Os Incríveis Parques de Miss Liz
Os Incríveis Parques de Miss Liz Rulebook
Table of Contents
Table of Contents
Contents
- 95 Construction Tiles (16 of each Theme + 15 with no Theme)
- 75 Employees (15 of each Theme)
- 10 cubes (2 of each Theme)
- 5 Individual Boards
- 1 Projects Board
- 72 Street Tiles
- 24 Theme Tokens
- 20 Purchase Tokens (4 of each Theme)
- 5 Reference Cards
- 15 Investment Cards
- 16 Planning Cards
- 1 Manual
- 1 Score Pad
Setup
- Place the Projects Board in the center of the table, within reach of all players.
- Choose or draw a themed Individual Board for each player.
- Separate the Construction Tiles of each Theme in play, find and set aside the park Entrance tiles (they have a gray back, so they can be identified easily) and, without looking, remove 5 other random Construction Tiles of each Theme in play. These tiles will not be used during this game and must be returned to the game box. Separate the No Theme Construction Tiles and, without looking, remove 5 of them. These tiles are also out of this game and must be returned to the box. All tiles of the Themes not chosen also go back to the box.
- Shuffle all the Construction Tiles in play (themed and No Theme) into a single pile. Deal the tiles into 5 piles containing 6, 8, 10 or 12 tiles each, depending on the number of players (2, 3, 4 and 5 players, respectively). These piles help count the rounds of the game.
- Separate the Street Tiles, Purchase Tokens and Employees; form one pile of each and place them within reach of all players.
- Each player chooses where the Entrance of their park will be located on their Individual Board, on the bottom row. Each player receives one Street Tile and must place it adjacent to their Entrance in whatever way they prefer.
- Each player places a cube of their color on number 10 of the Income Track. Each player receives two Purchase Tokens and two Employees of their respective color and leaves them beside their Individual Board.
- Remove from the Planning Deck the cards of the Themes that are not in play, as well as the cards exclusive to a number of players different from the number at the table, then shuffle it and place it in the dedicated area on the Projects Board. Each player receives two Planning Cards, chooses one to keep in secret and the other must be returned to the bottom of the deck.
- The player who most recently visited an amusement park is the first player. Place one cube of each color on the Player Order Track, starting with the starting player's color cube and continuing clockwise around the players at the table.
Object of the Game
Your goal in Os Incríveis Parques de Miss Liz is to build the most attractive amusement park among all players, that is, the one with the greatest amount of Happiness Points. At the end of the fifth Round, the player with the most Happiness Points is declared the winner.
Game Round
At the beginning of each Round, the tiles of one of the Project Piles are laid out on the board. Depending on the number of players (2, 3, 4 and 5 players, respectively), place 3, 4, 5 or 6 tiles in the cost 4 row, then the same number in the cost 3 row.
Calculating Income
The first thing to do during a round is to calculate the Income of your park. Each player counts how much Income their park is producing, adding up the numbers in the lower left corner of all their active Buildings. They add this value to their current Income and move their cube to the right to the new value on the Income Track. At the beginning of the first Round, since the players do not have any active tiles yet, this phase does not happen.
A Round consists of several turns among the players and lasts until all players have passed.
Player Turn
On their turn, each player can perform ONE of the following actions:
- Buy a Construction Tile from the Projects Board and build it on their Individual Board;
- Buy Street Tiles from the Projects Board and build them on their Individual Board;
- Hire Employees and place them beside their Individual Board;
- Buy Planning Cards;
- Pass.
Buy a Construction Tile and Build It
When taking a tile from the Projects Board, the player must pay the cost indicated beside the row in which the tile is, moving their cube to the left on the Income Track of their park a number of spaces equal to the cost of the tile. The player must place a Purchase Token from their supply in the space where that tile was. If the player has no more Purchase Tokens, they cannot take this action again during this Round.
The purchased tile must be added to the player's Individual Board, anywhere within the delimited grid.
Example: Thaísa acquires an Oceanic Ride from the cost 4 row. She removes the tile from the Projects Board, adds a Purchase Token in its place and subtracts 4 from her Income, placing the green cube on number 3. Thaísa places her Oceanic Ride adjacent to the Wild Restaurant and passes the turn to the next player.
Buy Street Tiles
The player can acquire as many Street Tiles as they want, paying 1 (one) point of their Income for each Street Tile they are acquiring, spending only one action. After doing this, the player must build all the Streets in their park.
IMPORTANT: Streets and Buildings can NOT be relocated after they are built!
