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Come Together

Come Together Rulebook

Table of Contents

Table of Contents

  • General Components
  • General Setup
  • Individual Components
  • Individual Setup
    • Starting Material:
    • Organizing Your Individual Components:
  • Game Overview
    • Card Combinations
    • The Public's Musical Tastes:
    • Description of the Festival Board
  • Game Play
  • A — Place Workers
  • B — Activate a Location
    • 1. Place Your Activation Token
    • 2. Obtain Cards and Publicity
    • 3. Maintenance
  • C — Recover Workers
  • Bonus Details
    • Example of a Bonus Chain:
  • Card Details
  • End of Round
    • 1. Claim Your Reserved Cards
    • 2. Newspaper Points
    • Example:
  • Newspaper Tile Details
  • Festival Points
    • Description of an Artist (Star) Card:
    • Example (Rising Star card):
    • Example (Star card):
  • Discarding Meeples and Campsite Cards
    • When Does the Black Publicity Marker Reach a New Icon?
  • Setting Up the Next Round (Rounds 1 and 2 only)
  • End of Game
    • Meeple Points:
    • Stand Points:
  • Advanced Setup
  • 2-Player Game
  • Solo Mode
    • Achievement Table
  • Special Powers Variant
    • Festival Board Handicaps:
  • Special Power Details
  • Appendix
    • Icons on the Player Aids, the Setup Card, and the End-of-Round Card:
    • General Location Tile Icons:
    • Newspaper Tile Icons (see page 13):
    • Bonus Icons (see page 10):
  • Credits

General Components

1 Game Board — double-sided (front: 1 to 4 players; back: 5 to 6 players).

12 Location Tiles

  • Front (example)
  • Back (4 Round 1 tiles)
  • Back (4 Round 2 tiles)
  • Back (4 Round 3 tiles)

6 Newspaper Tiles

  • 5 standard Newspaper tiles, double-sided (example)
  • 1 Round 3 Newspaper tile, double-sided

16 Friend Cards

  • Front (example)
  • Back

1 End-of-Round Card

18 Flower Power Tokens

1 Count Marker

90 Meeples (Public) — in five colors.

33 Stage Upgrade Tokens

  • Front
  • Back

1 Marker Bag (count marker)

Stage Deck — 25 Stage cards, 7 Rising Star cards. Back shown; front (example).

Star Deck — 30 Star cards, 7 Rising Star cards. Back shown; front (example).

Campsite Deck — 25 Campsite cards, 7 Rising Star cards. Back shown; front (example).

Public Deck — 16 Public cards, 4 Rising Star cards. Back shown; front (example).

General Setup

  1. Place the game board in the middle of the table, front or back side up depending on the number of players, as indicated in the upper-left corner of the board (1-4 players / 5-6 players).

  2. Place the count marker on the leftmost space of the activation track at the top of the game board.

  3. Sort the Location tiles by color, according to their back. Randomly place 1 Round 1 tile, face up, in each of the notches located on the sides of the board.

  4. Set aside the Round 2 and Round 3 tiles for now. You will use them in later rounds.

  5. Form a common supply near the game board with the meeples, the Flower Power tokens, the Stage Upgrade tokens, and the End-of-Round card.

  6. Shuffle the Stage, Star, Campsite, and Public decks individually, then place them face down at the end of their location. Leave room next to each deck to discard cards from it.

  7. Form the displays by drawing 4 cards from each deck and placing them, from left to right and face up, above the spaces of the corresponding Location tile. If a display has more than 2 Rising Star cards, discard the rightmost Rising Star card, then draw a new card. Repeat this step until there are no more than 2 Rising Star cards in each display.

    Example: The 3rd Rising Star card of the Public location is discarded, so a new card is drawn.

  8. Randomly place 1 standard Newspaper tile above space 01 and another above space 02, at the top of the game board, choosing the visible side at random. Put the remaining standard Newspaper tiles back in the box.

  9. Place the Round 3 Newspaper tile above space 03. Place it with side A visible if 4 Rising Star cards or fewer are present across the four combined displays. Otherwise, place side B visible.

    • ≤ 4 Rising Star cards: Side A
    • ≥ 5 Rising Star cards: Side B

    In the example below, there are 4 Rising Star cards in total (peace-sign icon above the cards). Therefore, the players use side A.

If you are playing with 3 or more players, put the Friend cards back in the box. See pages 17-18 for the 2-player rules and for solo mode.

Individual Components

6 Festival Boards — double-sided.

Program Deck — back shown; front (example): 5 Star cards, 5 Rising Star cards, 5 Stage cards, 5 Campsite cards, 5 Public cards, 5 Bonus cards.

6 Player Aids

  • Front: the three possible actions (A, B, or C)
  • Back: Action B detailed

1 Setup Card

  • Side for 3 to 6 players
  • Side for 1 to 2 players

6 Starting Campsite Cards — front (example) / back.

8 Starting Stage Cards — front / back (example).

24 Publicity Markers — 6 per publicity color (cyan, orange, white, black).

12 Score Markers — 2 per player color.

60 Workers — 10 per player color.

6 Score Markers — 1 per player color (used on the peace-sign 50-point track).

Individual Setup

Give each player the following items in the color of their choice:

  • 2 score markers
  • 10 workers
  • 1 Activation token

Also give each player:

  • 1 Festival board
  • 4 publicity markers (1 of each color)
  • 1 starting Stage card
  • 1 random starting Campsite card
  • 5 random cards from the Program deck

Put the remaining components back in the box.

Each player places their 2 score markers on the game board as follows: one marker on space 0 of the score track, to count points one by one, and the other marker on the leftmost space of the 50-point track, to count points 50 by 50.

