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Combi-Nations

Combi-Nations Rulebook

Table of Contents

Table of Contents

  • Components
  • Preparation
  • Turns
  • U-Turn Once!
  • Final Countries
  • Victory Points
    • Victory points per area
    • Victory points per FACILITY (space with icon)
  • Country Score Example
  • Solo Game

Components

  • 1 ARROW per player color
  • 1 TOKEN per player color
  • 35 SAND tiles
  • 1 MARKET board and 1 RING
  • 2 SCORE LIST tiles
  • 5x20 LAND tiles
  • 1 MARKET MARKER
  • 1 SCORE SHEET pad

Preparation

  1. Give each player an ARROW and TOKEN in one color, and 7 SAND tiles: 3 with only SAND spaces (hexagons), 1 with 1 FOREST, 1 with 1 GRASS, 1 with 1 CITY and 1 with 1 LAKE space. Now each player builds their country with these 7 tiles. Best to build a compact shape!
  2. Place the MARKET board in the middle of the table. The number of arrows pictured at the board edge equals the number of players. Therefore, with 2 or 3 players you place the RING on the MARKET board.
  3. Place the 2 identical SCORE LIST tiles in places where all players can see them clearly.
  4. Stack all LAND tiles, face-down, shuffled, on the matching spots on the MARKET board (so 5 stacks of 20 tiles).
  5. Take the LAND tiles as shown on the MARKET board edge (or the RING), from the stacks, and place these next to board edge spaces, face-up.
  6. Place the MARKET MARKER on the stack with the tiles that consist of 2 spaces.
  7. The player who lives closest to a country border is the starting player. This player turns their TOKEN to the '1st' side and places their ARROW next to the MARKET board, parallel to arrow number 1. The neighbor to their left places their ARROW next to number 2, the next player in clockwise order places next to number 3, and so on.

VARIANT on 1: All players build the country shape as shown at the last digit of the current day of the month. Example: Build country shape 8 if it's October the 28th. Shuffle your 7 SAND tiles and place them one by one, following the red line. (The page shows ten country shapes, numbered 0 to 9, each with a red line indicating the order in which the 7 tiles are placed.)

Turns

Each turn consists of 4 parts in below order. After the starting player, turns proceed clockwise.

  1. Move your ARROW, in the direction it points, to the 1st, 2nd or 3rd placeable(!) LAND tile. Passing other ARROWS is allowed. A tile is placeable if you can fit it face-up on your SAND spaces. Example: If (late in the game) the 2nd, 3rd and 5th tile in front of your ARROW are impossible to place in your country, then you move to the 1st, 4th or 6th tile. Sometimes there may be only 1 or 2 placeable tiles to choose from.
  2. Move the MARKET MARKER over the tile stacks, clockwise, by a number of steps equal to the number of steps you moved your ARROW (so 1, 2 or 3). Skip empty spots at the MARKET if the stacks are exhausted.
  3. Take a tile from the stack in front of the MARKET MARKER. Place it, face-up, where your ARROW came from. If the stack is empty, take a tile from the next stack.
  4. Take the tile by your ARROW and place it (face-up) on SAND spaces in your country, adjacent to at least 1 LAND or FACILITY space. You must place a tile if you can.

U-Turn Once!

Once per game, you can flip your ARROW, to move 1, 2 or 3 steps counterclockwise to a placeable tile. You can never turn again, so all remaining turns you must move counterclockwise. (The MARKET MARKER continues to move clockwise.)

Final Countries

You trigger the game end if:

  • You filled all SAND spaces, or
  • You have no possible moves (so all tile shapes around the MARKET board do not fit in your country).

In both cases, play continues until it's the starting player's turn. Then the players who placed a tile in their last turn get 1 extra turn!

Victory Points

After the last turn, use a SCORE SHEET to count each player's victory points (VP).

Victory points per area

An area is a cluster of 1 or more LAND spaces of the same type. Areas are called FOREST, GRASSLAND, CITY or LAKE below.

Area size123456789101112131415+
Victory points012468101316192225283134

The LAND type which gives you the fewest VP, counts double! Write your total score for that LAND type below your 4 LAND type scores.

Victory points per FACILITY (space with icon)

Tip: For a simpler game you can use the rule that each FACILITY just gives 2 VP, instead of below rules.

