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Flip City: Wilderness

Flip City: Wilderness Rulebook

Table of Contents

Table of Contents

  • Overview
  • Components
  • Preparation
  • Game Sequence
    • A: Play Cards Phase
    • B: Building Phase
  • Turn Ends
  • Game End
  • Card Anatomy
  • Solo Variant
  • FAQ

Overview

1-4 Players. 14+ Years. 30-50 Mins.

The citizens of Flip City want to get away from it all. It's up to you to develop the perfect retreat for your citizens. But be careful, develop too quickly and it will feel too much like home!

Game Design: Chen, Chih Fan Graphic Design/Localization: Adam P. McIver Executive Producer: Brent Lloyd English Development: TMG Development Team

www.playtmg.com Copyright © 2016 Tasty Minstrel Games, LLC

Components

76 double-sided cards in 6 types. You need to fulfill certain requirements to turn a card over to a different side. It is very important to make sure you don't turn a card over accidentally during the game.

Example cards:

  • Trailer Park — Building Cost: 1. Provides: 1 unhappiness. Flip Fee: 1. When Trailer Park is the top card of your deck, you must play it. Flips into: Country Resort.
  • Country Resort (flip side of Trailer Park) — Provides: 1 cash. Flip Fee: 9. Flip this card and shuffle it into an opponent's deck.
  • Logging Site — Building Cost: 2. Provides: 1 cash. Recycle Ability: Return this card to the bottom of your deck. Flips into: Archaeology Site.
  • Archaeology Site (flip side of Logging Site) — Provides: 1 cash. Flip Fee: 2. Recycle Ability: Pay 20 cash to gain 3 points.
  • Farmer's Market — Building Cost: 3. Provides: 1 unhappiness, 2 cash. Flip Fee: 4. When you Buy or Develop this card: Remove one card you played this turn from the game. Flips into: Interchange.
  • Interchange (flip side of Farmer's Market) — Recycle Ability: You must leave this card in your discard pile when you shuffle.
  • Wind Farm — Building Cost: 5. Provides: 2 cash. Flip Fee: 6. When you Buy or Develop this card: Additionally, you may Flip once during this Building Phase. Flips into: Airport.
  • Airport (flip side of Wind Farm) — Recycle Ability: Choose a card in any discard pile, and shuffle it into that player's deck.
  • Camping Grounds — Building Cost: 4. Flip Fee: 8. When you Buy or Develop this card: Add +1 to your unhappiness limit next turn. Flips into: Water Reservoir.
  • Water Reservoir (flip side of Camping Grounds) — Recycle Ability: Can only be used for Flip and Develop actions — Recycling Water Reservoir increases your unhappiness limit by 1 until the end of the turn.

9 optional happiness tokens. These may be used to remind you of card effects on your next turn.

Preparation

1 › Form Decks: Each player takes the following cards: 4x Trailer Park, 1x Country Resort, 1x Logging Site, 1x Farmer's Market, 1x Wind Farm, 1x Camping Grounds.

Shuffle yours together to form your initial deck. (It is important that you keep the named side up while shuffling, don't Flip the cards over to the other side).

2 › Form General Supply: Take the following cards, sort them by category, and place them in the middle of the table to form the general supply: 12x Logging Site, 12x Farmer's Market, 8x Wind Farm, 8x Camping Grounds.

The front side of each card (with the coin in the upper right hand corner) should be face-up. Return any leftover cards to the box.

3 › Determine Start Player: The last player to have flipped a table is the start player.

Note #1: Since all cards are double-sided, you can easily see the top card of your deck while shuffling. To maintain fairness, we recommend that you shuffle your deck underneath the table, or in any manner that can block your view of the deck.

Note #2: If you cannot determine which side a card should be on (for example, if you accidentally drop a card on the floor), shuffle it back into the deck with its front side up.

Game Sequence

The start player will take the first turn, then play will proceed clockwise. On your turn, you will first Play Cards, and then Build your city.

A: Play Cards Phase

1 › Play cards from the top of your deck onto the table in front of you, one at a time, checking each card played and on top of your deck for additional rules that may apply. The cards you play provide you with cash, points, unhappiness, and other things.

Example: A Wind Farm provides 2 cash when played.

