Cudillero
Cudillero Rulebook
Table of Contents
Table of Contents
Components
- 60 floor cards
- 24 roof cards
- 16 doorway cards
- 10 common objective cards
- 12 personal objective cards
- 4 decks with 18 action cards (1 deck per player)
- 20 bonus tokens
- 4 player tokens
- 4 value tokens
- 1 value board
- 1 notepad
Game Setup
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Deal each player the player token and the action deck (18 cards) of their chosen colour, 1 "+10" token, and 1 "+20" token. Then, each player shuffles their action deck and draws 5 cards to form their starting hand.
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Take 4 doorway cards per player, create a deck, and place it face up on the table. Return the remaining doorway cards to the game box.
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Deal 1 doorway card to each player. Each player places their doorway card in front of them. The card is considered built and floor cards can be placed above it.
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Shuffle all the roof cards face down and give each player 2. Each player chooses 1 and returns the other one to the deck. This roof card can only be built (for free) at the end of the game and will help each player determine their strategy. It can't be built during the game.
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Shuffle the roof and floor cards separately to create 2 decks. Place them face down on the table.
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Create the market with roof and floor cards based on the number of players. The printed manual shows the market layout for 2, 3 and 4 players as a diagram on this page (the card-by-card arrangement is illustrated, not written out in the text).
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Place the value board next to the market and place each value token on the 0 space of the matching colour.
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Create 1 pile with all the "Extra action" tokens and another pile with the "Relocate" tokens. Place 1 pile on the day 2 space and the other on the day 3 space of the value board (the order doesn't matter).
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Shuffle the common objective cards and place 1 random card in the corresponding space of the board. Return the rest of the cards to the game box; they won't be used during the game.
NOTE: If you want to add complexity to the game, include the personal objective cards (check the "Personal Objectives Variant").
Setup Example
The manual includes a photographed setup example (page 5) showing a 4-player setup.
How to Play
The game is played in 3 days and each day consists of 6 rounds. Each round has 2 phases:
- Bidding phase
- Action phase
Bidding Phase
During the bidding phase, the starting player for the current round is chosen. Also, the players choose the actions they want to perform later on. This is done with the action cards.
Action cards can be used in 2 different ways: for their actions or for their value. Every action card has 2 actions, which are indicated with images and icons. If a card only shows 1 image, the 2 available actions are exactly the same action.
During the bidding phase, each player must choose 3 of the 5 action cards in their hand: 2 cards to bid and 1 to play during the action phase. Then, they must place the 2 bidding action cards on the table vertically face down and the other action card horizontally face down to tell the bidding cards from the other one.
When each player has chosen their bids, they must decide whether they use their +10 and +20 tokens (check the "Bonus Tokens" section).
All the players simultaneously flip their cards and compare the highest value of the 2 bidding cards. In case of a tie, the tied players compare the value of the second bidding card. If the tie remains, the tied players compare the value of the action card they chose for the action phase. In the unlikely event that the tie still remains, the tied players will perform the 2 actions on the card they chose for the action phase.
The player who wins the bid will be the starting player during the action phase and will be able to perform the 2 actions on the chosen card. The rest of the players will follow the bidding phase order (in descending order) and will only perform 1 of the 2 available actions on their cards.
EXAMPLE: Lucy has chosen card 11 for the action phase and cards 18 and 15 to bid. Adrian has also chosen card 18 to bid, but his second card is a 9, so Lucy wins the bid.
At the end of the action phase, each player discards the 3 cards played during this phase and draws 3 cards from their action deck.
Action Phase
Following the turn order resulting from the bid, each player performs the actions of the card they chose for the current action phase. Remember: The player who wins the bid is the starting player and they can perform the 2 actions on their card. The rest of the players follow the bidding phase order (in descending order) and can only perform 1 action. The actions on the cards can be performed in any order and are the following:
Buy
Perform this action to take 1 card from the market and add it to your hand, so you can build it later during the game. You can buy doorway, floor, or roof cards as long as they are available in the market.
Your maximum hand size is the number of doorway cards you have built plus 1. The roof card you get at the beginning of the game does not count toward your hand limit.
EXAMPLE: Lucy has already built 2 doorway cards and wants to build 2 more. During the action phase, she decides to buy another card. The next round, she won't be able to buy more cards because she has reached her hand limit.
IMPORTANT: Do not replace the cards in the market until every player has played their action phase. You only replenish the market at the beginning of a new round. When the doorway deck runs out, players won't be able to buy any more doorway cards.
Build
Perform this action to build (add to your tableau) the cards that you previously bought (check the action "Buy"). Before building a card, you must buy that card, unless a bonus states otherwise. The build action must follow these rules:
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Doorway cards are the only cards that can be placed at the bottom of a building. They can't be placed above other cards and they can only have other doorway cards horizontally adjacent to them. Above them there will always be floor cards, never roof cards. Once built, you can change their position (to the right or left of another doorway card) without using the relocate token, as long as you haven't built any floors above them. Every doorway card shows fibre optic cables that connect every doorway card.