7 FACILITIES give 3 VP each if you have it AND perform the best of all players (joint-best is enough):

  • WILDLIFE PARK: 3 VP if adjacent to the largest FOREST.
  • GOLF COURSE: 3 VP if adjacent to the largest GRASSLAND.
  • FUN PARK: 3 VP if adjacent to the largest CITY.
  • TOUR BOAT: 3 VP if adjacent to the largest LAKE.
  • RESTAURANT: 3 VP if adjacent to the largest area.
  • TOUR OPERATOR: 3 VP if you have the most FACILITIES (this included).
  • CAMP SITE: 3 VP if you have the fewest empty SAND spaces remaining.

For the other 17 FACILITIES you don't compare to other players:

  • HIKERS' CABINS: 1 VP per adjacent FOREST space on other tiles.
  • FARM: 1 VP per adjacent GRASS space on other tiles.
  • MALL: 1 VP per adjacent CITY space on other tiles.
  • HARBOR: 1 VP per adjacent LAKE space on other tiles.
  • HIKING TRAILS: 4 VP, minus 1 VP per other FOREST.
  • MARKET: 4 VP, minus 1 VP per other GRASSLAND.
  • METRO: 4 VP, minus 1 VP per other CITY.
  • DIVING SCHOOL: 4 VP, minus 1 VP per other LAKE.
  • WATCHTOWER: 4 VP, minus 1 VP per other FACILITY.
  • VIEWPOINT: 2 VP. Just 2 VP.
  • BANK: 2 VP per adjacent other FACILITY.
  • ZOO: 1 VP per LAND type that is adjacent to this ZOO. So maximum 4 VP, and at least 1 VP because of the GRASS space on this tile.
  • HOTEL: 1 VP per other FACILITY.
  • AIRPORT: 1 VP if this hexagon is on the border of your country, 2 VP if it's at 1 hexagon distance and 3 VP if it's at 2 hexagons distance to the nearest border.
  • CUSTOMS: Victory points equal to the number of sides of this hexagon on the border of your country.
  • RACE TRACK: Victory points equal to the number of spaces in the shortest distance to the nearest other FACILITY. So 0 VP if a FACILITY lays next to the RACE TRACK. And 0 VP if you have no other FACILITIES.
  • BIRD CONSERVATION: Instead of the penalty points (see below), each remaining SAND space gives 1 VP.

EMPTY SPACES PENALTY POINTS: Minus 1 VP per remaining SAND hexagon in your country.

Country Score Example

Player BLACK has no more turns (because all tiles around the MARKET board contained 3 spaces).

VP for areas:

  • The 4 FORESTS, of size 6, 2, 1 and 1 space, give 8, 1, 0 and 0 VP.
  • The 2 GRASSLANDS of 7 and 1 space give 10 and 0 VP.
  • The 3 CITIES contain 5, 4 and 1 CITY spaces, so give 6, 4 and 0 VP respectively.
  • The LAKE consists of 5 spaces, so 6 VP. This is the lowest LAND type score, so the 6 VP counts double.

VP for facilities:

  • The MALL is adjacent to 4 CITY spaces. The space on the same tile as the MALL itself doesn't count for victory points, so 3 VP.
  • The AIRPORT is 2 spaces away from the border, so 3 VP.
  • The GOLF COURSE is adjacent to a GRASSLAND which is 7 spaces large (and another GRASSLAND of 1 space). Another player has an 8 spaces GRASSLAND, so larger. So no one wins the victory points.
  • The CUSTOMS hexagon has 2 sides on the country border, so 2 VP.
  • The "noisy" RACE TRACK is 2 spaces away from the nearest other FACILITY (the HIKING TRAILS), so gives 2 VP.
  • The HIKING TRAILS would bring 4 VP if there was only 1 FOREST in the country. But there are 4 FORESTS. The extra 3 FORESTS each cost 1 VP. So 4 VP minus 3 makes 1 VP.

Penalty points: The 3 remaining SAND spaces each cost 1 VP, so -3 VP.

Solo Game

  • Set up the game as if it were a 2 player game in which you are the starting player and only you build a country.
  • In their 1st turn, the ARROW of your "opponent" moves as many steps as your ARROW.
  • In the rest of the game, your opponent moves a number of steps equal to the number of spaces on opponent's last "chosen" LAND tile.
  • Once the opponent has taken 15 LAND tiles, you have 1 (16th) final turn remaining.
  • SCORE EXCEPTION: The first 7 FACILITIES in above list give 2 VP each, always.
  • Try to beat your best score.