Shrinkopolis
Shrinkopolis Rulebook
Table of Contents
Table of Contents
Game Components
- 10 blue layout cards (5 × Deck A, 5 × Deck B)
- 12 yellow task cards
- 31 grey city cards
- 42 reward cards (purple, green, yellow)
- 12 tool tiles (4 of each type)
- 4 player boards (double-sided: EN, CZ)
- 1 scoring pad
- 5 wooden animal figures (meeples)
- 15 connection cubes
- 12 resource dice (4 of each colour)
Game Overview
Over five rounds you will take cards from the central offer, connect them with valuable connections that give you resources, and add new objects, in order to build the most satisfying district in the town.
There are several ways to score victory points (VP):
- Complete connections that contain VP symbols. These connections are found mainly on city cards and on purple cards (which represent culture).
- Play yellow cards (representing tools), which give you not only VP but also useful abilities.
- There is also a set of yellow task cards, which contain personal goals for which you can earn even more VP.
- Play green cards (representing animals), especially sets of the same animal type placed next to each other, because these give more VP.
Setup
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Shuffle the separate decks of layout cards (A and B) and place 1 card from each deck in the middle of the play area. Return the remaining layout cards to the box. (For an overview of the effects of layout cards, see page 24.) For your first game we recommend using the card "Ulice" (Streets) from Deck B and the card "Univerzální" (Universal) from Deck A (see page 24).
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Shuffle the task cards and deal each player two at random. Each player keeps one task card and places it face up in their reserve. Shuffle the unchosen cards of all players face down and set them aside for now; they will be used in the next step.
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Shuffle all the city cards and randomly select the number of cards according to the number of players, as shown in the table on the right. Return the remaining cards to the box. Create the city card deck by placing 4/6/8 (in a 2/3/4-player game) city cards face down at the bottom (A). Then add the task cards not chosen by players in step 2, face down on top of these cards (B), and place the remaining city cards face down on top of this deck (C).
- 2 players = 16 cards
- 3 players = 22 cards
- 4 players = 28 cards
Example for two players. This ensures that new task cards appear after the 3rd round of the game.
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Shuffle the reward card deck. Place the deck face down next to the deck. Lay out 3 to the right of the deck to create the offer.
Player's Turn
Each player's turn is divided into five consecutive steps:
- Gain cards (mandatory)
- Play a city card (mandatory)
- Play reward cards (optional)
- Reserve/discard a reward card (if needed)
- Cleanup (mandatory)
In addition, the player may take free actions:
- Send animal figures (optional)
- Place connection cubes (optional)
1. Gain Cards (mandatory action)
Choose and take two adjacent cards from the central offer (i.e. one city card and one reward card) and put them into your hand. Then refill the central offer from the respective decks, i.e. one new city card and one new reward card (alternating these two types of card must be maintained for the whole game).
As soon as the task cards appear on top of the city card deck (at the end of the 3rd round), immediately place them face up in the marketplace offer. You can acquire these from the marketplace offer by the usual rules.
2. Play a City Card (mandatory action)
Place a city card from your hand into your district (the cards you have already played in your play area) according to the placement rules (see below). If completed connections give resources as a reward, you gain these resources on the resource dice (see the following page).
The symbol for a wild resource can be used as any resource type of your choice. However, it does not count as a wild for the purposes of fulfilling the goals on layout cards.
If completed connections give VP as a reward, you gain them only at the end of the game.
Placement rules
A newly played card may be rotated to any orientation.
A newly played card must create at least ONE connection from the two shown connections (this is called a "completed connection").
(The diagram shows a correct placement and an incorrect placement.)
Once a card has been placed, it may not be moved elsewhere until the end of the game.
Cards
There are 5 types of card from which you build your town of Shrinkopolis. The cards offer various options and advantages, so it is worth becoming familiar with the following tips and hints on how they work.
Card anatomy
Each card has defined locations for its individual elements: the card type and cost (top left, with the cost number); places for connections (on each edge and in the corners); a place for special conditions; a place for the VP symbol (bottom left); and a place for a bonus (an animal, a tool or a connection cube, bottom right).
Connection types
- Empty connection: a blank space; no resource.
- Components (gear symbol, yellow): for tool cards.
- Food (carrot symbol, green): for animal cards.
- Art (mask symbol, purple): for culture cards.
- VP (heart symbol, with a number): victory points.
- Wild (joker): any resource of your choice.
City Cards
"Everywhere is good, but home is best."
