Tipperary

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B urkh a rd t

e b y Günter
am
itting g n d up.
A tile-f yers ages 8 a
pla utes
fo r 2 - 5 e : 45 min
t im
Playing

OBJECT OF THE GAME

OBJECT
County Tipperary in Ireland: You live in a small town amidst lush green meadows, extensive bogs, and
impressive hills. In the surrounding countryside, you find mystical stone circles and medieval ruins,
build new pastures for your flocks of sheep, and produce whiskey in traditional distilleries.
You explore new areas by choosing landscape tiles each round, which you must skillfully fit into your
displays. While doing so, you try to create as large a rectangular area as possible. The player who also
manages to use the special features of the landscapes to their advantage will come out on top in the
end.

COMPONENTS 1 Game Board with Spinner Wheel

COMPONENTS
Before your first game, you must
attach the wheel to the game
board as shown.

1 River

12 Bonus Tiles

1 “Largest Flock”
Marker
5 Hometowns
12 Towers
60 Landscape Tiles

24 Wooden Sheep 6 Barrels


1 Cloth Bag 1 Scoring Pad
1
SETUP
SETUP

1 Place the game board in the center of the table. (When playing for the first time, remember to
attach the spinner wheel to the game board.)
2 Place the river beside the game board: with 2-4 players, use the side showing numbers from 1-12;
with 5 players, use the side showing numbers from 1-10. Place a barrel in the hole numbered “1”
on the river.
3 Put all the landscape tiles into the cloth bag. Then randomly draw landscape tiles from the bag
and distribute them among the five areas of the game board until there are two landscape tiles
in each area.
4 Turn the bonus tiles to the side showing a big fox, shuffle them, and place them ready at hand.
5 Set the wooden sheep, the towers, and the “Largest Flock” marker aside, forming the supply.
6 Take a hometown each and place it with a random side up in front of you so that the town name
is properly oriented. Also take a barrel each and place it on the starting space of the whiskey
track (i.e., the space depicting a barrel). Return any remaining hometowns and barrels to the
game box—you will not need them this game.
7 The player who has most recently seen a (living) sheep takes the cloth bag. (Alternatively, you can
determine randomly who shall get the bag.)

5 1

4 3

2
6

2
COURSE OF PLAY

COURSE OF PLAY
The game is played over a set number of rounds consisting of the following three phases. With two,
three, and four players, twelve rounds are played; with five players, only ten rounds are played.

1. Placement Phase
Spin the wheel. Then, simultaneously, all players select a landscape tile and add it to their
display.

2. Sheep Phase
Check who has the largest flock of sheep.

3. End of Round
Prepare the next round.

Placement Phase
1. Placement Phase

The player who has the cloth bag must spin the wheel in the center of the
game board. (We recommend you hold the game board with one hand while
using the other to set the spinner wheel in motion.) After the wheel stops
spinning, make sure that each coat of arms on the wheel clearly points to The twigs on the walls
one area of the game board. If in doubt, adjust the wheel a little in clock- sticking out from the
wise direction. game board constitute
the dividing lines
Then all players simultaneously carry out the following three steps. between the areas.

Note: If you like, you can take turns to carry out these steps. Starting with the player who has the cloth
bag and proceeding clockwise, carry out all three steps before the next player takes their turn.

a. Determine which area your coat of arms on the spinner wheel is


pointing to. Then pick up the two landscape tiles from that area.
You can find your coat of arms in the center of your hometown.

Example: An
Chathair (coat
of arms: castle)
takes the depicted
landscape tiles.

3
b. Select exactly one of these two landscape tiles and place it in your display, according to the place-
Placement Phase (cont.)

ment rules. (You may try out the tiles before making your decision.) Return the other landscape tile
to the area from which you took it.