When you score points, advance your first marker by the number of points earned. Each time your first marker completes a full loop of the score track, advance your second marker one space to the right (to the 50+ space, then 100+, etc.).

Starting Material:

Randomly designate the first player. Then, use the side of the Setup card that matches the number of players around the table to distribute the items indicated: the first player receives the items listed for number 1, the player to their left receives the items for number 2, and so on.

Description of the Setup Card:

  • Column 1 (left): Player number
  • Column 2: Number of Flower Power tokens (the number in parentheses is only used in the Special Powers variant, see page 19)
  • Column 3: Number of active workers
  • Column 4: Number of resting workers
  • Column 5: Number of inactive workers

Example: John is the first player in a 4-player game. He therefore receives the items indicated by number 1: 1 Flower Power token, 4 active workers (on his Festival board), 1 resting worker (on the game board), and 5 inactive workers (next to the game board).

Organizing Your Individual Components:

  1. Place your Festival board in your play area, with the "Come Together Music Festival" side visible. This side is identical for all Festival boards. If you want to use the asymmetric side of the board, go to page 19 to discover the Special Powers variant.
  2. Place your starting Stage card face up, above the upper-left space of your Festival board. (Leave room for 2 rows of cards above your Festival board.)
  3. Place your starting Campsite card face up, below the lower-left space of your Festival board.
  4. Place the publicity markers as follows: on your Festival board, place the cyan marker on the cyan space, the orange marker on the orange space, and the white marker on the white space. Place the black marker on the black space of your starting Campsite card. Each colored space represents the starting space of each publicity track. (Leave room for 1 row of cards to the right of your starting Campsite card.)
  5. Place your active workers on the active workers space of your Festival board.
  6. Place your resting workers next to the bus of your color on the game board. Place your inactive workers next to the game board (see John's starting material above).
  7. Place your player aid, your Activation token, and your Flower Power tokens to the left of your starting Campsite card.
  8. 1 to 4 players: Choose 4 of the 5 cards you received from the Program deck and place them, face up, to the left of your Festival board (in any order). These cards form your Program display. Put the remaining card back in the box. 5 to 6 players: Choose 1 of the 5 cards you received and activate it immediately (see Card Details, page 11). Place the 4 remaining cards, face up, in your Program display. After your first game, we recommend using the advanced setup presented on page 16.

Game Overview

Come Together is played over 3 rounds (one festival day per round). To win, you must score more points than your opponents. There are different ways to score points, but the one that earns the most is organizing concerts at the end of each round. To do this, you must try to gain publicity before the concerts and bring in the appropriate audience for your artists. Come Together is a worker placement game with a twist: when you place a worker, you do not immediately receive the card you are claiming, but must instead wait until a player activates the corresponding location. Players are therefore faced with important dilemmas. One of them is choosing whether it is better to claim a card or activate a location, since activating one at the right moment is crucial. Another dilemma is knowing when to claim a card you really want and when to claim a less interesting card by joining players on another location in order to gain publicity. You place your workers on the Public location to gain Public cards, on the Stage location to gain Stage cards, and so on. All the decks contain Rising Star cards. You can obtain one on any of the locations (if any are present there).

Card Combinations

To gain meeples, you need Public cards, but you also need Campsite cards to be able to house them. Stage cards let you place Artist cards so as to bring in the audience (the meeples) of your Campsite cards during festival days (at the end of a round). Each Artist card requires specific meeples.

The Public's Musical Tastes:

  • Black meeple: Rock
  • Brown meeple: Country
  • Pink meeple: Psychedelia
  • Yellow meeple: Soul
  • Green meeple: Folk

Description of the Festival Board

  • Stage spaces (you can place a Stage card above each space)
  • Cyan track (publicity on the radio)
  • Orange track (publicity on television)
  • Active workers space
  • White track (publicity in the newspapers)
  • Campsite spaces (you can place a Campsite card below each space)
  • Black track (publicity in the festival review)

Advancing on each track lets you earn immediate bonuses and increases the benefits you receive:

  • Orange track: At the end of the round, points per Star card.
  • Cyan track: At the end of the round, points per Rising Star card.
  • White track: At the end of the round, points based on the Newspaper tile multiplier. Note: progress on this track resets to zero at the end of each round.
  • Black track: The meeples and Campsite cards you can keep from one round to the next.

Game Play

Starting with the first player and proceeding clockwise, each player takes their turn by performing one of the following 3 actions:

A. Place Workers B. Activate a Location C. Recover Workers

The player aid presents a summary of the 3 possible actions. Each action is explained on pages 7 through 9 (front: the 3 possible actions A, B, or C; back: Action B detailed).

A — Place Workers

  • Location space / Location space bonus / Heart icon (only in the 2-player game) / Letter of the location space (only in the 2-player game or solo mode) / Number of workers required
  1. Make a pile with the number of required active workers from your Festival board, and place it on a free Location space. From now on, a pile of 1 to 3 workers placed on a Location space is called a group.
  2. Receive the Location space's bonus: a Location space that requires 2 or 3 workers grants a bonus. Immediately collect it (see Bonus Details, page 10).

Note: When you place workers on a Location space, you also claim the card located above it. However, you will only receive that card once a player activates that location (see Activate a Location, page 8).

Example: Julie (red) cannot place her workers on the left-hand space, because Christophe (blue) has already placed his there. She therefore places her two workers on the right-hand space and immediately receives a black meeple as indicated on her space. However, she will only receive the Jay Purr card once a player activates that location.

B — Activate a Location

1. Place Your Activation Token

Place your Activation token on the space to the right of the count marker (on the activation track on the game board) and immediately receive the bonus indicated on that space (see Bonus Details, page 10).