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You can't place more than 6 floor cards above any doorway card. Buildings have a limit of 8 cards: 1 doorway, 6 floors, and 1 roof.
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You can place cards of different colours together, but at the end of the game you will only score for the biggest set of cards of each colour in your building tableau (check the scoring example).
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It is not mandatory to connect the optic fibre cables nor the clothes lines.
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Roof cards complete a building; you can't place anything above roof cards.
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Once you build a floor, you can't move it, unless you use the relocate token, which can only target cards that are orthogonally adjacent (not diagonally).
When you build a card, you may gain bonuses:
- Clothes lines: Some cards show part of a clothes line. If you complete a clothes line with 2 or more different cards, after adding a card to your tableau or due to the effect of a bonus, you can immediately add another card to your tableau. To complete 1 clothes line, you need 2 or more cards that connect the line. You can play that card from your hand or straight from the market, without having to perform the buy and build actions. If you get another bonus after placing this card, apply the corresponding effect.
- Colours: As soon as your tableau includes 3 different colours, you immediately gain the "extra turn" token. With this token, you can repeat the 2 actions on your action card, even if you didn't win the bid. This token can only be used once during the action phase.
Value
Perform this action to increase or reduce the value of the floor and roof card colours by 1 on the value board. At the end of the game, the floor cards in the biggest set of each colour will score the points indicated by the matching cube on the board.
End of the Round
At the end of the action phase, each player discards the 3 cards they played and draws 3 cards from their action deck. During the last round of the day, each player will only have 1 card left to draw from their action deck, therefore they will play the round with only 3 cards in hand. The day ends after the sixth round.
End of the Day
If it's the end of the third day proceed to the "End of the Game". Otherwise, follow these steps to start a new day:
- Discard all the floor and roof cards from the market and create a new market (based on the player count).
- Each player takes the bonus token that matches the current day from the value board: either an extra action token or a relocate token, depending on the initial setup (check the "Bonus Tokens" section).
- Each player shuffles their 18 action cards to build their new action deck, places it face down on the table, and draws 5 cards.
End of the Game and Final Scoring
The game ends at the end of the third day. It is time for the players to tally their final score. There are many ways of scoring points in Cudillero:
- Height: Gain points for each building in your tableau that is complete, i.e. that has roof. The height of each building is the number of floor cards plus the roof card. Doorway cards do not count towards scoring for height. Don't forget to add the height bonus of your roof, if you have it.
NOTE: You can only get the maximum score for height (8 heights) with the height bonus of a roof card.
Height scoring table (heights → points):
| Heights | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|---|---|---|---|---|---|---|---|
| Points | 3 | 6 | 10 | 15 | 21 | 28 | 36 |
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Colours: The players count how many orthogonally adjacent cards (not diagonally) form the biggest set of each colour and multiply the number by the corresponding value on the value board. Remember that only floor and roof cards count, and only 1 set per colour is scored.
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Optic fibre: Floor and roof cards can be connected to each other through the optic fibre cabling. All the cards that follow the cable routing, starting from the doorway cards, with no interruptions, are considered to be connected. It doesn't matter if a cable in the cards is not connected, as long as at least 1 follows the routing. Doorway cards don't count towards scoring, but they can connect 2 independent cable lines. Remember to add the bonuses of your roofs if you have any!
Connected cards scoring table (connected cards → points):
| Connected cards | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Points | 3 | 6 | 10 | 15 | 21 | 28 | 36 | 45 | 55 | 66 | 78 | 91 |
- Balconies, neighbours in windows and chimneys: Score 1 point for each balcony, 1 point for each neighbour in a window, and 1 point for each chimney. If your roof cards have bonuses, multiply the points of whatever they indicate. Bonuses are cumulative.
Roof card bonuses:
- Multiply by 2 (×2): Multiply by 2 the final sum of all your chimneys, balconies, and neighbours in windows. If you have more than 1 bonus of the same type, add them up. For example, if you have 2 roofs with the chimneys ×2 bonus, you will multiply your chimneys by 4.
- Add 1 height: Add 1 height to the final height of the building where you built this roof.
- Add 1 connection: Add 1 to the final length of the fibre optic cable you built. This card doesn't need to be connected to the cable for you to score the bonus, but if it is, you add 2 to the length of your cabling (1 for the bonus + 1 for being part of the cabling).
Tie-Breaking
In case of a tie, the winner is the tied player with the most cards in their tableau. If the tie remains, the winner is the tied player who scored the most points thanks to the colours of their buildings. If there is still a tie, the tied players share the victory.
Scoring Example
This is Lucy's tableau at the end of the game.
She first scores the height of each of her buildings. She has 2 buildings with 4 heights thanks to her yellow roof card's bonus, so she scores 20 points. Additionally, she scores 15 points for her building with 5 heights.