Placement Rules
• You must place each landscape tile or-
thogonally adjacent to another tile in
your display, making sure the spaces
on adjacent tiles align.
• You may rotate the landscape tile or
turn it to the other side if you wish.
(The illustrations on a landscape tile
may be upside down.)
• Landscape tiles may not overlap.
• You may not rearrange the landscape
tiles in your display once they have
been placed.
• Your display is not limited in size; you
may expand it in any direction.
• You may leave gaps.

c. Landscape tiles comprise multiple spaces with different landscape features; some spaces also show
a symbol. Check if any effects are triggered from placing the tile: some landscape features
have an immediate effect, while others become relevant only later in the game. The possible effects
are explained on the following pages.

Landscape Features

Meadow Grain Field Bog

Pasture Ruin Stone Circle

Distillery

4
Meadows and Pastures
Meadows and Pastures: Sheep
The most common landscape features are meadows (without sheep) and pastures (with one or two
sheep). When placing tiles, try to place pastures next to other pastures, to create as large a flock of
sheep as possible.
A flock of sheep is a group of (one or more) orthogonally contiguous pasture spaces. Meadows and
other landscape features are never part of a flock (not even if they show a symbol).

Example: 1 There are two flocks of sheep in your display, comprising 2 and 3 sheep, respectively.
They are not connected because the sheep on the left are not orthogonally but only diagonally adja-
cent to the sheep on the right. 2 You place the depicted landscape tile as shown, connecting the two
flocks to a larger one comprising 6 sheep.

Wooden Sheep
In addition to the landscape feature, some spaces also show a symbol at the
top. After placing a landscape tile with the symbol, take a wooden sheep from
the supply and place it in your display immediately.

Placing Wooden Sheep


• Wooden sheep are placed on meadow spaces in your display. You may (but you do not have
to) place a wooden sheep on the landscape tile you just placed, if it has a meadow space.
• Each meadow space can accommodate at most one wooden sheep.
• If you cannot place a wooden sheep according to the above rules, you do not get the wooden
sheep. (You may not place it later.)

Note: You can get additional wooden sheep from producing whiskey (see next section). The above
placement rules also apply to those wooden sheep.

5
A meadow space with wooden sheep is considered a pasture. Thus, wooden sheep allow you to
Meadows and Pastures (cont.)

connect two separate flocks of sheep or to expand an existing flock.

Example: 1 There are two seperate flocks of sheep in your display, comprising 2 and 3 sheep, respec-
tively. 2 You place the depicted landscape tile providing a wooden sheep, 3 which you place such
that it connects the two flocks to a larger one comprising 6 sheep. (The symbol on the bog you
just placed does not count.)

What Are Sheep Good For?


During scoring, you will get one victory point for every sheep in your largest flock; additional
flocks are worth nothing. The player with the largest flock of them all will get five bonus victory
points.
Grain Fields and Distilleries

Grain Fields and Distilleries: Whiskey


Placing a grain field orthogonally adjacent to a distillery (or vice versa) produces whiskey, i.e., you
may advance the barrel on your whiskey track one space.

2 1

Example: 1 You place a distillery next to the existing grain field, thus producing your first whiskey.
2 Consequently, you move the barrel on your whiskey track to space “3”.

6
Three spaces on the whiskey track (with values 6, 13, and 21) show a symbol. When you move

Grain Fields and Distilleries (cont.)


the barrel onto (or past) a space with symbol, take a wooden sheep from the supply and place
it in your display immediately (see “Placing Wooden Sheep” on page 5).

1
2

Example: 1 You place a grain field next to the distillery you just placed, thus producing your second
whiskey. 2 Consequently, you move the barrel on your whiskey track to space “6” and take a wooden
sheep from the supply, 3 immediately placing it on a meadow space.
As shown in the example above, the same space can produce more than one whiskey, because you
may advance the barrel on your whiskey track for every new adjacency between a grain field and
a distillery. It is, thus, possible to get more than one whiskey with a single tile placement (see the
following example).

2
3
1

Example: 1 There are two diagonally adjacent grain fields in your display. 2 You place the depicted
landscape tile such that the distillery touches both grain fields, thus producing two whiskeys at the
same time. 3 Consequently, you advance the barrel on your whiskey track by two spaces.

What Is Whiskey Good For?


In addition to the up to three wooden sheep that you can gain from the whiskey track, whiskey
is worth victory points during scoring, according to the value indicated by the barrel.