Example: Julie places her Activation token on the space to the right of the count marker and receives the indicated bonus (a Flower Power token).

2. Obtain Cards and Publicity

Choose a location (Stages, Stars, Campsites, or Public) where at least one of your groups is present. You thereby activate the location for all the players who have at least one group there. Simultaneously, each player who has a group there performs the following two steps, in the order of their choice:

  • Claim the card located above each space occupied by one of your groups (on this location only). For each card, you may choose one of the following two options:

    • Activate this card.
    • OR place this card, face up, in your Program display, to the left of your Festival board.

    If needed, refer to the Card Details section, page 11.

  • Advance your publicity markers by the number of spaces occupied on this Location tile:

    • You may move your publicity markers on either of the two tracks indicated at the bottom of the Location tile.
    • If you wish, you may also split this number of spaces between the two tracks instead of using just one.
    • When you pass or land on a bonus icon, immediately receive the indicated bonus (see Bonus Details, page 10).
    • If you reach the end of a track, any extra spaces are lost.

Example (continued): Julie (red) activates the Stars location. She obtains Caylus Wispur and Jay Purr. Christophe (blue) obtains Doomheaven. For each card, these players choose whether to activate the card in question or place it in their Program display.

Example (continued): Since 3 spaces are occupied on this Location tile, Julie and Christophe both advance 3 spaces and split this amount as they wish between the cyan and orange tracks.

Example (continued): Julie advances 2 spaces on the cyan track. She thus receives 2 bonuses. She then advances 1 space on the orange track.

Example (continued): Christophe chooses to advance only on the orange track. He thus receives 1 bonus. He also decides to spend 1 Flower Power token to advance 1 additional space on this track.

Example: This points icon only takes effect at the end of each round.

In addition, each player present on the activated location may replace one (and only one) Flower Power token back in the supply to advance one additional space. It is only possible to advance in this way on the two tracks indicated on the Location tile.

Notes:

  • You choose for yourself in what order to claim cards, advance on the tracks, and spend a Flower Power token. You may even advance on one track, claim a card, then advance on the other track.
  • The icons above each track grant no bonus, but take effect at the end of each round.

3. Maintenance

Note: The Maintenance phase is performed after each activation, except for the last activation of each round (see End of Round, page 12).

Stack all the groups located on the activated location next to their corresponding bus. They become resting workers. Discard any remaining cards from the activated location, then draw 4 cards from the corresponding deck and place them (from left to right) to form a new face-up display.

As stated in the General Setup section (see page 3), there may be no more than 2 Rising Star cards in the same display.

Advance the count marker one space to the right, then place your Activation token back in your play area.

Example (continuing from the previous page): The red groups are stacked next to the red bus, and the blue group is placed next to the blue bus.

Example (continued): The remaining card from the activated location is discarded.

Example (continued): Julie takes back her Activation token and advances the count marker one space.

Discarding Cards:

When you discard cards, you must place them face up next to their corresponding deck. If a deck is empty, shuffle its discard pile to form a new deck.

Starting Stage cards and cards that come from the Program deck are put back in the box (or set aside) when they are discarded.

Special case: If there are not enough cards in a discard pile to complete a 4-card display, that location becomes unavailable until the end of the game. Flip the Location tile over, then put any remaining cards from the corresponding deck back in the box.

C — Recover Workers

Take all the resting workers from your bus and place them on the Active Workers space of your Festival board. In addition, you may choose one (and only one) option among the following three:

  • Take an inactive worker (next to the game board) and place it on your Active Workers space. Your number of active workers thereby increases by 1.

OR

  • Discard an active worker by placing it on your pile of inactive workers, in order to perform a complete Place Workers action (see page 7). Your number of active workers thereby decreases by 1.

OR

  • Draw three cards from one of the following decks: Stage, Star, Campsite, or Public. Choose one of them, place it face up in your Program display (without activating it), then discard the other two.

Note: You cannot perform the Recover Workers action if you have no resting workers.

Example: John draws three cards from the Campsite deck and places one in his Program display.

Bonus Details

Note: All bonuses are optional. If you choose not to take one (or cannot take it) when you are due to receive it, that bonus is lost.

  • Meeple on tent (choice of color): Take a meeple of the color of your choice and place it on a free tent on one of your Campsite cards. Each tent can only hold one meeple. If none of your tents are free, you may replace a meeple you already own with this new meeple. In that case, return the old meeple to the supply. Note: You may rearrange the meeples on your Campsite cards as you see fit. Special case: If there are no more meeples of a given color left in the supply, use an object of your choice to replace it (note its color somewhere if needed).
  • Meeple on tent (specific color): As above, but you must take a meeple of the demanded color.
  • Advance publicity marker, 1 space (choice of track): Advance the publicity marker of your choice by 1 space. If you stop on a bonus, receive it. Note: You cannot combine a Flower Power token with this bonus.
  • Advance publicity marker, 1 space (television — orange track): As above, but you must advance the publicity marker on the demanded track.
  • Advance publicity marker, 2 spaces (newspapers — white track): As above, but you must advance the white publicity marker by two spaces on the white track.
  • Gain a Flower Power token: Gain a Flower Power token from the supply. Note: If there are no more tokens left in the supply, use an object of your choice to replace it (the supply is unlimited).
  • Gain an active worker: Take one of your inactive workers and turn it into an active worker by placing it on the Active Workers space of your Festival board.
  • Score 2 points: Score 2 points.
  • Activate a card from your Program display: Activate 1 card from your Program display (see Card Details, page 11). Note: This bonus is only found on the cyan track, as well as on two Round 3 Location tiles.
  • Gain a Stage Upgrade token: Gain a Stage Upgrade token from the supply and place it:
    • Either as an extra ticket space (front) on a Stage space (whether or not it has a Stage card on it).
    • Or as a completed water stand (back) across two adjacent Stage cards, covering one or two half-stands. If, later in the game, you discard or replace one of those two Stage cards, return the Stage Upgrade token to the supply. Note: You cannot move a Stage Upgrade token once placed. Special case: If there are no more Stage Upgrade tokens left in the supply, use an object of your choice to replace it (the supply is unlimited).
  • Score 1 or 2 points per meeple of the demanded color: Score 1 or 2 points (depending on the bonus) for each meeple of the demanded color located on all your Campsite cards. Note: This bonus is only found on the black track (on Campsite cards).
  • Score the points of a Star or Rising Star card: Score the points of one (and only one) Rising Star or Star card, as described in the Festival Points section (page 14). This includes card points, stage points, and publicity points. After scoring your points, place all the meeples used back on your Campsite cards. Note: This bonus is only found on one Location space (in Round 3).