These cards are played immediately and for free after you select them from the central offer. They provide ordinary connections with resources, but may also include connections with VP. You start the game with one city card, and at the end of the game each player will have exactly 6 city cards.
Animal Cards
"Should we tame them, or feed them?" "I think first we must survive!"
These cards are a good source of VP at the end of the game. The game contains 5 different sets of animals, with 3 cards in each set. Each set has its own symbol on the bottom right of the card. Each animal card includes a standard VP value and a bonus VP value.
Players gain the bonus VP value instead of the standard value only if they have 2 or 3 cards of the same animal type placed next to each other along a longer side. In all other cases they gain the standard VP value. Animal cards also include connections with resources, and they provide players with animal figures (see page 12).
Animal figures by card type: beetle (stag beetle), fish, wasp, rodent, ant.
Example A (left) shows a connection in a different orientation, which gives the standard VP value (4+2 VP). Example B (right) shows cards adjacent along a longer side, which gives the bonus VP value (3+5 VP).
Art (Culture) Cards
"Let's finally have some fun!" "Sure, maybe at the cinema."
These cards provide valuable connections with VP, which are counted at the end of the game if they are part of a completed connection. Each purple card gives the player a connection cube, which the player places from their supply onto their player board.
Symbol for a connection cube: (plus symbol in a box).
Tool Cards
"These things are so huge, be careful." "Ouch!"
These cards (once you place them in your town) give you special abilities, which you may use once per turn when purchasing any card. When you buy your first yellow card (tool) of a particular type, take the corresponding tool tile and place it face up in front of you. You may have at most 1 tile of each type. The ability of each tile may be used once per turn; once you use the ability, turn the tile face down. Only one tile may be used to purchase one card; it is not allowed to combine two or more tiles to buy one card. At the end of the player's turn, the tiles are restored.
Example: a tool card that gives you glue after you play it.
- Paint-brush: you may pay for one card with a die of a different colour, at the same price.
- Scissors: when paying for cards, you may subtract the cost from a resource die and keep the rest (if you had more resources than needed).
- Glue: you may pay for one card with a combination of two dice. The colour of the card must match at least one of these two dice. You spend both dice in doing so.
Task Cards
These cards provide the same abilities as the ordinary yellow cards (tools), but also provide goal conditions which, when fulfilled, give you extra points in the final scoring (you will try to fulfil these goals during the game). Each player starts the game with 1 card in their reserve. Further cards appear in the marketplace offer at the end of the 3rd round.
Game Flow
The game is played over 5 rounds. Each player's turn is divided into five consecutive steps (see Player's Turn above). In addition, a player may take free actions.
- Send animal figures (optional)
- Place connection cubes (optional)
Step 1: Gain Cards (mandatory)
See "Player's Turn", step 1, above.
Step 2: Play a City Card (mandatory)
Place a city card from your hand into your district according to the placement rules.
Resource Gain
Whenever you are to gain resources from completed connections, one of the following happens:
A. If you do not have a resource die of the given type (components, food, art), take the die of the matching colour from the supply next to your player board and set it to the value matching the number of resources gained.
B. If you already have a resource die of the given type (matching colour), its value increases by the number of resources gained.
The number of your resources is limited by the numbers on the dice. You may have at most 6 resources of each type. If you gain resources and the value on the die is already 6, you lose the remaining resources gained.
Example: Bruno makes a connection which gives him one component (yellow) and one wild resource. Bruno already has a green die with a value of 2 and no other resource dice. Bruno wants to use the wild resource as food (green), so he raises the green die to 3. Then he takes a yellow die from his supply and sets its value to 1.
VP gain. At the end of the game you gain all the VP shown on completed connections. If a connection with VP is not linked to any other connection, the points are not counted.
Step 3: Play Reward Cards (optional)
Each reward card has a cost, which must be paid using a resource die of the matching colour. If you have enough resources (the die's value is equal to or higher than the card's cost), you may buy the card, return the used resource die to your personal supply, and place the reward card in your district according to the placement rules.
To play ONE card you may use ONLY ONE resource die, but you must spend the WHOLE die. If the die's value is higher than the actual cost of the card, you lose the surplus resources.
You may use resource dice this way to play cards from your hand (gained in step 1), from the marketplace offer, or from your reserve. The same rules apply to playing task cards.
If a reward card placed in your district creates connections with resources, gain these resources according to the rules for gaining resources (see the previous page). If you place a yellow card (tool) in your district, you immediately gain the corresponding tool tile for use in future purchases (see page 8).