7
Ruins

Ruins: Towers
Whenever three ruins form a new uninterrupted straight line in your display (horizontally or verti-
cally), you get a tower from the supply, placing it in front of you—towers are not placed in your display
until the end of the game (see “End of Game” on page 11).

Example: If you placed the depicted landscape tile as shown on the left, the three ruins would not
form a straight line; consequently, you would not get a tower. Placing the tile as shown on the right,
however, will form a horizontal line of three ruins and, thus, earn you a tower.
Extending a line of three ruins on either end will not get you another tower. It is possible to “re-use”
a ruin space, though, if you use it to form a new line perpendicular to the existing one.

Example: If you placed the depicted landscape tile


as shown on the left, you would not get a tower,
because this would only extend an existing line.
Placing the tile as shown on the right, however, will
form a new (vertical) line of three, thus earning you
a tower.

What Are Towers Good For?


During scoring, you will get victory points for your largest rectangular area. Right before that,
you may place the towers that you have collected throughout the course of the game, e.g., to fill
gaps.

8
Bogs
Bogs: Bonus Tiles
Orthogonally adjacent bog spaces are considered protected sites. Whenever you create a new pro-
tected site, you get a bonus tile from the supply; adding a bog to an existing protected site does not
earn you another bonus tile.
Bonus tiles depict a big fox on the back and a landscape feature on the front (meadow, pasture, dis-
tillery, grain field, ruin, bog, or stone circle). When gaining a bonus tile, immediately place it in your
display with the landscape side up: either orthogonally adjacent to another tile or onto a meadow
space (without sheep or bonus tile). Then check if another effect is triggered by the bonus tile place-
ment (see example).

Example: 1
1 You place the depicted landscape tile 2
as shown, creating a protected site. 3
2 As a reward, you draw a bonus tile:
another bog! You place that one
above the bog on the left, thus cre- 4
ating yet another protected site.
3 The newly drawn bonus tile features
a ruin, which you place on a mead-
ow space to complete a line of three
ruins, earning you a tower.
3
4 If you had placed the first bonus tile
(the bog) on the marked meadow
space, you would not have gained
a second bonus tile, because this
would have only expanded the ex-
isting protected site.

Note: Protected sites do not necessarily have to be formed from


exactly two bog spaces. For example, if you connect two diag-
onally adjacent bog spaces with a third bog (see illustration on
the right), you will also get a bonus tile (but only one).

What Are Protected Sites Good For?


Protected sites are not worth any victory points during scoring. However, the bonus tiles that
you get from them can affect your score if used to trigger other effects (e.g., the production of
whiskey).
Stone Circles

Stone Circles: Victory Points


During scoring, stone circles are worth the printed number of victory points.

Example: This stone circle is worth 2 victory points during scoring.

9
Sheep Phase

2. Sheep Phase
Once all players have placed the selected landscape tile in their display, deter-
mine the player who alone has the largest flock of sheep among all players;
this player takes the “Largest Flock” marker from the supply or from its current
holder. (What constitutes a flock has been explained on page 5.)
In case of a tie for largest flock, consider the following three cases:
i. Currently, no player holds the marker:
The marker remains in the supply.
ii. The current holder is among the tied players:
The marker stays with that player.
iii. The current holder is not among the tied players:
Return the marker to the supply.
Whoever gets the “Largest Flock” marker places it next to their display. (The sheep on it do not increase
the size of their flock.) It is worth 5 bonus points during scoring but only for the player who then
holds it.

Example: With a flock of 5 sheep, An Chathair (at the top) is the current holder of the “Largest Flock”
marker. This round, Tiobraid Árann (on the left) and Béal an Átha (on the right) were able to in-
crease their largest flocks to 6 sheep each, which now contain more sheep than An Chathair’s largest
flock. Consequently, An Chathair must return the “Largest Flock” marker to the supply because An
Chathair is not among the players tied for largest flock.