Example of a Bonus Chain:

John places workers and receives an orange publicity bonus. He therefore advances on the orange track and receives a black-track bonus, which then grants him a yellow meeple bonus. He places his yellow meeple on a free tent.

Card Details

When you gain a card, you may either activate it immediately or place it in your Program display (to activate it later). Note: Your Program display has no card limit.

Example: Christophe gains a Star card. He may choose to activate it (by placing it above a Stage card) or to place it, face up, in his Program display.

When you choose to activate a card, follow the instructions below according to its type:

Stage card: Place the card above one of the 5 Stage spaces at the top of your Festival board. If that Stage space already has a Stage card (or the starting Stage card) on it, discard the old one, then place the card you just activated. Note: Each Stage card shows one or two half-stands. Matching two adjacent stands is not mandatory, but doing so lets you score points at the end of the game (see End of Game, page 16).

Campsite card: Place the card to the right of your rightmost Campsite card, below your Festival board. If you take more than 1 Campsite card during the same activation, place them in the order of your choice. You cannot replace a Campsite card that you have already activated. Note: There is no limit to the number of Campsite cards. If needed, you may go past the right edge of your Festival board.

Artist card (Star card / Rising Star card): Place the card above a Stage card. If that Stage card already has an Artist card on it, discard the old one, then place the Artist card you just activated.

Public card: From the supply, take the meeples shown on the card and place them on your Campsite cards, as described in the Bonus Details section (page 10). There are three types of Public cards:

  • Take a meeple of your choice from the supply, and discard this card.
  • Take up to two of the three indicated meeples from the supply, and discard this card.
  • Take up to two of the indicated meeples from the supply, and discard this card (this type of card is only found in the Program deck).

Bonus card (Program deck only): Take the two indicated bonuses and discard this card (see Bonus Details, page 10).

End of Round

The end of the round is triggered when a player places their Activation token on the rightmost space of the activation track (during the Activate a Location action).

Note: The activation track on the 1-4 player side differs slightly from the one on the 5-6 player side.

Exception: In a 5-player game, the end of the round is triggered when the Activation token is placed on the 6th space of the activation track. Tip: Place an unused worker on the 7th space to indicate that it is not available. See the Solo Mode section (page 18) for the exception concerning solo mode.

Important: The player who triggered the end of the round activates a location normally (see Activate a Location, page 8), but the players do not perform step 3 (Maintenance). Instead, follow the steps described below (these are also described on the End-of-Round card).

  • Last space for a 2-4 player game (front of the game board).
  • Last space for a 6-player game (back of the game board).
  • Last space for a 5-player game (back of the game board). This space is the 6th space of the activation track.

1. Claim Your Reserved Cards

If you have a group on one of the other Location tiles, claim the card located above the corresponding space. Follow the usual rules (activate the card or place it in your Program display). Repeat this step until you have removed all your groups.

Note: All players claim cards according to their remaining groups.

Important: Players do not receive publicity from these locations!

Example: Gabrielle (yellow) still has a group on the Campsites location. She takes the corresponding card but does not advance on the cyan and orange tracks.

2. Newspaper Points

Apply the Newspaper tile located above the corresponding round indicator (01, 02, or 03). Simultaneously, each player performs the following steps:

  1. Look at the level reached by your publicity marker on the white track (–, I, II, or III). This represents your Newspaper points level.
  2. Apply the bonuses or penalties according to this level, as indicated on the Newspaper tile. If needed, refer to the Bonus Details section (page 10). For penalties, refer to the Newspaper Tile Details section (page 13).
  3. Take the number of points indicated by your level and apply the multiplier located in the lower-left corner of the Newspaper tile. Note: You cannot score more points than that level's maximum score.

Put the used Newspaper tile back in the box.

For a complete description of the Newspaper tiles, refer to the Newspaper Tile Details section (page 13).

Important: Points earned from a Newspaper tile bonus may indirectly move you forward on the white track. However, your Newspaper points level stays the same.

Note: If you lose points, your point total may drop below 0.

Description of a Newspaper Tile:

  • 4 point levels (–, I, II, and III)
  • Penalty (lowest level)
  • Multiplier
  • Bonus
  • Points (to which the multiplier is applied)
  • Maximum score
  • Round indicator (on the game board)

Example:

For the Newspaper tile shown, the multiplier represents the number of meeples present on your Campsite cards.

Christophe: Level – on the white track. He receives a penalty and therefore loses 2 meeples of his choice. Christophe scores no points.