Example: the cost of the card is 2 components (yellow). Your yellow die has a value of 4. This means the 2 remaining yellow resources are lost.
Note: you must always pay the resources (die) for a card first, before gaining resources from completed connections.
If you place an animal card in your district whose animal figure is still in the supply, you gain that figure and place it on your player board. If the figure already belongs to another player, you do not gain it. You may use your figures during other players' turns (see page 14).
If you place a purple card (culture) in your district, you immediately gain a connection cube and place it on your player board.
Resources gained from a played card may be used immediately to play another card. You may do this as many times as your available resources and cards allow.
Example: Bruno plays a rodent (animal card) into his district. He gains the rodent figure, which he may use starting from the next player's turn (more on figures on page 14).
Step 4: Reserve or Discard a Reward Card (mandatory if not yet placed)
If you have a reward card from your hand, gained in step 1 of this turn, which you have not placed in your district, you must decide what to do with it:
A. Reserve it: place it face up in front of you in your reserve. You may not have more than 3 cards in your reserve at once (including a task card). Reserved cards are kept face up in front of you. Reserved cards may not be discarded. The only way to remove a card from the reserve is to play it into your district.
B. Place it in the marketplace offer, where it will be available to all players.
Note: you may not reserve a card from the marketplace offer. You may reserve only a reward card from your hand, selected in step 1.
Step 5: Cleanup (mandatory)
A. Turn all used tool tiles face up again.
B. If there are fewer than 3 reward cards in the marketplace offer, draw further reward cards from the reward card deck and place them face up in the marketplace offer so that there are 3 reward cards available. Revealed task cards (revealed after the 3rd round) are not reward cards and do not count toward this limit of 3. (During the game, there may be more than 3 cards in the marketplace offer. In that case, you discard no cards, but you do not refill the marketplace offer.)
Example: At the end of Cyril's turn there are 3 cards in the marketplace offer, but only 2 of them are reward cards. The third is a task card (the first from the right). Therefore 1 reward card is drawn.
Free Actions
The following free actions may be taken during the player's turn at any time (as specified in each case).
Sending animal figures (optional action)
If you have an animal figure (on your player board or on a connection), you may follow another player's gain of resources by placing your figure on the same completed connection (which does not contain a connection cube), in order to gain the same resources. This does not affect the active player. Following allows you to gain an advantage in another player's turn.
After the active player gains resources through a completed connection, you may choose to take those resources too. Place your animal figure on the completed connection and gain these resources. The figure now belongs to this player. This action has no negative effect on the active player; on the contrary, the active player gains a figure which they may use in their later turns. You may place a figure on any connection, but you always gain only resources, never VP. You also gain 1 VP for each animal figure you own at the end of the game.
Example: Bruno wants to follow Agnes's new connection with 1 VP and 1 food. For the wild resource he chooses any resource he likes, but he would gain no VP from it.
When a player follows a resource gain, certain rules apply:
A. One completed connection may be followed by only one player (one figure).
B. Following is carried out in clockwise order, starting with the player to the left of the active player. (If this player does not want or is not able to take this action, the opportunity passes to the next player in order, and so on.)
C. One player may follow several different connections, if they have enough figures.
D. The wild symbol allows the player who is following to choose any resource, regardless of which resource the active player chose.
Note: we strongly recommend that the active player announces loudly any connections just completed in their district, so that opponents can decide whether to send their figures. Remember that this action is advantageous for both players: the sending player gains resources from the connection, and the active player gains a figure for later use.
Placing connection cubes (optional action)
If you have in your supply a connection cube, usually obtained by buying purple cards, you may place one or more of these cubes on a card so as to complete a new connection with the card you have just played. These cubes create "empty connections" at a place for a connection where there is none on the card. Completed connections containing connection cubes may not be followed (using animal figures).
Example: Agnes plays a new card into her district (it does not matter whether it is a culture card on the left or a tool card on the right). She now has the option of placing her connection cube. The cube allows her to place the card according to the placement rules. In addition, she takes a wild resource.
End of Game
The game ends after 5 rounds, i.e. after the turn of the last player, during which the last city card is revealed and placed in the central offer.
Players recognise the approaching end of the game by counting their city cards, because the total number of their city cards at the end of the game is always 6.
Players then count their VP (see below), and the player with the most VP becomes the winner. In case of a tie, the player with the most resources left on their player board wins. If the tie persists, the tied players share the victory.
Scoring
Each player adds up the VP from all the cards in their district and records the results on the scoring pad. Cards left in the reserve (including task cards) are not counted.
