Chandigarh
Chandigarh Rulebook
Table of Contents
Table of Contents
Components
- 12 double-sided Specialist Tiles (x3 in each of 4 colors)
- 16 double-sided Sector Tiles — Brown side (2-3 players), Blue side (4 players)
- 36 Project Cards
- 1 Starting Player Token
- 10 Street Tiles
- 16 Specialist Tokens
- 78 Prestige Point Tokens (x38, x24, x16)
- 72 Buildings — Shops x18, Amenities x18, Temples x18, Parks x18
- 4 Architects
- 4 Specialist Pawns
- 20 Supervisors (x5 in each of 4 colors)
Author: Toni López Illustrations: Edu Valls Graphic design and layout: David Prieto Development and rulebook: Germán P. Millán, Juan Luque and Rafael Sáiz Translation: Jayne Broomhead Proofreading: Susan Broomhead
Setup
Place the Sector Tiles in the centre of the table, forming a 4x4 grid that will represent the City of Chandigarh. Use the Tiles on the brown side for 2 or 3-player games, and the blue side for 4-player games.
Each Sector contains several Plots, where players will build Buildings, and a Plaza. By joining the Tiles to form the City, the edges of the Tiles will create the Streets along which the players' Architects will move throughout the game. The Streets that make up the outer edge of the City will be referred to as the Perimeter.
The illustration on this page labels the parts of the City: Perimeter, Junction, Sector, Street, Plaza, Street Section, and Plot.
Mix all the Street Tiles face down and place one at one end of each Street, and one more in the upper right corner as shown in the illustration; once done, flip them over. Remove the remaining 3 Street Tiles from the game.
Each player chooses a colour and takes the Architect and the 5 Supervisors of their chosen colour. They then place their Architect at the central Junction of the City and the Supervisors in their play area.
Choose one Specialist Tile of each colour on the side of your choice, place the 4 corresponding Tiles next to the City, and on each of them, place as many Specialist Tokens of the corresponding colour as there are players in the game. Then, randomly place the 4 Specialist Pawns in the Plaza of the 4 Sectors that make up the corners of the City. You can choose Specialists randomly or agree on which ones to use. In any case, it is recommended to have 2 Specialists related to one of the 2 game actions (Move and Build) and the other 2 with the other action (Add a New Card to your Project and Score). For the first game, we recommend using the following: Commercial Manager (yellow), Park Designer (green), Local Brahmin (red), and Logistics Manager (blue).
Note: For simpler games with younger or less experienced players, you can play without Specialists. Simply ignore point 4 of the Setup and the parts of the rules that refer to them.
Separate the Buildings by colour, forming the General Reserve. Next, place one Building of each colour on the Plots marked with the corresponding colour.
Note: Remove from the game 2 Buildings of each colour for 3-player games, and 4 Buildings of each colour for 2-player games.
Separate the Prestige Point Tokens according to their value and form a Reserve next to the City. From now on, we will use the abbreviation PP to refer to Prestige Points.
Shuffle the Project Cards and form a face-down deck, then place it next to the City. Next, reveal 6 cards for 2-player games; 7 cards for 3-player games; and 8 cards for 4-player games.
Finally, randomly choose the starting player and give them the Starting Player Token. Starting with this player and continuing clockwise, each player chooses a Project Card from those available and 2 Buildings of their choice of 2 different colours. Each player places the Card in their play area — it will be their initial project — and the 2 Buildings next to it, forming their Personal Reserve of Buildings. The remaining 4 Project Cards stay on the table, forming the Project Reserve.
Now you are ready to start the game.
Variant
Once you are familiar with the game, you can modify the City layout with a simple change: after the setup is complete, you can move two Corner Sectors (including the Specialist Pawns) and place them adjacent to any other Sector.
Gameplay
A game of Chandigarh does not have a predetermined number of turns; it is played until the last Building of one colour is taken. On their turn, each player must decide whether to move their Architect and build or add a new Card to their Project. If they choose the latter action and they already have three Cards in their Project, they score the one which is at the opposite end of the row. Once one of these two actions is performed, the turn then passes to the next player clockwise.
The player who, at the end of the game, has accumulated the most PP is the winner.
During your turn, you can only perform one of the 2 available actions:
- Move and Build
OR
- Add a New Card to your Project and Score
Move and Build
Move
First, you need to check the number of steps your Project Cards add up to. Each Card can show between 0 and 2 steps, add them up and the total is the number of steps that you have available to you to move.
A step involves moving your Architect from the Junction where they are located to an adjacent one, including the Junctions around the Perimeter. You are not required to use all your steps.
The only two limitations for moving are:
- You cannot backtrack, meaning you cannot move in one direction and immediately go in the opposite direction. The only way to return to a Junction you have passed is by taking a detour.