Gabrielle: Level III on the white track. She receives 1 bonus meeple. Since she now has 5 meeples, she scores 2 × 5 = 10 points.

Newspaper Tile Details

(Each Newspaper tile shows a multiplier and, at the lowest level, a penalty. There are ten distinct Newspaper tiles, described below.)

  • Multiplier: Number of meeples on your Campsite cards. Penalty (–): Return 2 meeples of your choice to the supply. Example: You have 5 meeples on your Campsite cards. Since you are at level III, you receive a bonus meeple. You now have 6 meeples. You score 12 points (6 meeples × 2 points).
  • Multiplier: Number of meeples of your most common color on your Campsite cards. Penalty (–): Return 2 meeples of your choice to the supply. Example: You have 3 green meeples (your most common color). Since you are at level II, you score 6 points (3 meeples × 2 points).
  • Multiplier: Number of Stage Upgrade tokens on your Stage spaces. Penalty (–): Lose 2 points for each of these Stage Upgrade tokens (–6 points maximum). Example: You have 1 Stage Upgrade token on your Stage spaces. Since you are at level III, you receive a bonus Stage Upgrade token. You place it on a Stage space and score 6 points (2 tokens on Stage spaces × 3 points).
  • Multiplier: Number of inactive workers (next to the game board). Penalty (–): Lose 1 point per inactive worker. Example: You have 4 inactive workers. Since you are at level –, you lose 4 points (4 inactive workers × –1 point).
  • Multiplier: Number of completed stands (matching halves). Penalty (–): Discard a Stage card (you may discard a starting Stage card). If there was an Artist card above it, place it back in your Program display. Example: You have 2 completed stands: 1 pizza stand + 1 Stage Upgrade token showing a water stand. At level III, you may activate a card from your Program display. You activate a Stage card and thereby complete your 3rd stand. You score 12 points (3 stands × 4 points).
  • Multiplier: The smallest number of Stage or Campsite cards (starting Stage and Campsite cards do not count). Penalty (–): Lose 1 point per meeple of your most common color. Example: You have 2 Stage cards and 3 Campsite cards (not counting starting cards). Since you are at level II, you score 6 points (2 Stage cards × 3 points).
  • Multiplier: The farthest points icon (2 to 10 points) you have reached on the orange track. Penalty (–): Lose 2 points per Star card above your Stage cards. Example: You have reached the 6-point icon on the orange track. Since you are at level III, you advance 2 spaces. The 6-point icon is still the farthest one reached, so you score 12 points (6 points × 2).
  • Multiplier: The farthest points icon (1 to 5 points) you have reached on the cyan track. Penalty (–): Lose 2 points per Rising Star card above your Stage cards. Example: You have reached the 4-point icon on the cyan track. Since you are at level II, you advance 1 additional space on this track. You score 8 points (4 points × 2).
  • Multiplier: The farthest max.-meeples icon you have reached on the black track (see page 15). Penalty (–): Move back 2 spaces on the black track (if possible). You receive no bonus for moving back. Example: You have reached the "4" max.-meeples icon (on the Festival board), above the black track. Since you are at level III, you advance 1 additional space on this track. You score 8 points (4 meeples × 2 points).
  • Multiplier: The smallest number of spaces advanced on the cyan, orange, or black track. Penalty (–): Move back 2 spaces on the black track (if possible). You receive no bonus for moving back. Example: You have advanced 3, 5, and 5 spaces respectively on the cyan, orange, and black tracks. Since you are at level II, you advance 1 space on each of these tracks. The minimum thus becomes 4 spaces on the cyan track. You score 4 points (4 spaces × 1 point).
  • Multiplier: Number of Star cards for which you have scored points (to the right of your Festival board). Penalty (–): Discard a Star card located above one of your Stage cards. Note: Since Newspaper tiles are applied before Festival points, the cards from your upcoming festival do not count. Example: You have, for the moment, scored points from 3 Star cards. Since you are at level II, you score 6 points (3 Star cards × 2 points).
  • Multiplier: Number of Rising Star cards for which you have scored points. Penalty (–): Lose 1 point per Artist card (Star and Rising Star) for which you have scored points. Note: Since Newspaper tiles are applied before Festival points, the cards from your upcoming festival do not count. Example: You have, for the moment, scored points from 5 Rising Star cards. Since you are at level III, you score 15 points (5 Rising Star cards × 3 points).

Festival Points

The festival can now begin! Your artists will be able to perform in front of the cheering crowd. All players therefore score the points of their artists simultaneously.

To score the points of an Artist card located above a Stage card, you must meet the following conditions:

  • You must have all the meeples demanded by that Artist card.
  • If your Star card demands 4 meeples, you must have a Stage Upgrade token (extra ticket space) on the Stage space below the Stage card used.

Note: You may always have a Star card that demands 4 meeples on a stage without a Stage Upgrade token. However, you will not be able to score its points.

If the conditions above are met, move the demanded meeples from your Campsite cards to your Stage card (and to your Stage Upgrade token, if needed), placing each meeple on a ticket space. Note: Each meeple can only be placed on 1 Stage card per round.

Each card scores points as follows:

  • CARD POINTS: Score 4 card points if your Star card demands 4 meeples (other Artist cards do not grant card points).
  • STAGE POINTS: Score 1 or 2 points (depending on the Stage card) for each meeple of the demanded color located on that Stage card (and on the possible Stage Upgrade token).
  • PUBLICITY POINTS:
    • Rising Star card: Score a number of points corresponding to the farthest points icon (1 to 5 points) you have reached on the cyan publicity track.
    • Star card: Score a number of points corresponding to the farthest points icon (2 to 10 points) you have reached on the orange publicity track.