Animal figures: each player moves the figures from their district to their player board and gains 1 VP for each animal figure they have on their player board.
Task cards: VP from the purchased task cards (see the last page).
Tool cards: VP from purchased tool cards, shown in the lower left corner (do not confuse them with task cards).
Animal cards: VP from purchased animal cards, either the standard VP or the bonus VP (see Animal Cards on page 7).
Completed connections: VP from completed connections on purchased culture cards and on city cards.
Layout cards:
- A: 4 VP for the player with the most completed connections (or figures) of the type shown (in a 3- or 4-player game, 2 VP for second place as well). In case of a tie, all tied players gain the points.
- B: The VP shown, for all players who manage to create the layout shown on the card.
Scoring example: At the end of the game Cyril scores the following points for his district. 11 VP for two task cards (7 points for 7 empty completed connections from the card "Megapole" and 4 points for 2 completed culture connections from the card "Cultural Centre"). From three tool cards he gains a total of 10 VP (3+4+3). From four animal cards he gains 16 VP (two wasps next to each other along a longer side give the bonus 3+4 points; the third wasp and a stag beetle give the standard 4+5 VP). He also gains 3 VP from connections with VP (2+1; he gets no VP for the incomplete connection at the top middle). He gains 2 VP for layout card A. Because he fulfilled the condition of layout card B, he has another 6 VP. For the 1 animal he has left at the end of the game he adds 1 VP. Cyril's district brings a total of 49 VP, which is the most, so Cyril becomes the new mayor of Shrinkopolis!
Solo Variant
"Battle with Mr. Vertigo!"
Just when you thought you had the little town of Shrinkopolis under control, trouble arrived from above, and quite literally so. Mr. Vertigo, your eccentric neighbour from the upper floor from before the shrinking, has decided that he should become mayor. Once an engineer (and of normal size), he built bridges, towers and at least one suspiciously wobbly roller coaster. Now, as tiny as the rest of us, he has a new bold plan: forget expanding, build upwards!
Some citizens are falling for his dreams of a skyscraper and are starting to build his vertical vision, one tiny floor after another. They say it is bold. They say it is modern. They say: "Mr. Vertigo is getting results!"
But you will not give up so easily. Can you overcome Mr. Vertigo's visions and prove that your practical approach, with feet firmly on the ground, still wins people's hearts? Or will the town, in its search for its next mayor, turn at last towards the heavens?
There is only one way to find out. It is time to defend your position and show everyone that the town of Shrinkopolis still needs you in charge. Let the rivalry between the tiny begin!
Overview
In the solo variant you play against an automatic player called Vertigo. He takes cards from both the central offer and the marketplace offer, and he builds his own district according to special rules. At the end of the game you compare VP, and if you have reached the same or a greater number of points than Vertigo, you win.
Solo setup
Follow the normal setup for a 2-player game, with these exceptions:
- Step 1: Place only one layout card from Deck B in the centre of the central offer. You may choose this card or select it at random.
- Step 3: Do not deal any task cards to Vertigo.
- Step 7: Vertigo receives none of the listed material except a city card.
Solo gameplay
Your turn follows the normal rules, with the following exceptions. After you take cards from the offer, Vertigo takes two cards from the central offer that are directly opposite the cards you took. At the start of the cleanup step, he then gains the reward card furthest to the left in the marketplace offer, if there is one. (Translator's note: the source text says "furthest to the left" at this point, but the solo turn sequence and the later section on solo marketplace order both say "furthest to the right". This is transcribed as printed; the right-hand reading is the one repeated in the turn sequence and in the later rule.)
Example: If you took cards A from the central offer, Vertigo gains cards B after your turn.
Each time Vertigo gains a card, place it in his district, a 3×2 grid of cards next to his own district. Vertigo's district follows these special rules:
- A. You may place cards freely into the 3×2 grid, keeping the cards in portrait orientation.
- B. Placed cards need not create completed connections.
- C. You may overlap previously placed cards only once the 3×2 district is full.
- D. Vertigo does not gain animal figures, tools or connection cubes from cards.
Solo turn sequence
- Gain cards (Vertigo takes the 2 opposite cards.)
- Play a city card
- Play reward cards
- Reserve a reward card, or place it at the far left or far right of the marketplace offer (Vertigo takes the card furthest to the right from the marketplace).
