Sprawlopolis: Expansion Collection
Sprawlopolis: Expansion Collection Rulebook
Table of Contents
Table of Contents
Points of Interest
Components
1 double-sided card with blocks.
Setup
Before placing the starting card in the construction area, place the Points of Interest card with either side face up. Then place the starting card, covering one half of the Points of Interest card, either horizontally or vertically.
Scoring
Score 1 VP for each block of matching color adjacent to the Point of Interest (the block in the yellow border). Diagonal adjacency does not count.
Construction Zones
Components
4 cards with blocks and scoring conditions.
Setup
Choose a random Construction Zone card to add to your 3 scoring conditions. Shuffle the remaining Construction Zone cards into the draw deck with the front (city) side face up.
Gameplay
The scoring conditions are listed as Task Details and a Penalty for failing the task. A Construction Zone is completed when another block is placed on top of it, removing it from the city. The Task Details determine how you must place each Construction Zone card you received.
Scoring
After normal scoring, check whether any points were lost due to unfinished Construction Zones, as stated on the scoring card.
Wrecktar
Components
1 card (front: city board art; back: rules text).
Card Text
WRECKTAR
SETUP: Before taking the first turn, shuffle Wrecktar into the deck.
HOW TO PLAY: When Wrecktar is revealed, the active player must immediately place it on top of the last card played, covering the entire card.
END OF THE GAME: -2 points / Commercial Block in Wrecktar's row and column (not counting Wrecktar's space). If there are none, you gain 3 points, as the threat has been neutralized.
Beaches
Components
4 cards with blocks and scoring conditions.
Setup
Choose a random beach card to add to your 3 scoring conditions. Shuffle the remaining beach cards into the draw deck with the front (city) side face up.
Gameplay
When you draw a beach card, you must immediately play it. Each beach creates a new border that you cannot cross with other cards (imagine the beach continues past the edge of the map). During play you must define 3 of the 4 borders (north, south, east, west) and keep building your city within those borders.
Scoring
The beach scoring card may give extra points to compensate for the new problems.
Beach Scoring Cards
The four Beaches cards are transcribed below as printed on the English card images.
Peninsula
- +10 PTS
- -1 PT / row between the North and South Beaches.
Diagram: a column of five cells. The top and bottom cells are Beach cells (shell icon). The three cells between them are each marked "-1 PT". The card shows "TOTAL +7 PTS" beside the diagram as an example of the score.
Lookout Point
- +5 PTS if your largest Park is adjacent to the Beach.
Diagram: a grid of green Park cells with a "+5 PTS" marker on one cell, adjacent to two Beach cells (shell icon).
Scenic Route
- If all blocks adjacent to the Beach are connected by a single Road, you will not receive a Road Tax.
Diagram: a set of blocks with a road drawn as a continuous line through the grid, with several Beach cells (shell icon) bordering the blocks.
Waterfront
- +1 PT / Residential block adjacent to the Beach.
Diagram: a grid with Residential cells marked "1 PT" where they are adjacent to Beach cells (shell icon).
Interstate
The city was split in two by a massive interstate highway. Zoning rules do not let you cross the border, so you must work with what you have: a smaller, more competitive metropolis!
Components
4 cards with interstate, blocks and scoring conditions.
Setup and Modes
Interstate is played with the Sprawlopolis base game.
Two-Player Competitive
Setup. Shuffle the Sprawlopolis scoring cards and draw two cards to use for scoring.
Shuffle the Interstate cards city side up. Draw the top Interstate card, turn it to its rules/scoring side, and place it with the other scoring cards. This gives three scoring cards in total: two from the base game and one Interstate card.
The first player begins building the Interstate by drawing the next Interstate card from the top of the deck, rotating it as they like, and placing it in the center of the table to start the highway between the players. The opponent draws the next Interstate card and places it to the left or right of the previously placed card, so that the Interstate cards connect. The first player then plays the last Interstate card. The players are now separated by a three-card barrier. Each player takes three cards.