Repeat until you have scored the points of all the Artist cards you can (and want) for this round. Next to your Festival board, form a face-down pile with the cards whose points you have scored.

Important: Scoring the points of an Artist card is not mandatory. Artist cards whose points you do not score remain in place. You may score their points during a later round (or even replace these cards with other Artist cards).

After scoring all your points, move the meeples present on your Stage cards to your Campsite cards.

Description of an Artist (Star) Card:

  • Artist icon (star)
  • Card points (4)
  • Artist name
  • Demanded meeples

Example (Rising Star card):

You have reached the 3-point icon on the cyan track.

  • 1 Stage point: 1 point × 1 green meeple
  • 3 Publicity points
  • = 4 total points for this card

Example (Star card):

Scoring the points of this card requires a Stage Upgrade token, since it demands 4 meeples.

  • 4 Card points
  • 2 Stage points: 1 point × 2 pink meeples You have reached the 4-point icon on the orange track.
  • 4 Publicity points
  • = 10 total points for this card

Discarding Meeples and Campsite Cards

Unfortunately, some fans will end up leaving the festival.

Your limit of meeples and Campsite cards to keep from one round to the next is defined by your progress on the black track (on the Campsite cards).

The farthest max.-meeples-and-cards icon you have reached (on your Festival board, above the black track) indicates the number of meeples and Campsite cards you may keep for the following round (or for end-of-game points, at round 3).

Discarding meeples: If your number of meeples exceeds the amount indicated by the max.-meeples icon, return the excess (meeples of your choice) to the supply.

Discarding Campsite cards: If your number of Campsite cards exceeds the amount indicated by the max.-cards icon, discard your excess cards, from right to left.

Note: The meeples and Campsite cards you keep may be used during the following round. Don't forget that you may rearrange your meeples in order to avoid losing meeples present on a Campsite card you must discard.

Note: You can only increase this limit by reaching other icons located higher up the black track (see example below).

Example: This black marker has reached the 4/3 icon (on the Festival board). John may keep 4 meeples and 3 Campsite cards for the next round. Since he has 8 meeples and 4 Campsite cards, he must discard 4 meeples (of his choice) and 1 Campsite card (the rightmost one).

  • Max.-meeples icon
  • Max.-cards icon

When Does the Black Publicity Marker Reach a New Icon?

  • Keep 3 meeples and 2 cards (starting space)
  • Keep 4 meeples and 3 cards
  • Keep 5 meeples and 3 cards
  • Keep 6 meeples and 4 cards
  • Keep 7 meeples and 4 cards

Setting Up the Next Round (Rounds 1 and 2 only)

  • Stack all the groups present on each location next to their corresponding bus (on the game board). They become resting workers (leave no group on the Location tiles).
  • Discard all the cards present at the four locations and put the current Location tiles back in the box. Randomly place the 4 Location tiles from the pile bearing the number of the next round, as described in the General Setup section (page 3).
  • Form a new 4-card display at each location. As stated in the General Setup section (see page 3), there may be no more than 2 Rising Star cards in the same display.
  • Move each player's white publicity marker back to the leftmost space of the white track. Note: The other publicity markers remain where they are.
  • Move the count marker back to the first space of the activation track. The player who triggered the end of the round takes back their Activation token from the activation track. It is then the turn of the player to their left to begin the next round.

End of Game

The end of the game is triggered after step 4 of the end of Round 3 (see page 15).

Each player gains or loses points according to their remaining meeples and their completed stands, then the winner of the game is declared (see below).

Meeple Points:

The player who has the most meeples on their Campsite cards scores 4 points. The player who has the fewest meeples on their Campsite cards loses 4 points. In case of a tie, the tied players respectively score or lose these 4 points.

Stand Points:

A completed stand is formed by two matching stand halves on two adjacent Stage cards (you may also use a Stage Upgrade token as a water stand).

  • Each completed pizza stand scores 7 points.
  • Each completed beer stand scores 5 points.
  • Each completed water stand scores 3 points.
  • Each incomplete stand (one half missing, or two halves that do not match) scores no points.

Example: Gabrielle receives 7 points for her completed pizza stand, but 0 points for her incomplete water/beer stand.

Players compare their final scores. Whoever has the most points wins the game! In case of a tie for first place, the tied player who scored points with the most Rising Star cards wins. If the tie persists, the tied players share the victory.

Advanced Setup

We recommend using this setup variant after your first game:

Give each player 5 random cards from the Program deck, as in the basic rules.

  • Each player chooses 2 cards, keeps them, and passes the remaining 3 cards to the player on their left.
  • Each player chooses 2 of the 3 cards received, keeps them, and passes the last card to the player on their left.
  • 1 to 4 players: Each player chooses 4 of the 5 cards and places them, face up, to the left of their Festival board to form their Program display. Put the unchosen card back in the box (or set it aside).
  • 5 to 6 players: Each player keeps all 5 cards and chooses 1 to activate immediately (see Card Details, page 11). Place the 4 remaining cards, face up, in your Program display.

2-Player Game

In Come Together, when playing with 2 players, it is common to receive a helping hand from a Friend. The rules are the same as for a 3-to-6-player game, except for the following modifications:

Setup Modifications:

  • Shuffle the Friend cards and place them face down next to the player who will be in charge of drawing cards from this deck (which will be called the Friend deck) when the Friend is triggered.
  • Place 4 workers of an unused color next to the corresponding bus (on the game board). These workers are the Friend's active workers. Note: The Friend has neither resting workers nor inactive workers.
  • Use the first table on the back of the Setup card to determine the players' starting material.