After you play each card, you must decide whether to play an additional card, or stop and move on to the Building Phase. You may look at the top card of your deck when making this decision.

2 › Whenever your deck has no more cards in it, you must decide whether to stop and move on to the Building Phase, or to shuffle your discard pile to recreate your deck. After shuffling, you again have the option to play an additional card, or stop and move on to the Building Phase.

3 › You have an unhappiness limit of 2. Any time during your play-card Phase, if there are 3 or more unhappiness among the cards you played, your turn ends immediately, and your played cards are placed into your discard pile. If you exceed your limit and there is still a Trailer Park on top of your deck, you do not play it, your turn ends immediately.

Note: The Water Reservoir increases this limit during a turn in which it is recycled, allowing you to safely play more unhappiness.

4 › If a card has a Recycle icon in the bottom-right corner, above the text box, that means you can recycle it when it is in your discard pile. Any time during your Play Cards Phase, you can turn over a recyclable card in your discard pile to gain temporary cash or other things as indicated; the recycled card still remains in your discard pile. There is no limit on how many cards you may recycle in a single turn.

B: Building Phase

With the cash you gained in the Play Cards Phase, you may choose one (and only one) action from the following three actions. Some cards can provide you with the option to take additional actions.

  • BUY: Choose a card in the general supply, pay its cost, and put it into your discard pile. The cost of a card is in the coin sign in the top-right corner.

  • FLIP: Choose a card in your discard pile, pay its Flip fee, and turn it over to the other side. The Flip fee of a card is next to the purple arrow in the bottom-right corner above the text box. Flipped cards remain in your discard pile.

    Note: Cards you played this turn are not yet in your discard pile.

  • DEVELOP: Choose a card in the general supply, pay its cost AND its Flip fee, and put it into your discard pile with its back side up.

Note: The Archaeology Site allows you to spend 20 cash in order to gain 3 points during the Building phase.

After selecting and executing your action for the turn, if you were provided with 8 points, then you win!

Turn Ends

When your turn ends, place the cards you played into your discard pile. Then the player on your left begins their turn. Cash, points, and unhappiness you gained in a turn don't carry over to subsequent turns.

Game End

Whenever a player gains 8 points or more during a single Play Cards Phase, that player will win the game if they make it to the end of that turn's Building Phase.

Card Anatomy

Each card shows: Card Name, Building Cost (the coin in the top-right corner), an Illustration, Things Provided (icons for cash, points, and/or unhappiness gained when the card is played), Flip Fee (the number next to the purple arrow in the bottom-right corner), a Card Number, and Setup Info, plus its Additional Functions text in a colored box.

Additional Functions icons used in each card's text box:

  • $ — When you Buy or Develop this card...
  • Right-pointing hook arrow — When this card is played...
  • Up-pointing hook arrow — When this card is flipped...
  • Down-pointing hook arrow — When this card is Recycled...
  • Circular arrows — When the following condition is met...

Recycle Abilities — some cards show a small icon near the Flip Fee that grants an immediate, temporary bonus when the card is Recycled:

  • Gain 1 cash for this turn.
  • Increase your unhappiness limit by 1 until the end of the turn.
  • Gain 3 cash to use to Flip or Develop this turn.

Solo Variant

1 › During preparation, fill the general supply with only 4 of each card (Logging Site, Farmer's Market, Wind Farm, and Camping Grounds).

2 › During the Play Cards Phase, each time you shuffle your deck, you must choose a card in the supply and remove it from the game (place it back in the box).

3 › The winning condition is the same as the regular game, but the player must achieve it BEFORE the supply runs out of cards. When the supply is empty, you lose.

4 › When Flipping a Country Resort, remove it from the game.

FAQ

Q1: What if I reach the unhappiness limit and winning condition at the same time? Your turn would end immediately during the Play Cards Phase. You check for victory only at the end of the Building Phase, so in this situation you would not win and it would be the next player's turn.

Q2: What if the general supply is empty? You simply can't buy any cards.

Q3: May I examine my discard pile? Yes, you may look through the cards in your discard pile at any time.

Q4: How do I combine Wilderness with different Flip City sets? During Preparation, when forming the general supply, you should not have any pile of cards with the same color title bar as any other pile. For example, you should not have two card piles with This Color Title Bar; select only one to play with in any given game.