Example: Daniel wants to build five Streets in his park. He spends his action taking 5 and subtracting 5 from his Income Track. He then builds the five Streets in his park and passes the turn to the next player.
IMPORTANT: Buying streets does NOT use Purchase Tokens.
Hire Employees
The player can acquire as many Employees as they want, paying 1 (one) point of their Income for each Employee they are acquiring, spending only one action. These Employees are placed beside the player's Individual Board.
Example: Deborah wants to hire 3 Employees to activate her Buildings. She spends her action taking 3 Employees and subtracting 3 from her Income Track. Then, using her free action of assigning Employees, she places one Employee on her Enchanted Ride, one on the Enchanted Restaurant and another on the Wild Show, and passes the turn to the next player.
IMPORTANT: Hiring Employees does NOT use Purchase Tokens.
Buy Planning Cards
By paying 3 (three) points of their Income, the player can look at the top two cards of the Planning Deck, choose one to keep and return the other to the bottom of the deck. These cards are individual objectives that must be kept secret and will be scored at the end of the game. Each player can have at most 3 (three) Planning Cards in hand. If the player buys a fourth Planning Card, they must return one of their choice to the bottom of the deck.
This action can only be done once per round.
Pass
If they cannot or do not want to perform any of the other actions, the player can pass. They then move their cube on the Player Order Track to the first space of the adjacent track. During the next Round, they will be the starting player. The next player to pass moves their worker to the second space, and so on until the new turn order is defined.
Free Actions
Assign Employees: the player can, at any time during their turn, assign their Employees without spending any action. To do so, they take as many Employees as they want from their supply and place one on each Building of their park that does not already have an Employee on it (except the Rest Area, which can have more than one Employee).
Change the Theme of Buildings: as a free action, at any time during their turn, the player can change the Theme of their Buildings, using the Theme Tokens provided by Administration Tiles.
Activating Buildings
Buildings only generate Income, Happiness and any bonuses if they are active. For this, they must meet two conditions:
- There must be an Employee on the Building;
- There must be Street Tiles forming a continuous path between the Building and the park Entrance.
Example: Daniel has a Western Shop, a Western Show and a Western Entrance in his park. The Shop is active, with streets connecting it to the entrance and an Employee on the Building. The Entrance has no Employee on it, so it is not active. The Show has an Employee on it, but has no streets connecting it to the Entrance; therefore it is also not active. During the Income Phase, he will receive +3$ from the Shop only; at the end of the game, if this situation remains, he will receive only 2 Happiness Points from the Shop.
IMPORTANT: Buildings block the continuity of Streets. No Building is considered active if it does not have a continuous path of Streets connecting it to the Entrance.
End of the Round
When all players have passed, the Round ends. All players collect their used Purchase Tokens from the Projects Board and return them to their individual supply.
Projects Board Maintenance
The Construction Tiles that remained on the Projects Board move vertically to the cost 2 row, starting with the cost 3 row and then the cost 4 row. If there is already a tile in that space, that tile is discarded, making room for the new tile.
Example: at the end of the Round, two tiles remained on the Projects Board, in the fifth column: a No Theme Administration Tile in the cost 4 row and an Oceanic Ride Tile in the cost 3 row. The Oceanic Ride moves down to the cost 2 row. Then, the No Theme Administration also moves down to the cost 2 row, causing the Oceanic Ride to be discarded.
Construction Tiles
Themes of the Buildings
Each Construction Tile bears the theme of one of the parks of the game, which can be:
- Deep Ocean (blue)
- Enchanted Castle (red)
- Land of Terror (purple)
- Wild Kingdom (green)
- Western World (yellow)
- No Theme (gray)
Each player has an Individual Board with one of these themes. Construction Tiles that have the same theme as the board on which they were built provide a bonus of +1 Happiness to the park. Construction Tiles of a different theme provide +0 Happiness, and No Theme Construction Tiles generate a penalty of -1 Happiness.
Each Construction Tile is made up of 5 elements:
- Income generated by the tile;
- Happiness generated by the tile;
- Theme of the tile;
- Type of Building (and any ability reminders);
- Illustration and Name of the Building.
Income: each Construction Tile provides, at the end of the Round, an amount of Income to the park in which it was built, increasing the total Income of the park (see Calculating Income on p. 11).
Happiness: each Construction Tile provides an amount of Happiness Points to the player's park. They represent the happiness of the park's visitors. The player with the most Happiness Points at the end of the game is the winner.
