Harmonies Rules V3
Harmonies Rules V3
Harmonies Rules V3
SETUP
1. Place the Central board with the 2‐4 player side faceup. Align the point of it so that it is poin ng down. Fill each of the 5 spaces of the
Central board with 3 tokens each drawn at random.
2. Shuffle the Animal cards and place 5 cards faceup next to the Central board in a line.
3. Place Steve’s board nearby. Out of Steve’s 9 card automa deck take the automa card with the “reshuffle” icon out of the deck and place it
to the side. Shuffle the rest of the 8 cards and select two and place them with the “reshuffle” card. Shuffle those three cards together and
place them on the bo om of Steve’s deck. Shuffle the remaining 6 cards and place them on top of the three cards to form Steve’s 9 card
deck. Place this deck underneath his personal board.
4. Deal the top Animal card off the Animal deck faceup to Steve in its furthest le Animal spot above his board.
5. Steve is currently only compa ble with Side A of your player board. Take 3 Orange cubes and place them on their designated spot on
Steve’s personal board.
6. You are the first player. Once done, your play area should look something like this.
GAME OVERVIEW
Steve will allow you to play Harmonies against an automated opponent replica ng a two‐player game and thus giving you a win/loss condi on.
Steve comes in three difficul es, easy, normal, and hard. When you go to take your turn, you follow the rules as normal. Addi onally, if you do not
take an Animal card on your turn, you may discard 1 Animal Card from the center of the table and replace it with the top card from the draw
pile. Steve will act according to his deck of 9 cards. You and Steve will alternate turns un l either you have triggered end game by having 2 or fewer
empty spaces on your personal board or Steve has ended the game via his special method explained later in this rules document. So, what are we
wai ng for? Crikey, let’s get going!
GAMEPLAY TIPS
If you ignore Steve and what Steve needs to complete Animal Cards you will lose. Use the “discard an animal from the center of the table” ac on to
your advantage even if it means you can’t draw the Animal Card you want that turn.
STEVE OVERVIEW
When it’s Steve’s turn flip over the top card from his deck and resolve the ac ons listed below.
Next, Steve will only take an Animal Card from the supply if the condi ons are met. In the example below If Steve has less than 2 Animal Cards
above his player board then he will a empt to take an Animal Card from the supply. If he has 2 or more he will ignore this step.
However, if he is instructed to take an Animal Card and can, he will priori ze taking the le most card in the Supply that matches the le most color
showing on his AI card. In the example below, Steve would want to take the le most “Red” Animal Card in the Supply. If there was no “Red” Animal
Card in the Supply he would then look to take the le most “Green” Animal card in the Supply (and so on and so forth). When adding Animal Cards
above his personal board he will add it to the le most unoccupied spot. In the example below, let’s say there was no “Red” but there was a “Green”,
he would add it to the second spot above his personal board. Steve does not place Orange cubes on Animal Cards during this step. Once Steve takes
an Animal Card from the Supply, refill its spot with the top card of the Animal Card Deck.
Once Steve takes tokens, he will fill in Bubbles on his personal board in the appropriate sec ons based on the type of token taken. When Steve fills
in Bubbles he will always fill in unfilled Bubbles from le to right. For Trees, brown spaces are for Brown tokens while green spaces are for Green
tokens. Every other sec on is self‐explanatory as those sec ons don’t require different color types. For example purposes let’s say Steve dra ed a
Brown, Green, and Grey token. In this case Steve would fill in the le most Brown Bubble in the Trees sec on and the le most Green Bubble. For the
Grey token he would fill in the le most white Bubble in the Mountain sec on.
In the event Steve cannot fill in a Bubble because there are no more remaining (let’s say he just selected his 6th Green token whereas there are only
5 green Bubbles) he would instead fill in the le most Bubble at the bo om of his personal board. White Bubbles don’t give any benefit to Steve.
However, if he fills in a colored Bubble he will immediately fill in the next le most unfilled Bubble in that color’s sec on. In the event he can’t
because there are none le he will repeat the process again and fill in another Bubble on the track at the bo om of his personal board poten ally
ac va ng the next benefit.