Game play. On your turn, play one card either on your side or on your opponent's side, depending on the requirements of the Interstate scoring card. After you play a card, draw a new card from the deck. Then your opponent takes their turn. The game continues until there are no cards left to play.
Note: if a scoring card allows you to play on your opponent's side, you may play on your opponent's side only while the deck is not empty. Once the deck is empty, you may only play on your own side of the board.
Scoring. Use the Interstate scoring card to determine how scoring is done. In all cases, each player scores VP on their own side of the city. If the players tie, check the tiebreaker printed on the Interstate scoring card.
Two-Player Cooperative
Setup. Shuffle the Interstate cards and place four of them at random, left to right, to form the border that separates the players. Shuffle the Sprawlopolis scoring cards and draw three cards to use for scoring.
Game play. Play Sprawlopolis as normal, with one exception: players may only play on their own side of the Interstate. Together they must beat the combined score (the sum of the scoring cards).
Solo
Play the cooperative mode described above, but place cards on each side of the Interstate in turn.
Scoring Methods
The scoring cards below use three scoring methods.
Standard. Score your largest group of residential, industrial and commercial blocks and parks separately, according to the standard base game rules. Lose points for each road according to the standard base game rules. Score both base game scoring cards according to the standard base game rules.
Majority. Players compare each of the following items, and the player with the highest score in each item gains 1 VP: the largest group of residential blocks, the largest group of industrial blocks, the largest group of commercial blocks, the largest group of parks, and each base game scoring card. The player with the most roads loses 2 points. Note: if players score the same number of VP for any of the above items, no VP are gained or lost.
Choice. Choose your largest groups of blocks of two types from the following: residential, industrial and commercial blocks, and parks. Score one scoring card of your choice. Lose points for each road according to the standard base game rules.
Scoring Cards
The four Interstate cards are transcribed below as printed on the English card images. The card text governs the placement, scoring and tiebreaker for each card.
Main Boulevard
PLACEMENT: Play on your side only
SCORING: Choice Each player scores the below, then compare total scores for:
- Largest group of 2 block types of their choice
- One scoring card of their choice
- Road Tax
TIEBREAKER: Most total blocks
Central Highway
PLACEMENT: Play on your side only
SCORING: Majority Each player compares the below, then the player with the highest score gains 1 point for:
- Largest group of each block type (scored individually)
- Each scoring card (scored individually)
The player with the most roads loses 2 points.
TIEBREAKER: Longest road
Great Valley Road
PLACEMENT: Play on either side
SCORING: Standard Each player scores the below, then compare total scores for:
- Largest group of each block type
- Both scoring cards
- Road Tax
TIEBREAKER: Most roads
Mountainside Drive
PLACEMENT: Play on your side only
SCORING: Standard Each player scores the below, then compare total scores for:
- Largest group of each block type
- Both scoring cards
- Road Tax
TIEBREAKER: Most Park and Industrial blocks
Notes
- The Interstate consists of two roads, one on each player's side of the center line. Although the Interstate is several lanes wide, each player's part of it counts as one road.
- When the cards are at the edge of the city, the Interstate is not considered a boundary.
- Blocks on one side of the Interstate are not considered adjacent to blocks on the other player's side.
- Each Interstate card includes residential, commercial, or industrial blocks, or parks. These blocks belong to the player on the corresponding side of the Interstate and are counted during scoring.
- No cards may be placed on top of the Interstate cards.
- The Interstate is a continuous line from left to right and extends beyond the edges of the cards.
Roadwork
Roadwork's placement rules are missing from this transcription (see the source notes above).
Scoring Face (partial)
The only Roadwork text available is the scoring face of one card, as shown in a product photo:
SCORING: If this card could not be played, place it this side up with your scoring condition cards.
-1 PT
The rules for how Roadwork cards are placed are not transcribed here, because the source for them was not available.