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Solar Gardens

Solar Gardens Rulebook

Table of Contents

Table of Contents

  • Components in Game Box
  • Setup
  • Game Summary
  • Construction Phase
    • Casual Construction (Variant)
    • Example Draft
  • Placement Rules
  • Scoring
    • Solar Panels (Columns)
    • Wind Turbines (Rows)
    • Animal Habitats
    • Paths
    • Flower Beds and Water Filters
    • Sculptures
  • Final Scoring Example for Player 1

Components in Game Box

  • 1 Rules Booklet
  • 1 Starting Player Token
  • 5 Player Aids
  • 90 Tiles
  • 5 Player Boards (1 labeled "Starting Player" on back)
  • Scoring Pad

Setup

  1. Randomly distribute 1 player board to every player (be sure to include the player board with the starting player indicator among these). The player who receives the board with the Starting Player indicator on the back goes first and receives the Starting Player token.
  2. Shuffle the tiles and make sure all 90 tiles are face-down in the center of the table, within reach of all players.
  3. Keep the scoring pad handy for the end of the game to add up points.

Game Summary

In this game you play as garden planners converting the roof of a skyscraper into a carbon-neutral green space for visitors and workers alike.

Each player will add 1 tile to their player boards every round through a drafting system. Tiles contain various structures that have unique scoring conditions, so choose the best tile by planning ahead and pushing your luck.

The game is over when all of the spaces on the player boards have been filled. At that time, determine how many points you scored. The player with the most points wins and has their garden declared the model of future natural spaces in urban centers.

Construction Phase

During the Construction phase, take turns picking tiles that you add to your garden. You can choose to keep the tile you are currently viewing or push your luck to look at additional tiles.

  1. The player with the Starting Player token takes a number of tiles equal to the number of players +1 from the central pile. These are made into a stack facedown, which they place in front of them. If there aren't enough tiles to make a stack, shuffle the discarded tiles and use those to create the stack. Example: In a 4 player game, there will be 5 tiles in the stack.
  2. The Starting Player flips over the top tile of their stack, placing it on the table so that everyone can see it.
  3. The Starting Player may either keep that tile for themselves or pass it to their left.
    • If the Starting Player chooses to keep the tile, they place it on an open space on their board.
    • If the Starting Player chooses not to take the tile, they pass it to their left, giving that player the same choice: to keep the tile or pass it to their left.
    • The next tile should not be revealed until the previous tile has been taken by a player.
  4. If a tile makes it all the way to the last player (the player to the right of the Starting Player), they may also choose to keep the tile, but since they are the last player, if they do not want the tile, they discard it from the game.
    • A. The last player may only discard a tile in this way once per round. Once this has happened, they must take the next tile they are handed.
  5. If a player takes a tile, then they are "out" for the remainder of that round and are skipped over when a tile would normally be passed to them. In this way, players are constantly gambling on whether the tile in their hand now is the right one to keep or if they'd prefer to take a chance and push their luck.
    • It is always the Starting Player's responsibility to flip and pass along the tile each round, even if they have already chosen to take a tile.
  6. Once every player has chosen a tile, they decide where to place their tile on their player boards if they have not done so already. Tiles can be rotated freely, but once they are placed, they cannot be moved on a later turn.

Casual Construction (Variant)

For faster, more relaxed games, you can choose to play with the Casual Construction rules. Instead of waiting until the current tile is picked by a player before revealing the next tile, the Starting Player can start viewing the next tile after passing the first. Do not pass the new tile until the next player has determined if they will pass or take the current tile. Each player can pick and pass their tile simultaneously.

Example Draft

  1. A. Starting Player draws 4 tiles face down. (Number of players + 1).
  2. A. Starting Player flips the first tile. They decide they don't want it, so they pass it clockwise. B. Player 2 also doesn't want it, so they pass it clockwise again. C. Player 3 doesn't want it either, so they decide to discard it from the game.
  3. A. Starting Player flips another tile and decides to take it. (Even though the Starting Player will not be picking any more tiles this round, it's still their responsibility to reveal the remaining tiles).
  4. A. Starting Player flips the next tile. They've already taken a tile this round, so they pass it clockwise. B. Player 2 doesn't want it, so they pass it clockwise again. C. Player 3 doesn't really want it but since they passed once, they must take this tile.
  5. A. Starting Player flips the last tile and passes it to player 2, the only one who hasn't taken a tile this turn.
  6. A. All players finalize the placement of their drafted tile on their player boards, then the starting player marker is passed to player 2 who will draw 4 more tiles and start the next drafting round.

Placement Rules

Each tile features multiple different elements that have unique scoring conditions. These are listed on the player aid and should be considered when you are placing tiles on your player board.

  • You may place tiles in any open space on your board – they do not need to be placed next to previously placed tiles.
  • You may freely rotate a tile before placing it on your board.
  • Once placed, you may only change your mind about that tile location or rotation up until the next Construction phase begins. Once the next Construction phase begins, you may not move or rotate any of the tiles on your board for the rest of the game.
  • Once all players have placed their tiles, start a new Construction phase and repeat rounds until all the player boards have been filled.

Scoring

At the end of the game, after all player boards have been filled, players count up their scores to determine who built the most utopian garden.

Players can use the scoring pads to score each element individually before adding up the total.

Determine the points for each element together so that any questions can be answered simultaneously for all players.

The player with the most points wins! If two or more players are tied, the one with the most Solar Panels on their board wins. If there is still a tie, the one with the most Wind Turbines on their board wins. If there is still a tie, the tied players share the victory.

For a detailed scoring example, please reference Figure 1 and 2 on page 8 and 9.

