Park Life: People
Park Life: People Rulebook
Table of Contents
Table of Contents
Contents
- 35 Numbered Cards (1-7 in five suits)
- 10 1x Set Cards
- 5 Neighbor Set Cards
- 4 Wild 0 Cards
- 4 Player Aids
- 1 First Player Marker – Train
The five suits are Windy, Rainy, Foggy, Snowy, and Sunny.
Setup
Shuffle: Shuffle the deck.
Deal: Deal cards based on the chart.
| Players | Cards dealt |
|---|---|
| 1 player | 2 hands of 12 cards |
| 2 players | 12 cards each |
| 3 players | 10 cards each |
| 4 players | 8 cards each |
Discard Pile: Place the undealt cards face down in the middle of the table.
Aids: Give everyone 1 player aid.
Starting Player: The player who most recently visited a park takes the first player marker.
Playing a Sale
Everyone plays one card per sale.
1. Sale (a "trick")
Starting with the first player and proceeding clockwise, each player plays a card from their hand.
2. On Suit
The first card played and other cards matching its weather are called on suit.
You don't need to play on suit if you don't want to!
3. Determine the Winner
The lowest valued card on suit wins the sale (lowest card on suit wins). Ties are won by the last player to play the lowest value on suit card.
4. The Winner Scores Their Card
When you win a sale, you keep the card you played as points equal to its value (the winning card becomes points). Place it in front of yourself.
5. Losers Discard Cards Played
Each player who lost the sale discards the card they played.
6. Winner Discards From Hand
When you win a sale, discard cards from your hand equal to the number of discard icons on the card you won, face down.
7. Pay What You Have
If you don't have enough cards to discard when you win a sale, it's okay. Simply discard the cards you have left in your hand. (Holding on to a big card is smart, since it may cost you more discards later.)
8. Next Sale
The winner of the sale goes first next sale (taking the train marker).
If the sale's winner now has no cards in hand, the next player clockwise with cards in hand goes first.
Players with cards continue to play until everyone has no cards in hand.
If everyone has no cards in their hands, proceed to scoring.
Alone? If you're the only player that has cards in your hand, you play sales without competition. You must still discard cards after each sale as normal — you don't simply win every card leftover in your hand.
Next Round
Shuffle the deck and discarded cards together.
DO NOT SHUFFLE POINT CARDS PLAYERS WON!
Deal each player new cards based on the chart under Setup.
The winner of the last sale of the last round goes first.
Scoring and Winning
Sort: After 3 rounds, players sort their numbered cards into piles of suits, with wild cards in their own pile, and then put set collecting cards aside their suit piles.
Numbers: First sum all the points for all the numbered cards.
1x Set Cards: Then, add the points for sets. For each 1x Set card, score 1 point for every card you won that shows a matching icon, including itself, other matching set collecting cards, and each wild card.
Neighbor Set Cards: For each Neighbor Set card, score 1 point for every card your neighbors won that shows a matching icon, including wild cards.
Sum: Highest score wins the game.
Tie? If tied at the end of a game, the tied player who won the latest sale wins the game.
1x Set Cards
During a sale, a 1x set card is worth points based on cards already won.
Dynamic Value
Set cards grow in value through the game.
1x Set Cards during a sale: When you play a 1x Set card during a sale, its value equals the number of cards with matching weather icons you already won. Include each wild card and other matching set cards you won. It doesn't count itself because you haven't won it yet.
1x Set End Game Scoring: When counting scores, each 1x Set collecting card is worth points equal to the number of cards with matching weather icons you won throughout the game, including itself, other matching set cards, and each wild card.
Neighbor Set Cards
A Neighbor card's value comes from the wild and matching-weather cards of the players to your left and right.
Neighbor Cards
When playing and scoring a Neighbor card, its value equals the number of cards with matching weather icons players on your left and right have won. In 2-player games, count the other player's matching cards only once.
Wild Cards
Wilds have all 5 suit icons and are always on suit.
Wild Cards: Wilds count as every suit. They always count as on suit.
Ties: The last tied card wins the sale.
Leading: If a wild is the first played in a sale, every suit is on suit for this sale.
Sets: Wilds are counted by every 1x Set card you have and every Neighbor Set card of the players to your left and right.
Solo or 2-Player Co-op Rules
Solo Deal: Each round, deal yourself two hands of 12 cards. Keep each face up. Play each like different players taking turns in a circle. Each hand has its own score area.
Co-op Deal: Each round, both players draw 12 cards. Players can't show or talk about cards in their hand.
On Suit: You must play on suit if able. If you don't have a card on suit, you may play any card, but cannot win the sale.
Wilds: Wild cards count as on suit for every suit. You may play them during any sale, but if you don't have any other cards on suit, you must play a wild if you have one. Last tied card wins the sale.
Table Talk: In co-op, you cannot discuss the cards you have in your hand. (Beginners may talk freely).
Winning Solo/2-Player Co-op
After the third round, count each player or hand's score! The lowest score is the team's final score.
- Score 45+: Not bad!
- Score 55+: Good job.
- Score 65+: Wow!
See https://charming.games for co-op and solo vs Automa rules and more.
Credits
Game: dylan coyle — https://charming.games
Art: Castula, Andrei Ebreo, pxlarizeddd, & dylan
Testing and Development: Justine Tyler, Game Time Shanghai, PopsGaming, & Protospiel Online
Copyright © 2024 dylan coyle. All Rights Reserved.