- You cannot end your turn at a Junction if another player's Architect is already there. However, you are permitted to stop and build at Junctions where another Architect is located.
Build
Each step you take allows you to build by placing one of the Buildings from your Reserve onto the City. You can only build on a vacant Plot on the Street Sections adjacent to the Junction where your Architect is located. You can build as many times as the number of steps you take through the City and/or the number of Buildings you have in your Reserve.
Important: You cannot build before moving!
Getting the Help of a Specialist
To get help from a Specialist, you need to build a Building of the same colour as the Specialist Pawn in the Sector where the Pawn is located. To show that you have obtained the help of a Specialist, take one of the Tokens from their Tile and place it next to your Project. Finally, move the Specialist Pawn to a vacant Plaza of your choice in another Sector. From that moment on, you can apply their effect once per turn, even on that very same turn if you still have any steps left to use, and the Specialist's ability is related to the Move and Build action. The abilities of the Specialists are explained on the last page.
Each player can only obtain one Token from each Specialist. Consequently, if a player acquires the last Token of a Specialist, the Pawn of that Specialist is removed from the game instead of being moved.
Some Specialists grant PP at the end of the game to players who have enlisted their services. These PP are indicated in the upper right corner of each Specialist Tile using stars.
Completing a Sector
When you place a Building on the last vacant Plot of a Sector, it is considered completed. Immediately place one of your Supervisors in the Sector's Plaza to indicate that you now are supervising it. The player who built on the last vacant Plot supervises the Sector, regardless of who built the other Buildings.
Note: If there is a Specialist in the Plaza, simply move it to another Sector of your choice with a vacant Plaza.
At the end of the game, the Street Tiles provide PP to players who are supervising the most Sectors in each Street and at the Perimeter of the City.
Example: The Project Cards of the black player allow them to move 3 steps [A]. First, they move to the right and build a green Building [B]. On their second step, they decide to move upward but decide not to build [C]. Finally, they move to the left and build a red Building [D], completing the Sector. Consequently, they place one of their Supervisors in the Plaza of that Sector to indicate that they are supervising it [E].
Add a New Card to your Project and Score
Add a new Card to your Project
Choose one of the 4 Cards available from the Project Reserve and add it to your Project: place it at one end, forming a row of Cards as shown in the illustration. After placing the Card and connecting it to one end, now from General Reserve take the Buildings that are shown on the 2 Cards which you just connected, on the side where they join. Each side of the card can show between 0 and 2 Buildings. The Buildings you acquire always go to your Personal Reserve. Your Reserve has a limit of 6 Buildings; if by acquiring Buildings you exceed this limit, you must immediately remove from the game the Buildings of your choice until you have only 6 left.
Important: This icon represents any Building. You can choose any Building you want from the General Reserve.
Score
If your Project already has 3 Cards, and you add a new one, after obtaining the corresponding Buildings, you must score the Card at the opposite end to where you placed the new Card. This way, your Project always has a maximum of 3 Cards. To calculate the PP you receive: set aside the Card you are scoring, check how many times the pattern it shows is repeated in the City, and multiply it by the PP indicated on the Card itself (stars). Take the PP you earn from the Reserve, place them face down in your play area, and remove the Project Card you just scored from the game.
When counting the instances of a pattern, you must consider that:
- The pattern must respect both the arrangement, orientated in any direction, and the colour of the Buildings.
- The same Building cannot be counted more than once.
- Specialist Pawns are not considered Buildings, even though they share the same colour, and therefore, they do not count.
Example: On their turn, the grey player decides to draw a Project Card, placing it to the left of the ones they already had [A]. With this, they acquire only a yellow Building, which they take from the General Reserve and place in their Personal Reserve [B]. By adding a fourth Card to their Project on the left side, they trigger the scoring of the Card at the opposite end (right side) [C]. This Card grants 2 PP for each instance of the pattern it indicates. The pattern repeats twice [D], so the grey player gains 4 PP from the Reserve and places them face down in their play area [E]. Finally, they remove from the game the Project Card they just scored [F].
On the next two pages, each pattern of the Project Cards is explained in detail.
Finally, draw a Card from the Deck and replace the Project Card you have taken: there should always be 4 Cards available in the Project Reserve.
End of the Game and Final Scoring
The game concludes at the end of the round in which a player takes the last Building of a colour. The current round is completed, and the final scoring is carried out, thus concluding the game.
Final Scoring
- Score one of the remaining Cards in your Project, regardless of its position.
- Score for the Specialists you have acquired; the Specialist Tiles themselves indicate the number of PP each one awards.