Special Rule:

  • The players take turns one after the other, but are sometimes interrupted by a fictional player called the Friend. The Friend is triggered each time one of the two players places workers on a Location space that has a heart icon (on spaces 2 and 3 of each Location tile) and after a player has received their Location space's bonus (if any). See below.

When the Friend Is Triggered:

  • Reveal the top card of the Friend deck. The letter obtained designates a location.

  • Reveal a second card from the deck. The letter obtained designates a Location space.

    Each location and Location space has a unique letter: A, B, C, or D.

  • Take one of the Friend's active workers and place it on the location and Location space matching the letters obtained. If the Location space is occupied, place the worker on the next free space to the right (for example, if space C is occupied, place the worker on space D). If all the spaces to the right are occupied, place the worker on the first free space to the left.

    Note: This worker is now called a group. The Friend's groups block their space until their location is activated. They also count toward players' publicity gains when the location is activated.

When the Friend Activates a Location:

The Friend can activate a location in two different ways:

  • When the first Friend card designates a location where the Friend already has a group.

OR

  • When the first Friend card designates a location where every space is occupied.

In both cases, do not draw a second card and do not place a worker. Instead, that location is activated following the base rules (see Activate a Location, page 8).

Tip: The active player may place their Activation token on the activation track (without receiving a bonus) so as not to forget whose turn it was before the activation.

Additional Rules:

  • Form a face-up discard pile with the drawn Friend cards. You may only see the top card of the discard pile.
  • When the Friend deck is empty, shuffle the discard pile to form a new deck. Note: This may happen during the Friend's turn.
  • Each time a location is activated, the card claimed by the Friend's group is discarded. The Friend's group (if there is one) returns to its bus. Don't forget to advance the count marker. Note: The Friend may activate a location where no player's group is present. In that case, the 4 cards present are discarded.
  • The Friend receives no points, publicity, or bonuses.
  • All of the Friend's groups are placed back next to their bus at the end of each round.

Solo Mode

Solo mode in Come Together generally works like a 2-player game, except for the following modifications:

  • During setup, place 8 workers of an unused color next to the corresponding bus. These workers are the Friend's active workers. Also place the corresponding Activation token (which belongs to the Friend) next to this bus.
  • Use the second table on the back of the Setup card to determine the solo player's starting material.
  • The Friend is the first player: draw two Friend cards and place one of the Friend's active workers on the matching Location space. Then you and the Friend play one after the other (ignore the heart icon).
  • The Friend can have a maximum of 2 groups on the same location. When the first Friend card designates a location where the Friend already has 2 groups, or a location that no longer has any free spaces, that location is activated. Place the Friend's Activation token on the activation track.
  • Each time the Friend activates a location, you lose 2 points (you may drop below 0).
  • After the Friend has activated a location, place its Activation token back next to its bus (don't forget to advance the count marker).
  • The end of the round is triggered when the Activation token is placed on the 4th space of the activation track.

At final scoring, you score 4 points if you have at least 10 meeples. Otherwise, you lose 4 points. Compare your final score with the achievement table below. To win the game, you must score at least 100 points.

Example: Since the Friend (white) can have up to 2 workers on the same location, a worker is placed on Location D, on Location space A.

Example (continued): At the Friend's next turn, the letter drawn is again D. The Friend already has 2 groups on Location D. That location is therefore activated. Christophe (blue) loses 2 points. However, he still claims the card above his group and may advance 3 spaces on the cyan track or on the black track (or on a combination of both).

The end of the round is triggered after the 4th activation.

Advanced Setup:

Draw 4 cards from the Program deck and keep 2. Then draw 4 more cards from this deck and keep 2 again. Each time, discard the cards you did not choose. Place the 4 chosen cards, face up, in your Program display.

Achievement Table

PointsAchievementVictory?
0 to 79Dazed and Confused (Lez Zeppelin)NO
80 to 89Can't Get No Satisfaction (The Rolling Stones)NO
90 to 99Getting Better (The Beatles)NO
100 to 109All Right Now (Free)YES
110 to 119Respect (Aretha Franklin)YES
120 to 129Dancing in the Street (Martha Reeves & The Vandellas)YES
130 to 139What a Wonderful World (Louis Armstrong)YES
140 to 149Wild Thing (The Troggs)YES
150 or moreGod Only Knows (The Beach Boys)YES

Special Powers Variant

Once you know the game well, feel free to play with the Special Powers variant. It adds asymmetric handicaps (on the back of the Festival boards) as well as special powers (on the back of the starting Stage cards).

Individual Setup Modifications:

  • Each player returns 1 Flower Power token to the supply, as indicated in parentheses in column 2 of the Setup card.
  • Each player takes a random Festival board and places it with the "Come Together Music Festival" side hidden. Each Festival board presents a unique handicap to offset the power of its special ability.
  • Before step 8 of individual setup, instead of dealing out the starting Stage cards, shuffle them, then deal one per player plus one extra, face up (Special Power side), in the middle of the play area. Starting with the player to the right of the first player and continuing counterclockwise, each player chooses one of the starting Stage cards and places it above their leftmost Stage space. Put the unused starting Stage card back in the box.

New Rule:

Each player may use their own special power. As in the base rules, players may replace or discard their starting Stage card. If they do, they immediately lose their special power.

Note: Aside from its special power, this side of the starting Stage card functions the same way as the front of the card (you may use it as a normal Stage card).

Festival Board Handicaps:

  • New Generation: 2 extra spaces at the start of the orange track.
  • Rockstock: 2 extra spaces at the start of the cyan track.
  • Misty Mountain Pop Festival: 1 extra space at the start of the white track.
  • Heart of Soul: No bonus on the orange track.
  • The Free Flower Festival: 1 fewer Stage space.
  • Peace in the Park: The number of meeples and Campsite cards you can keep from one round to the next is reduced by 1.

