Architect of the Year

The green squares are orthogonally adjacent to the highlighted The green squares are diagonally adjacent to the highlighted
gray square. All five squares are considered to be CONNECTED. gray square. NONE of the five squares are connected.

4
For a complete scoring example and explanation, visit https://cardboardcrucible.com/our-games/polyhedral-park-planner.

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A Note on Drawing Paths
Any two adjacent path segments are assumed to be connected. To help illustrate this while maintaining an
aesthetically pleasing park sheet, we suggest drawing paths as follows.
1. For each new park segment, simply draw one small circle in the center of the park square.

2. Whenever you place a park segment that is adjacent to existing park segments, draw additional small circles
to connect these segments.

−→ −→ −→ −→

Anatomy of a Scoring Card

Card title A Little Bit of Everything

Example park area with relevant


developments highlighted

Scoring instructions for Earn 2 for each complete set of


(i.e. earn 2 for each
a multiplayer game development that you have the fewest of). Victory points the example park area
(Example board: 8 )
Solitaire Challenge
shown would earn for this scoring card
Scoring instructions for Earn 3 for having at least 8 of each
type of development.
a solitaire game

Clarifications and Reminders


• A development is a park feature of one of the following types: tree, path segment, water square,
or bench; a park square is developed if it contains a development.
• Two developments are adjacent if they are orthogonally adjacent. Diagonal adjacency is ig-
nored unless a card states otherwise.

• A region is a collection of (orthogonally) connected developments. A region of trees is a forest,


a region of path segments is a path, and a region of water squares is a lake.
• See the diagram on the bottom of Page 3 for a pictorial representation of adjacency and con-
nectedness.
• The info booth is the center square of your park board, denoted by . You can only earn
points for a region or development if it is connected to the info booth. The info booth does
not count as a developed park square for scoring purposes.
• For A L ONG AND W INDING R OAD, a path is closed if it is a loop, or if each end of the path is
adjacent to either the boundary or the info booth (e.g. the path shown on the card is closed).
You may ignore adjacent path segments when determining if your chosen path is closed or not.

4
A Long and Winding Road Hundred Acre Wood

Trace a path. Earn 1 for each segment


in this path (no backtracking), and earn an Earn 1 for each tree in your largest
additional 5 if this path is closed (see connected forest.
page 4 for definition of closed).
(Example board: 17 ) (Example board: 13 )

Solitaire Challenge Solitaire Challenge

Earn 3 for having a path that con- Earn 3 for having a forest that con-
nects one side of your park to the op- tains at least 14 trees.
posite side.

From Sea to Shining Sea Best Seats in the House

Earn 2 for each water square in your Earn 2 for each bench in your park.
largest connected lake. These benches do not need to be con-
nected to each other.
(Example board: 20 ) (Example board: 24 )

Solitaire Challenge Solitaire Challenge

Earn 3 for having a lake that con- Earn 3 for having at least 14
tains at least 12 water squares. benches anywhere in your park.

5
Natural Borders Bridges over Troubled Water

Earn 4 for each bridge in your park.


Earn 1 for each tree or water square
A bridge is a path segment with water
on the boundary of your park.
squares on either side.
(Example board: 17 ) (Example board: 16 )

Solitaire Challenge Solitaire Challenge

Earn 3 for having at least 8 trees Earn 3 for having at least 4 bridges
and 8 water squares on the boundary in your park.
of your park.

A Shady Place to Rest Gone Fishin’

For every bench, earn 1 for each or-


Earn 3 for each bench that is adjacent
thogonally adjacent and diagonally adja-
to at least two trees.
cent water square.
(Example board: 15 ) (Example board: 4+4+3=11 )

Solitaire Challenge Solitaire Challenge

Earn 3 for having at least 6 benches Earn 3 for having a bench that is
that are adjacent to two or more trees. completely surrounded by 8 water
squares.

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Center of Attention A Little Bit of Everything

Earn 4 for each developed square that Earn 2 for each complete set of
is orthogonally adjacent or diagonally ad- (i.e. earn 2 for each
jacent to the info booth. development that you have the fewest of).
(Example board: 20 ) (Example board: 8 )
Solitaire Challenge Solitaire Challenge

Earn 3 for having at least 5 devel- Earn 3 for having at least 8 of each
oped squares orthogonally or diago- type of development.
nally adjacent to the info booth.

A Walk to Remember Frequent Pit Stops

Earn 2 for each segment in your


longest connected path of shaded path Earn 4/8/12/16/20 for each con-
segments. A path segment is shaded if it nected path that has 3/4/5/6/7+ benches
is adjacent to at least one tree. adjacent to it.
(Example board: 14 ) (Example board: 4+8=12 )

Solitaire Challenge Solitaire Challenge

Earn 3 for having a path with at least Earn 3 for having a path that is adja-
8 consecutive shaded path segments. cent to at least 8 benches.

7
2 3 14 10 1 2 8 8 5
1−4 5−8 9−12 13+
11 8 12 15 16 4 12 6 13
1
4 3 11 4 7 4 15 4 3
2
8 3 3 18 20 18 6 2 5

10 3 3 19 17 4 1 6 3

1 11 10 17 19 20 9 2 9 4

6 9 7 6 1 1 6 5 5 5
16 1 7 9 4 10 7 5 2 6
1 2 2 7 12 14 13 8 5
7
2 per developed 8
1 1 1 region that is not
connected to
1 3 6 9

+ + − = 10
Obj. 1 Obj. 2 Obj. 3 Penalty TOTAL 1 per discarded die:

5 4 8 3 4 10 7 3 6
1−4 5−8 9−12 13+
15 9 5 2 11 8 2 6 7
1
5 11 1 5 10 4 1 7 1
2
2 2 4 17 18 18 10 4 7

5 1 10 20 20 4 14 12 3

3 12 6 19 19 17 1 11 5 4

3 1 2 6 16 3 9 2 3 5
13 2 6 6 8 8 12 15 4 6
9 9 7 1 13 8 14 3 16
7
2 per developed 8
1 1 1 region that is not
connected to
1 3 6 9

+ + − = 10
Obj. 1 Obj. 2 Obj. 3 Penalty TOTAL 1 per discarded die:

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