Types of Buildings
Construction Tiles can be divided into 8 types. They are: Ride, Show, Restaurant, Shop, Board of Directors, Rest Area, Administration, Entrance.
Each type of Construction Tile (except the Entrance) provides a bonus to the player who builds it in their park.
Rides: when a Ride Tile is active, it generates +2$ in the Income Phase for each Shop and Restaurant adjacent to it.
Example: Thaísa has in her park a Wild Ride adjacent to a Wild Shop and a Wild Restaurant. With this, her Ride generates +4$ in the Income Phase (+2 for the Shop and +2 for the Restaurant).
Administration: upon activating an Administration Tile, the player receives two Employees, which they can immediately assign to two Construction Tiles. They also receive two Theme Tokens of their choice, which they can place on their Construction Tiles, making them Buildings of that new Theme until the end of the game.
Restaurants: when a player has four active Restaurants, arranged so that each Restaurant Tile is adjacent to at least two others, the player forms a Food Court. At each Income Phase, the player will receive +5$; in addition, at the end of the game they will add +10 Happiness Points to their park. (The rulebook shows the possible shapes in a diagram.)
Example: Daniel has 3 Western Restaurants and 1 Wild Restaurant in his park, all adjacent to at least 2 other Restaurants and active. Thus, he has a Food Court formed, which generates +5$ at each Income Phase and +10 Happiness Points at the end of the game.
Board of Directors: upon activating a Board of Directors Tile, the player receives a Purchase Token; they can now buy one additional Project Tile during the Round, spending one action. The Happiness Point value of the Board of Directors is equal to the number of active Buildings the player has in their park at the end of the game, divided by two and rounded down.
Shows: for each Street Tile adjacent to an active Show Tile, the player will receive +1 Happiness Point.
Example: Deborah has an Enchanted Show in her park, with 5 Streets adjacent to it. With this, her Enchanted Show is generating 10 Happiness Points (5 for the Show Tile + 1 for each Street Tile adjacent to it).
Rest Area: when a Rest Area Tile is active, the player can reassign their Employees among the Buildings at any time during their turn. They can assign as many Employees as they want to the Rest Area, and take Employees from other buildings and assign them to the Rest Area if they want. At the end of the game, the player will receive 1 (one) Happiness Point for each Employee on the Rest Area Tile. When removing employees from the Board of Directors and Administration, the player has to return the benefits received from the building.
Shops: when a Shop Tile is active and there is at least one more Shop Tile adjacent to it, it receives a bonus of +1$ during the Income Phase.
Example: Daniel has 3 Western Shops in his park, one adjacent to another. As each one receives a +1$ bonus, during the income phase Daniel will receive +12$ (3$ for each Shop + 1$ bonus for each Shop).
End of the Game
The game ends at the end of the fifth Round. In this last Round, it is not necessary to perform the Projects Board Maintenance phase.
Final Scoring
Players add up the amount of Happiness Points that their parks are generating, including:
- Happiness Points for Active Buildings in their park;
- Happiness Points from bonuses of Construction Tiles (see Types of Buildings on p. 6);
- +1 bonus Happiness Point for Construction Tiles with the same theme as their Individual Board;
- -1 Happiness Point as a penalty for No Theme Construction Tiles;
- Happiness Points for fulfilling the conditions of the Planning Cards;
- +1 Happiness Point for every 5 Income remaining on the Income Track.
The player who adds up the most Happiness Points has their park declared the most fun by the powerful Miss Liz and is the winner.
In case of a tie, the player with the most Construction Tiles of their own Theme is the winner. If still tied, the player with the most remaining Income is the winner. If the tie persists, the tied players share the victory.
Strategy Tips
- Focus on generating Income in the first Rounds. Shops and Restaurants are your best friends early in the game.
- Do not be afraid to buy Construction Tiles of your opponents' Themes or No Theme Construction Tiles. The negative points the latter will give you can be offset by the comfort of having good Income every turn. Just do not overdo it.
Variants
The base game comes with two variants, which increase the strategic level of the games.
Investment
The player can, at any time during their turn, acquire as much investment as they want, but at most 10 (ten) per game. They advance on their Income Track an amount equal to the Investment they acquired and take a combination of Investment Cards equal to that value. This value will be subtracted from the park's Happiness Points at the end of the game.
Side B and Reserved Spaces
The back of each Individual Board presents a new terrain, where some places on the grid are reserved for restrooms, benches and other small constructions that make visitors happier. Players are free to build on top of these spaces if they wish; however, at the end of the game the player will receive +3 Happiness Points for each Reserved Space that is NOT covered by a tile.