Special Power Details

  • When you must advance on one or more tracks, you may do so on whichever track(s) you choose. For example, during the Activate a Location action, if you must advance 4 spaces, you may advance on each of the 4 tracks.
  • At any time, you may discard a Star card located above one of your Stage cards or in your Program display, whose points you have not scored, in order to advance 3 spaces on the orange track.
  • When you perform the Place Workers action (A) on a space that requires at least 2 workers, you may use a meeple from your Campsite cards instead of one of the workers on top of it (e.g., 2 workers + 1 meeple instead of 3 workers). If a player performs the Activate a Location action on that location, place your meeple back on one of your Campsite cards. However, if you no longer have your starting Stage card (and therefore your special power), your meeple is lost — return it to the supply. End of round: A meeple present on a location that was not activated is lost when setting up the next round.
  • When you perform the Place Workers action (A) on a space that requires at least 2 workers, you may add one extra worker to double the Location space's bonus.
  • When you perform the Place Workers action (A) with at least 2 workers, you may forgo the Location space's bonus in order to EITHER gain a Flower Power token, OR gain an active worker, OR draw 2 cards from the Star deck to immediately activate 1 of the 2. If you chose to draw 2 cards, discard the one not chosen.
  • When you perform the Recover Workers action (C), you may leave 1 worker resting next to your bus in order to immediately perform the Place Workers action twice (instead of one of the three other options). Note: If you choose this option, you must place workers on exactly 2 Location spaces. 2-player game: If you place workers on at least one Location space with a heart icon, the Friend is only triggered once, after your second action — even if you placed workers on two spaces that both have a heart icon.
  • You permanently have 1 extra tent on each of your Campsite cards (including your starting one). The small tent icon shown at the top of the card (above the black track) represents this extra tent.
  • Each time you activate a Public card, you may also take 1 meeple of the color of your choice from the supply.

Appendix

Icons on the Player Aids, the Setup Card, and the End-of-Round Card:

  • All players / Number of players
  • Number of Flower Power tokens
  • Number of active workers
  • Number of resting workers
  • Number of inactive workers
  • Place workers and receive the bonus (if any)
  • Activate a location
  • Recover workers next to your bus
  • Gain an active worker (from your supply)
  • Discard an active worker and perform a Place Workers action
  • Draw 3 cards from a deck and choose 1 to place in your Program display
  • Place your Activation token on the activation track and receive the bonus
  • Gain the card located above your group
  • For each occupied space, advance 1 space on one of the 2 indicated tracks
  • Move your groups back next to your bus
  • Form a new display with 4 cards from the deck
  • Advance the count marker 1 space and take back your Activation token
  • Newspaper points
  • Festival points
  • Discard your excess meeples (above the maximum)
  • Discard your excess Campsite cards (above the maximum)
  • Place the 4 Location tiles for the next round
  • Complete all displays (16 new cards)
  • Reset the white publicity marker to zero
  • Reset the count marker to zero and take back your Activation token

General Location Tile Icons:

  • Location space
  • Occupied Location space
  • Spend a Flower Power token to advance one additional space
  • Placing workers on this space triggers the Friend (2-player game only)

Newspaper Tile Icons (see page 13):

Multipliers: number of meeples; number of meeples of your most common color; number of inactive workers; number of Stage Upgrade tokens on your Stage spaces; number of completed stands (matching halves); the smallest number of Stage or Campsite cards (starting cards not counted); the farthest points icon reached on the cyan track; the farthest points icon reached on the orange track; the farthest max.-meeples icon reached on the black track; the smallest number of spaces advanced on the cyan, orange, or black track; number of Star cards for which you have scored points; number of Rising Star cards for which you have scored points.

Penalties: return 2 meeples of your choice to the supply; move back 2 spaces on the black track (no bonus for moving back); –2 points per Star card above your Stage cards; –2 points per Rising Star card above your Stage cards; –1 point per meeple of your most common color; discard a Stage card (starting Stage card included) and place its eventual Artist card in your Program display; discard a Star card located above one of your Stage cards; –1 point per Star or Rising Star card for which you have scored points.

Bonus Icons (see page 10):

Take a meeple and place it on a tent; take a meeple of the indicated color and place it on a tent; advance a publicity marker 1 space; advance the corresponding publicity marker 1 space; advance the white publicity marker 2 spaces; gain a Flower Power token from the supply; gain a Stage Upgrade token and turn it into an extra ticket space or a completed water stand; gain an active worker (from your supply); activate 1 card from your Program display; score 1 or 2 points per meeple of the demanded color on your Campsite cards; score 2 points; score the points of a Star or Rising Star card (see Festival Points, page 14).

Credits

Chilifox Games thanks its playtesters, in particular Sarah Wennes, Aleksander Lindahl Kronstad, Geir André Wahlqvist, Ronny Eftevåg, Fridtjof Buvarp, and Kristian Elvsveen. Thanks also to the following people (in alphabetical order): Andrea Hanssen Bratås, Andreas Kinserdal, Christian Magnus Fredheim, Espen Oldeman Lund, Frede Kristoffer Herstad, Helene Elise Fevolden, Lin Heidi Isaksen, Maija Buvarp, Maria Oldeman Lund, Marius Kongsten Gabrielsen, Pauline Buvarp, and Trond Arvid Røise.

A game by: Vegard Eliassen Stillerud, Eilif Svensson, and Åsmund Svensson. Art direction and graphic design: Yan Moussu. Illustration: EODEgroup.

© 2023 Chilifox Games AS.