For example, if the card below was the le most Animal Card above Steve’s board and he had Yellow, Red, Brown, and Grey tokens in his pool he
would place the Yellow and Red tokens on this card. For the wild he would reference his current AI card to see whether to use the Brown or Grey as
the wild. To do this look at the tokens showing on the bo om of the AI card drawn this turn and pick the token that appears first going from le to
right. In this case Steve would pick the Grey token to use as the wild since it shows up earlier than the Brown token on its card. The Brown token
that is le over can now be checked to see if it can go on the next Animal Card above Steve’s board.
If the le most Animal Card above Steve’s personal board did not get any tokens placed on it this turn, take one Orange cube from his personal
board and place it onto the card. If Steve ever has 3 orange cubes on the le most card he will complete that card during his next step. Only the
le most card gets Orange cubes placed on it. No other cards above his personal board will get Orange cubes placed on it even if they didn’t have
any tokens placed on them this turn.
At this point Steve may have a number of tokens in his pool from tokens just added from completed Animal Cards and poten ally tokens he wasn’t
able to place during step 3. Steve will retain up to 3 le over tokens per turn in his pool. The three kept will be determined by the AI card drawn that
turn. Retain the first three tokens that appear on his AI card. For example (based on the card showing above), let’s say he had 2 Green and 2 Yellow
tokens le over, he would retain 1 Green, 1 Yellow and then would wrap back around and retain the other Green token. All other tokens not
selected are discarded out of play (not returned to the bag).
5. CHECK AI CARD FOR ENDGAME TRIGGER ICON
Some of Steve’s cards have the “End of Game” icon on them. If the AI card drawn this turn has it, then mark off the le most unfilled Bubble on the
“End of Game” track at the bo om of Steve’s personal board. When the 4th Bubble on this track is marked off check to see if you have 4 or less
empty spaces on your personal board. If you do the game ends at the end of this round. If you have more than 4 empty spaces the game will end at
the end of a round in which you have 4 or less empty spaces on your board. This simulates another player poten ally ending the game early on you
and not stacking tokens as much as you might which can happen in a mul player game.
GAME END
The game ends at the end of a round in which either the player has 2 or less empty spaces on their player board or Steve has triggered the end of
the game with his icons and you have 5 or less empty spaces on your player board.
TALLYING POINTS
You will score exactly like you would in a mul player game. Steve is designed to score similarly but with some tweaks. You can use the scorepads
that came with the pad to score for both of you. In the event of a e compare the number of Orange cubes you have on your personal board to this
difficulty chart, if you have more than Steve you win (Easy – 5, Normal 8, Hard‐ 10). Now, let’s look at each sec on to see how Steve Scores.
TREES – Steve will score points based off fully filled in trees. In this example below Steve would score 7+3+1 for a total of 11 points for the three
completed trees he has.
MOUNTAINS – Mountains need to be together just like yours do. Mountains don’t score for Steve unless both groups that are linked are filled in. In
the example below Steve would score 8 points for mountains. Although the third mountain was filled in, the 1 token mountain it was linked to was
not filled in, so it doesn’t score.
FIELDS – Fields score for each group that is filled in. In the example below Steve would score 5 points for the first group. Although he filled in two of
the three Bubbles for the second group he will not score for them.
BUILDINGS – Buildings are pre y straight forward that they just score for each group that is filled in. For the example below Steve would score
5+5for a total of 10 points.
WATER – Water scores based off how far Steve gets along its track. In the example below Steve would score a TOTAL of 5 points (not 2+5). If he
would have filled in one more Bubble he would have scored a total of 8 points. Steve gets +4 points for each Bubble filled in a er 15.
ANIMAL CARDS – Steve scores Animal Cards based off the difficulty.
For EASY, Steve scores the third highest number showing on the Animal Card. In the case there are only two numbers, he will score the second one.
In the example below Steve would score 5+8+4+4 for a total of 21 points. Steve does not score for incomplete Animal Cards above his personal
board.
For NORMAL, Steve scores the second highest number showing on the Animal Card. In the case there are only two numbers, he will score the
second one. In the example below Steve would score 10+8+9+9 for a total of 36 points. Steve also scores the lowest number showing on the Animal
Card on any incomplete Animal Cards on his personal board that have at least one token placed on them.
For HARD, Steve scores the the same as normal difficulty but also scores an addi onal 4 points per completed Animal Card.