- Cleanup
When you buy an animal card, you gain an animal figure of that type into your supply. As an optional action on your turn, you may send an animal figure into Vertigo's district, copying a completed connection there and immediately gaining the resources shown on it. The disadvantage is that Vertigo may not overlap the two cards on which you placed the figure, until you get it back. Because Vertigo does not follow your connections with his animal, you get the animal back (unlike the normal rules) only by playing another animal card of the corresponding type. You may use the figure again immediately. You may send several figures in one turn.
If there is no room in Vertigo's district for a new card he has gained, because of animal figures, you lose the game immediately.
In the solo mode it matters which reward card is first and which is last in the marketplace offer, because at the start of the cleanup step Vertigo gains the reward card furthest to the right from the marketplace (if there is one). Whenever you refill the marketplace offer, push all reward cards on the right of the deck along and place the new cards in the position furthest to the left.
Vertigo's scoring
After the 5th round, lay out all the cards Vertigo has gained in front of you so that you can see them. Score all cards as normal. Consider all VP on Vertigo's card connections as completed. He also gains all extra points from animal card sets, either standard or bonus scoring if he has more than one animal of a type. Score the animal figures that remain in his district. Vertigo gains no VP for layout cards. In case of a tie, you win.
Variants
Are you ready for further challenges in the town of Shrinkopolis? Try the Team Variant, in which you play 2 against 2 players, the Cooperative Variant, where you face Mr. Vertigo in a 2-player game, or raise the tension with the Campaign Module!
NEW CHALLENGES AWAIT!
As time passed, the districts in the giant living room began to grow and connect. More mayors were chosen to lead this golden age of miniature people. You adapted to the new reality and discovered that cooperation between two mayors is the most advantageous for both districts. HOWEVER... your well-practised duo of mayors faces a new challenge. The race for popularity among the citizens has started again, and this time your districts will join together and form one large city!
Changes to Play (Cooperative and Team Variants)
The cooperative and team variants allow players to share all game components except the resource dice. Both players on one team place all their cards in one shared district. Players on the same team may share the following game material: cards in the reserve, animal figures, connection cubes and tools. A more detailed description follows.
Reserve. The reserve is shared between both team members. In total, it can hold 5 cards, including one initial task card.
Animal figures. Players share the animal figures they gain. When following the other team's connections, choose the player who gains all the resources. You may not split the resource gain between two players.
Connection cubes. Players share connection cubes, and any of the players on the team may use them on their turn.
Tools. Tools are shared between both team members. Each team may have up to 3 tools, one of each type. All tools are restored after each player's turn.
Final scoring. Players add up their points together according to the normal rules.
Note: for the task cards "Minimalist" and "Warehouse District", choose one player who scores the task (e.g. if Agnes has 2 dice at the end of the game and Bruno has none, the "Minimalist" task is scored by Bruno and he gains 2 VP).
Team Variant
This variant lets you play 2 against 2.
Setup
Follow the normal setup for a 4-player game, with these exceptions:
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Step 0: The two teams of two players should each sit on one side of the table.
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Step 2: Deal 2 task cards to each team instead of each player.
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Step 3: The city card deck consists of 22 city cards. Place 8 city cards at the bottom, then the 2 remaining task cards, and then the 14 remaining city cards on top of the deck.
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Step 7: At the start of the game, draw one city card at random for each team instead of for each player.
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Step 9: The game continues from the lowest player as follows (see the diagram on the right): 1st player of team A (lowest player), 1st player of team B, 2nd player of team A, 2nd player of team B, and so on.
Diagram labels: Team B 1st player; Team A 2nd player; Team B 2nd player; Team A 1st player.
Final scoring. The game is played for 4 rounds instead of 5.
Cooperative Variant
This variant lets a team of two players face an automatic player called Vertigo. After each player's turn, it is Vertigo's turn (see page 18).
Setup
Follow the normal solo setup, with these exceptions:
- Step 2: Deal 2 task cards to the whole team instead of to each player.
- Step 3: The city card deck has 26 city cards. Place 8 city cards at the bottom, then the 2 remaining task cards, and then 18 remaining city cards on top of the deck. Return the remaining city cards to the box.
- Step 7: At the start of the game, draw one shared city card from the top of the deck.
- Step 9: Place only 2 resource dice of each type in the supply.
Campaign Module
Would you like to spice up the game a little? Shrinkopolis rewards those who are willing to build exactly according to plan. This module can be added to any variant of the game.
Changes to play
If you do not fulfil the relevant layout card B, you lose. You play 5 games of Shrinkopolis in succession, each with a more difficult layout than the previous one (from mission 1 to mission 5). Before each game, read the relevant introduction (see page 23) and use the layout card from Deck B listed for that mission (see page 24).