- Each street in the City awards PP as indicated on its corresponding Street Tile — the number not in brackets — to the player who supervises the most Sectors adjacent to that Street. Score each Street separately by distributing PP from the Reserve to the players who have obtained them. In the case of a tie on a Street, all tied players receive the number that is in brackets shown on the corresponding Street Tile. The Street Tile located in the corner of the City awards PP to the player who supervises the most Sectors on the Perimeter of the City. When scoring this, it is recommended to flip the Tiles that are being scored.
Example: In the first vertical Street [A], starting from the left, the white player has 3 supervised Sectors, the black player has 1, and the grey player has 1. Therefore, the white player receives the 3 PP awarded by that Street. In the next vertical Street [B], the grey and white players tie with 2 supervised Sectors each, so both receive 1 PP.
After the final scoring, all players count their total PP. The winner is the player with the highest PP total. In the event of a tie, the player who is earlier in turn order, starting with the starting player, is the winner among the tied players.
Project Cards
When scoring a Project Card, multiply the PP indicated on the Card itself by the number of times its pattern is repeated in the City, orientated in any direction. The requirements that each type of pattern requires when scoring it are explained below.
- The indicated Buildings must be on Plots of the same Sector, but on opposite sides.
- The indicated Buildings must be on Plots adjacent to the same Street Section, one on one side and one on the opposite side.
- The indicated Building must be on any Plot of 3 consecutive Sectors horizontally or vertically.
- The indicated Building must be on any Plot of 2 consecutive Sectors horizontally or vertically.
- The indicated Building must be on any Plot of the 4 Sectors that are orthogonally surrounding the same Sector, i.e. above, below, to the right and to the left of that Sector.
- The indicated Building must be on any Plot of 3 diagonally consecutive Sectors.
- The indicated Building must be on a Plot adjacent to the Perimeter.
- The indicated Building must be on the adjacent Plots on both sides of an entire Street. This Street is chosen by the player who scores the Card.
Specialists
The ability of each Specialist can only be activated once per turn. If you choose to activate it, flip over the corresponding Token to indicate that you have used it; at the end of your turn, flip back all the Tokens you turned so that they are face up again.
You can use the abilities of the Specialists at any time during your turn and you can use all those that you have available, keeping in mind that there are two types of Specialists, and you can only use those related to the action you are performing on your turn:
- The abilities of Specialists showing the footsteps icon can only be activated when you perform the Move and Build action.
- The abilities of Specialists showing the Project Card icon can only be activated when you perform the Add a New Card to your Project and Score action.
Below, the abilities of each Specialist are explained according to their colour:
Yellow (Shops)
- Building Assistant — Build a Building by replacing another one that has been built; remove the replaced Building from the game.
- Commercial Manager — Exchange one Building from your Reserve with another from the General Reserve.
- Governor — Return 1 PP to the Reserve to obtain any Building from the General Reserve.
- Project Manager — Discard one of your Project Cards to obtain two Buildings of any kind from the General Reserve. If you have 3 Cards and discard the central one, put the other two together to fill the gap.
- Master Craftsman — You can exchange one of the Buildings you obtain for any other from the General Reserve.
- Building Director — Earn 1 PP if you obtain Buildings of a single colour by connecting two Project Cards.
Blue (Amenities)
- Head of Amenities — Take a Building from the General Reserve when you build an Amenities Building in a Sector of the Perimeter; the Plot does not have to be adjacent to the Perimeter.
- Driver — Move your Architect from one Perimeter Junction to any other Perimeter Junction.
- Building Manager — Build a Building where another player's Architect is located.
- Traffic Director — Move your Architect one extra step.
- Logistics Manager — Place the four available Project Cards under the deck and reveal four new ones.
- Amenities Director — Earn 1 PP if you have all 4 Building types (colours) in your Reserve.
Red (Temples)
- Local Brahmin — Earn 1 PP each time you build a Temple.
- Mayor — Discard a Card from your Project to earn 2 PP. If you have 3 Cards and discard the central one, put the other two together to fill the gap.
- Surveyor — Build a Building on any Plot in the Sectors adjacent to your Architect.
- Architect's Assistant — Build 2 Buildings instead of 1 on one step of your Architect.
- Head Architect — If you have a Temple in your Reserve, redistribute all Buildings in a Sector of your choice.
- Draughtsman — Build a Building where your Architect is located.
Green (Parks)
- Park Engineer — Build a Building on a Plot of a Sector with at least one Park; it is not necessary for your Architect to be adjacent to the Plot in that Sector.
- Sector Manager — Build a Building in the centre of one side of a Sector that does not have any Plots. Maximum one Building on each side without any Plot.
- Chief Gardener — Earn 1 PP when you build a Building in a Sector with at least one Park.
- Head of Supervision — Earn 1 PP each time you complete a Sector.
- Park Designer — Move your Architect to any Junction (including exterior ones) adjacent to a Sector with at least one Park.
- Park Manager — Take any Building from the General Reserve when you score a Project that includes at least one Park.