Solar Panels (Columns)

Solar Panels create a source of renewable, clean energy, collecting the sun's rays and converting it into usable electricity for your garden and the building below.

  • Solar Panels earn points based on which column they are placed in.
  • Each column has a different number of points ranging from 1-4, shown at the top of each column on the player board.
  • Solar Panels only score points if you are able to place 4 or more in the same row.
  • If 4 or more Solar Panels are present, score that column's number of points.

Wind Turbines (Rows)

Small Wind Turbines that are powered by the surrounding air currents provide a continuous source of power for the other machines within the garden and the building below.

  • Wind Turbines earn points based on which row they are placed in.
  • Each row has a different number of points ranging from 1-4, shown on the left side of each row on the player board.
  • Wind Turbines only score points if you are able to place 4 or more in the same row.
  • If 4 or more Wind Turbines are present, score that row's number of points.

Note: The image for Wind Turbines portray multiple in a group. Each group is considered 1 Wind Turbine for the purposes of scoring.

You cannot score a row or column more than once so having more than 4 Solar Panel in a column and more than 4 Wind Turbines in a row does not score any additional points.

Animal Habitats

Animals are a great resource and serve many purposes, helping to keep our utopian ecosystem thriving. Grouping animal habitats of the same type together helps reduce upkeep and makes the animals happier.

  • Every pair of orthogonally adjacent matching animal habitat scores 3 points.
  • An animal habitat can be adjacent to multiple others of the same type and score multiple times. Animal habitats cannot score diagonally.
  • If you have placed a full set of all 5 animal habitats anywhere in the garden, score 5 points.

Paths

Paths allow guests and caretakers to walk the grounds of your garden.

  • Paths are determined by the long brown portions of walkway that pass through some tiles.
  • Placing these tiles connected to one another adds to the overall path.
  • Paths may split, go in various directions, and even loop back on themselves. As long as they are connected, they are considered the same path.
  • Each player determines their longest path that incorporates the most tiles and count the number of tiles in that path.
  • Paths score points equal to the number of tiles in that longest path.
  • The player with the longest path overall scores an additional 3 points.
  • If multiple players share the longest path, all those players receive 3 points.
  • Other paths that are not a part of the longest path are not scored.

Flower Beds and Water Filters

The natural beauty of flowers creates a relaxing atmosphere in the garden and herbs and vegetables planted among them help feed the community. Water filters are needed to provide a source of water for these flowers and amplify their beauty.

  • Flower Beds are represented on the tile by rows of flowers.
  • Placing these sections facing one another adds to the overall size of the Flower Bed.
  • Some tiles feature white fencing which is used to enclose your Flower Bed.
  • The edge of the player board is also considered a white fence and can be used to enclose Flower Beds. Flower Beds are scored by the total number of tiles enclosed in each continuous bed.
  • Flower Beds must have at least 1 Water Filter in them to score.
  • Flower Beds score 1 point per tile they span. If 2 or more Water Filters are in the same Flower Bed, each tile will score 2 points instead.
  • If the Flower Bed is enclosed entirely by white fencing, with no areas open to the outside, it is considered enclosed and scores fully.
  • If it is not completely enclosed, it scores half the number of points rounded down.
  • Some tiles are tricky and can enclose multiple Flower Beds. Make sure the Flower Bed has no unenclosed edges when determining if it is enclosed or not.
  • Flower Beds with 1 Water Filter can score 0 points if they are unenclosed and only span 1 tile.

Sculptures

Sculptures are cosmetic touches to make the garden more beautiful. Each decoration scores 1 point. They can be clustered in groups of 2 and 3, which are worth 2 and 3 points respectively.

Final Scoring Example for Player 1

Figure 1: Example end-game player board. Figure 2: Scorepad.

Items ScoredPlayer 1
Solar Panels: Scored in columns for every 4 shown.7
Wind Turbines: Scored in rows for every 4 shown.6
Paths: 1 point for each tile in the path with the most connected tile.10
Flower Beds: Flower Beds with 1 water filter = 1 point per tile. 2+ water filters = 2 points per tile. If not fully enclosed, mark half points rounded down.8
Animal Habitats: 3 points for each adjacent matching animal habitat. 5 points for each set of all 5 animal habitats.8
Sculptures: Single = 1 point, Double = 2 points, Triple = 3 points4

Grand total for this player = 43 points.

Scorepad notes for the example (numbered markers on Figure 1):

  • 1: The two columns labeled with 1 each have at least four solar panels, so they score 3 and 4 points for a total of 7.
  • 2: The two rows labeled with 2 each have at least 4 Wind Turbine groups, so they score 4 and 2 points for a total of 6.
  • 3: There is only one connected path on this board, so it scores 10 points. If it were the longest path among all players, it would also score an additional 3 points.
  • 4a: represents fully enclosed Flower Beds with at least one Water Filter. Among the three Flower Beds on this board, two score 2 points each, and the top-corner Flower Bed scores 1 point.
  • 4b: represents Flower Beds that are not enclosed and score half points, rounded down. The Flower Bed in the center spans three tiles and has two Water Filters. If it were enclosed, it would score 6 points, but in its current state, it only scores 3 points.
  • 5a: represents the two adjacent matching animal habitats, which score 3 points.
  • 5b: represents a full set of five different animal habitats on the board, which scores 5 points.
  • 6: Sculptures.
  • If each player has taken a tile and there is a tile still remaining in the initial stack, that leftover tile is placed in the discard pile.
  • The player to the Starting Player's left becomes the new Starting Player and receives the First Pplayer token for the next round. Play continues in this way until all players have filled their player boards.