Changes to scoring
At the end of each game, add up the points of each player (or team) who managed to fulfil layout card B. If no player (or team) fulfils it, they lose.
Mission Introductions
1. Parks
Even tiny people need a break. Liven up your scenery with a little greenery, using ponds made of bottle caps, benches made of ice-lolly sticks, and the smallest picnic spots in the world. If you do not build something like this in your town, your citizens will turn to the mayor, who forgot to bring peace and quiet...
2. Streets
A town cannot be run without a certain order. Tiny postmen and taxi drivers are calling for changes. Whether it is zebra crossings marked in crayon or motorways with lanes marked out in spaghetti, smooth traffic brings contentment to citizens, and even greater contentment to mayors.
3. Countryside
Why are ants and giant guinea pigs running around in the middle of a busy road? Not in our town! It is time to escape the chaos of the city. Create a place that satisfies both lovers of the metropolis and do-it-yourself countryside folk.
4. District
Your town will soon get organised. Divide your growing metropolis into themed districts with their own identity. Do you want a luxury zone built from jewellery boxes? Or a technology centre powered by a calculator? Do what you think is right. Remember: well-planned districts mean contented citizens, and you will be even more content when scoring comes.
5. Fortress (translator's note: the source prints "4" for both this mission and "District". The campaign has five missions and the text refers to "mission 1 to mission 5", so this mission is numbered 5. This is the only change to the printed numbering.)
When diplomacy fails, build walls. Build a defensive fortress from blocks and bottle caps, secure your territory, and show your rivals that you mean it a little seriously. It is no longer just about popularity; now it is about survival. Shrinkopolis has just become a serious matter.
Task Cards and Layout Cards (Reference)
Translator's note: the source shows these as icons with short labels. The labels below are translated from the Czech text on page 24 and the icons are described in words.
Task Cards (yellow)
Each task card scores VP for the condition shown, when counted in final scoring.
- Animal Quarter (Zvířecí čtvrť): 3 VP for each group of at least three green (animal) cards. Each card in the group must share at least part of a side with at least one other card in the group.
- Entertainment Quarter (Zábavní čtvrť): 3 VP for each group of at least three purple (culture) cards. Each card in the group must share at least part of a side with at least one other card in the group.
- Technical Quarter (Technická čtvrť): 3 VP for each group of at least three yellow (tool) cards. Each card in the group must share at least part of a side with at least one other card in the group.
- Family Quarter (Rodinná čtvrť): 4 VP if you have the same number of animal cards and culture cards.
- Small Town (Městečko): 4 VP if together you have no more than five animal, tool and task cards.
- Minimalist (Minimalista): 2 VP if you have no resource dice left.
- Warehouse Quarter (Čtvrť skladišť): 1, 3 or 5 VP for 1, 2 or 3 remaining resource dice.
- Megapolis (Megapole): 1 VP for each completed connection that is empty on both of its halves and made up of at most 1 connection cube.
- Workshop (Dílna): 2 VP for each completed connection with two tools.
- Zoo: 2 VP for each completed connection with two animals.
- Cultural Centre (Kulturní středisko): 2 VP for each completed connection with two culture symbols (art).
Layout Cards A
Each A card rewards the player with the most completed connections of the two resource types shown: 4 VP. In a 3- or 4-player game the second player also gains 2 VP. In case of a tie, all tied players gain the points.
- Creative (Kreativní): components (yellow) and art (purple).
- Productive (Produktivní): components (yellow) and food (green).
- Blissful (Blažené): food (green) and art (purple).
- Universal (Univerzální): the card is shown with two multi-coloured wild-resource symbols and no named resource type. Translator's note: the page 24 icon for this card is read as the two wild symbols; the source text gives no further wording for it.
Breeder (Chovatel): the player with the most animal figures gains 4 VP. In a 3–4 player game the second player gains 2 VP.
Layout Cards B
- Park: 3 VP if you have free space of any size inside your district (surrounded orthogonally and diagonally by cards).
- Street (Ulice): 4 VP if all your cards are oriented horizontally, or all vertically, NOT a combination of both.
- Countryside (Venkov): 5 VP if you have a straight horizontal or vertical line separating, on one side, animal and tool cards and, on the other side, culture and city cards.
- District (Čtvrť): 5 VP if your town lacks a tool or task card, an animal card or a culture card.
- Fortress (Pevnost): 6 VP if your town forms a rectangle or square of at least four cards.