To score colours she multiplies the number of cards in the biggest set of each colour by the corresponding value on the value board. Her 2 yellow cards ×2 score 4 points; her 5 white cards ×1 only score 5 points, and her biggest red set of 3 cards ×4 scores 12 points. Therefore, she scores a total of 21 points for the colours in her tableau.
Then, she adds the bonuses. Her red roof card multiplies the balconies by 2. Since she has 3 balconies, she scores 6 points. She also has 3 neighbours in windows and 10 chimneys that score 3 and 10 points, respectively. That makes a total of 19 points. In addition, she has 5 cards connected via the optic fibre cabling, which score 21 points.
Lucy's total score at the end of the game is 35 + 21 + 19 + 21 = 96 points.
Bonus Tokens
+10 and +20. Each player starts the game with 1 "+10" token and 1 "+20" token. You can use them during the bidding phase to increase the value of your cards. If you wish, you can use both in the same turn. Once used, you must discard them. You can only use them when every player has chosen their bidding cards and before revealing them.
Extra turn. You gain this token as soon as your tableau includes 3 different colours. Play an extra turn performing the 2 actions on the action card you chose, even if you didn't win the bid. You can use this card whenever you want, including the moment you gain it, but only during your turn in the action phase. Discard it once used.
Extra action. During your action phase, you can repeat 1 of the actions on your card, even if you could only perform 1 action as a result of the bid. Discard it once used.
Relocate. During your action phase, you can swap the position of 2 orthogonally adjacent cards in your tableau. Once used, discard the token. If you connect 2 new clothes lines after relocating 2 cards, apply the corresponding effect. In this case, the connection of the clothes lines is considered "new" if at least 1 of the 2 cards was not previously connected to another clothes line. You must always follow the basic building rules.
Common Objectives
Common objectives are always scored at the end of the game. Some common objectives can be completed by every single player in the game, while others only award points to the first player who completes it, and also to the second player in 3- and 4-player games.
If you meet the conditions of the objective during the action phase, place your player token on the card space that indicates the points scored. In 3- and 4-player games, there are 2 spaces available. During the game, player tokens are only used to indicate that an objective has been completed.
- 3 balconies (10 points): The first player to add 3 balconies to their tableau scores 10 points.
- 3 neighbours waving (10 points): The first player with 3 neighbours waving in their tableau scores 10 points.
- +10 token (10 points): Every player who still has their "+10" token at the end of the game scores 10 points.
- +20 token (10 points): Every player who still has their "+20" token at the end of the game scores 10 points.
- 4 floor cards connected (10 points): The first player to connect 4 floor cards via the fibre optic cabling scores 10 points.
- Second clothes line (10 points): The first player to connect their second clothes line scores 10 points. A clothes line is considered to be connected when 2 different cards with clothes lines are connected. 1 card can belong to 2 different clothes lines.
- 3 doorway cards (10 points; 5 points for the second player in 3- and 4-player games): The first player to add 3 doorway cards to their tableau scores 10 points. Only in 3- and 4-player games, the second player to do so would score 5 points.
- 2 roof cards (10 points; 5 points for the second player in 3- and 4-player games): The first player to add 2 roof cards to their tableau scores 10 points. Only in 3- and 4-player games, the second player to do so would score 5 points. If this happens at the end of the game, after building your initial roof card, the objective is not considered as completed.
- 4 cards of the same colour (10 points; 5 points for the second player in 3- and 4-player games): The first player to add 4 cards of the same colour to their tableau scores 10 points. Only in 3- and 4-player games, the second player to do so would score 5 points.
Personal Objectives Variant
If you want to add another level of difficulty, you can include the personal objective cards. During setup, when you deal each player the roof cards, give them also 2 personal objective cards. Each player must choose 1 and discard the other one.
At the end of the game, if you meet all the requirements on your personal objective card, you will score 10 extra points.
The personal objectives are the following:
- Build 1 blue, yellow, white, or red card on the third floor of one of your buildings. It can be a floor or a roof card.
- Build a card with 1 neighbour or a balcony on the third floor of one of your buildings. It can be a floor or roof card.
- Build 1 card with 1 clothes line (connected or not to another one) on the third floor of one of your buildings.
- Complete 3 buildings (the height doesn't matter).
- Complete 2 buildings with at least 4 heights each.
- Your tableau has 9 chimneys.
- Build 3 horizontally adjacent floors of the same colour. (Roof cards also count.)
- Build 3 horizontally adjacent floors of different colours. (Roof cards also count.)
Stock Market Variant
In this variant, using the value action can award a bonus. There is a black line on number 6 of the value board. If any player during their turn increases the value of any colour and the matching cube reaches that line, that player can immediately add another card to their tableau for free.
The same as with the clothes line bonus, that card can be played from their hand or straight from the market, and they won't have to perform the buy or build actions. If you get another bonus after placing this card, apply the corresponding effect.
NOTE: Players only gain the bonus once per colour. When a cube has reached the line and activated the bonus, even if the cube goes down and reaches 6 again later, the bonus no longer applies.