10
End of Round
3. End of Round

A round ends after the sheep phase. To prepare for the next
round, move the barrel on the river into the hole with the
next highest number. When the barrel enters hole “12” or, in
5-player games, hole “10” (in other words, the last hole of
the river), the final round begins.
Example: At the end of the first round, move the barrel into
hole “2”.
Finally, if there is another round left to play, pass the cloth bag to the next player clockwise, who adds
new landscape tiles to the game board, drawn randomly from the bag, until there are exactly two
landscape tiles in each area again.

Example: In a 3-player game, you will be adding three new landscape tiles at the end of each round.
Areas from which no player has chosen any tiles that round do not get replenished.

END OF GAME
After the sheep phase of the 12th (or, in 5-player games, the 10th) round, you can place the towers that GAME END
you have gained throughout the course of the game in your display. Place them, like landscape tiles,
orthogonally adjacent to existing tiles (not on top of them), filling gaps or expanding your display with
them (in preparation of the subsequent area scoring).

SCORING
SCORING

After all players have had the chance to place their towers (if any), using the scoring pad, score your
displays and determine the winner. You can score victory points (VP) in five categories:
1. Area:
Determine the largest rectangular area within your display that has no gaps in it. (You had the
chance to fill gaps with bonus tiles during the game and with towers at the end.) You get 1 VP for
each space in that area.
Note: Some or all of the nine spaces comprising your hometown may be part of your
largest rectangular area. (Even though the inner six spaces featuring the whiskey track
and other information are not clearly separated, they do count as individual spaces.)

11
2. Sheep:
SCORING (cont.)

Whether you have the “Largest Flock” marker or not, you score 1 VP for each sheep in your largest
flock. (If two or more flocks in your display are of the same largest size, consider only one of these
flocks.) The “Largest Flock” marker scores an additional 5 VP in this category.
3. Exploration:
You get 5 VP If you managed to completely enclose your hometown with tiles. For
this, all 18 surrounding spaces (orthogonally and diagonally adjacent to your ho-
metown) must be occupied by landscape tiles, bonus tiles, or towers. (The small
illustration at the top of your hometown reminds you of this.)
4. Whiskey:
Check the current position of the barrel on your whiskey track and score VP equal to the number
printed on that space.
5. Stone Circles:
Total the printed VP of all stone circles in your display.
Your score is the total of these five values. The player with the highest score wins. In case of a tie,
enjoy your shared victory!

G
56
12 5 5
5
10 2
7
90
5

Example: This display results in a score of 90 VP, composed of the following values:
1 Area: Your largest rectangular area is 7 by 8 spaces for a total of 56 VP.
2 Sheep: Your largest flock comprises 12 sheep. Unfortunately, another player has a larger flock, so you score only 12 VP in
this category.
3 Exploration: Thanks to the tower at the bottom right, you managed to fully enclose your hometown, so you score 5 VP.
4 Whiskey: The barrel is on space “10”, so you score 10 VP.
5 Stone Circles: The three stone circles in your display score a combined total of 7 VP.

Designer: Günter Burkhardt


CREDITS

For rules questions and suggestions,


Editors: Maren Holderbaum, please contact us at:
[email protected]
Grzegorz Kobiela, Ralph Bienert © 2023 Lookout GmbH
Elsheimer Straße 23 For missing pieces or damaged parts,
Illustration: Anna Block (Cover) 55270 Schwabenheim please contact your point of purchase.
Germany For all other concerns, please find help at:
Klemens Franz (Components) www.lookout-games.de https://lookout-spiele.de/en/contact.php
Graphic Design: atelier198
Distributed in the EU by: Imported and distributed in the UK by: Distributed in the United States by: Distributed in Canada by:
Asmodee Group Esdevium Games Ltd – trading as Asmodee UK Asmodee North America Asmodee Canada
18, rue Jacqueline Auriol, Quartier Villaroy 6 Waterbrook Road, Alton, Hampshire 1995 West Country Road B2, Roseville 31 rue de la Cooperative
12 BP 40119 78041
Guyancourt Cedex – France
GU34 2UD MN 55113, U.S.A.
www.asmodeena.com
Rigaud, QC, Canada J0P 1P0

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