PolyhedralPark FullGame-4
PolyhedralPark FullGame-4
PolyhedralPark FullGame-4
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.
(Example board: 13 )
Solitaire Challenge
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.
1
Anatomy of a Park Sheet
Values required to
Park area
unlock each development
Round tracker
(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.
2
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.
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.
3
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.
−→ −→ −→ −→
4
A Long and Winding Road Hundred Acre Wood
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.
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 )
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 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.
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.
6
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.
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: