Tenpenny Parks: Collector's Edition
Tenpenny Parks: Collector's Edition Rulebook
Table of Contents
Table of Contents
Core Game (Summary)
A game of Tenpenny Parks is played over five rounds, called months. Each month, players take turns placing workers on the game board to take actions like removing trees, building concessions and attractions, and buying more property to make their growing theme parks as attractive to Visiting People (VP tokens) as possible. At the end of each month, rewards are given to the player with the park that best exemplifies raw emotions (Thrill, Awe, and Joy). After five months, the player with the most VP tokens wins!
Each month proceeds through five steps: Income, Actions, Bonuses, Advertising, and Cleanup. On their turn, a player places one of their workers on an available action space (Banker, Realtor, Contractor, Builder, or Arborist) and resolves its effect, continuing until all workers are placed. This Collector's Edition uses the identical core rules, components, and turn structure as the standalone Tenpenny Parks base game — refer to that rulebook for the complete base-game text (setup, action-space rules, scoring, and the solo Becky AI).
Innovation Expansion
Mayor Tenpenny invites you to his office, where his desk is piled high with paperwork and portfolios. "Simple amusements may have been good enough for last year's guests," he tells you, "but park patrons of today demand novelty and innovation!" The mayor gestures to a corkboard where he's pinned the names and headshots of the world's most talented artists, engineers, and entrepreneurs. "I've found you the very best, each one lured away from a dreary desk job to develop their dreams right here in Fairview!" Tenpenny says with pride. "With these brilliant specialists in your employ, you'll research new ways to improve your park and build wild rides the likes of which this world has never seen!"
Objective
The Innovation expansion adds new and exciting ways for players to construct their parks! Players invest in research and development to elevate their theme parks. Gain access to a wider variety of attractions, hire specialists to unlock powerful new abilities, and build landmarks and park improvements to attract more patrons than the competition.
This expansion may be combined with the Tenpenny Parks base game with or without any other expansions.
Components
- 1 Innovation Board
- 10 Landmark Expansion Boards
- 4 double-sided Property Boards
- 15 double-sided Attraction Tiles
- 15 Attraction Cards
- 10 Specialist Cards
- 20 Tree Markers
- 8 Improvement Cards
- 4 Researchers (1 per player color)
- 18 10-VP Tokens
- 4 Reference Cards (1 per player color)
- Innovation Expansion Icon
Setup
Before setting up the base game, add the new elements from the Innovation expansion:
- Add the new attraction cards from this expansion to each stack, matching each card's type. Attractions that have two types are added to the stack with the type indicated by the top icon in the upper-right corner of the card.
- Add the new property boards to the supply of property boards.
- Replace the reference cards from the base game with the new reference cards included in this expansion.
- Add the 10-VP tokens to the supply of VP tokens.
After completing setup for the base game, follow these additional steps to set up the Innovation expansion:
- Innovation Board. Set the innovation board below the game board.
- Researchers. Place the matching researcher for each player color on the leftmost space of the innovation board. These special workers will remain on the innovation board throughout the game. Return the remaining researchers to the box.
- Improvement Cards. Shuffle the improvement cards and place them face up in a deck below the "Construct Improvement" space of the innovation board.
- Specialist Cards. Shuffle the specialist cards and place them face up in a deck below the "Hire Specialist" space of the innovation board.
- Landmark Expansion Boards. Shuffle the landmark expansion boards and place them face up in a stack below the "Develop Landmark" space of the innovation board.
NOTE: The improvement, specialist, and landmark stacks are face-up, but players may not look through these stacks.
Gameplay
The Innovation expansion introduces a new action during the Actions step in which players advance their Researchers on the innovation board.
During the Actions step, players may either place a worker or advance their researcher one space on the innovation board. A player must advance their researcher exactly once per month. After advancing a researcher, resolve the corresponding researcher action.
Researcher Actions
1: Construct Improvement. Each improvement card awards VP at Game End. Gain an improvement card from the top of the improvement deck based on how many other players have already taken this action. Place the card face up in the player's area.
- The first player to take this action: Choose from the top three cards of the deck, returning the other two cards to the game box.
- The second player to take this action: Choose from the top two cards of the deck, returning the other card to the game box.
- The third and fourth players to take this action: Gain the top card.
2: Hire Specialist. Each specialist card grants a unique ability or bonus. Gain a specialist card from the top of the specialist deck based on how many other players have already taken this action. Place the card face up in the player's area.
- The first player to take this action: Choose from the top three cards of the deck, returning the other two cards to the game box.
- The second player to take this action: Choose from the top two cards of the deck, returning the other card to the game box.
- The third and fourth players to take this action: Gain the top card.
3: Develop Landmark. Each landmark expansion board has a set of unique rules listed on it. Gain a landmark expansion board from the top of the stack of landmark expansion boards based on how many other players have already taken this action. Place the landmark expansion board aligned to the far-right or far-left side of the player's property. Place tree markers from the supply onto each indicated tree space.
- The first player to take this action: Choose from the top three landmark boards, returning the other two boards to the game box.
- The second player to take this action: Choose from the top two landmark boards, returning the other board to the game box.
- The third and fourth players to take this action: Gain the top board.
Landmark expansion boards are a special type of expansion board and are considered part of a player's property. Any rules, effects, or abilities that affect expansion boards also apply to landmark expansion boards.
4: Increase Emotions. Advance the player's emotion discs on the emotion tracks based on how many other players have already taken this action.
- The first player to take this action: Advance all three of the player's emotion discs one space each.
- The second player to take this action: Choose two of the player's emotion discs to advance one space each.
- The third and fourth players to take this action: Choose one of the player's emotion discs to advance one space.
5: Specialize Park. The player may build the top face-up attraction card in any stack on the game board without paying the printed cost on the card and carousel modifier. The player may build the attraction even if there is a worker on the corresponding builder space. When placing the tile, follow the usual tile placement rules.
Game End
During final scoring, each player gains VP tokens for the scoring condition described on their improvement card.
The player with the most total Visiting People wins! In the case of a tie, the tied player with the shovel token or closest (clockwise) to the player with the shovel token wins.
Attractions with Two Types
During scoring at Game End, attractions that show two types (Fantasy, Old West, Prehistoric, Sci-Fi, Undersea, and Souvenir) are considered both types simultaneously.
New Property Boards
- Century Cascade: When the player with this property board covers a bonus space containing a '?' icon, immediately gain VP or $ from the supply equal to the current month.
- Cosmic Heights: This property board provides extra wild emotion icons.
- Hide and Seek: When the player with this property board covers a bonus space containing a '?' icon, immediately gain VP from the supply equal to the VP value on the attraction that covered it.
- Lazy Sunday: This property board imposes a $1 income penalty but has better bonus spaces.
- Opportunity Bluff: When the player with this property board covers a bonus space containing a '/' icon, they choose to gain one reward and ignore the other.
- Parallel Pines: This board features additional trees and stronger bonuses.
- Treasure Cove: This property board provides an additional $1 income.
- Wooded Follies: The player with this property board cannot access some of the printed bonuses until first removing the trees that cover them.
Solo Mode
When playing solo with the Innovation expansion, add a researcher in Becky's color to the leftmost space of the innovation board.
Action Step. Becky advances her researcher as her first action each month. Whenever Becky advances before the player, she gains 1 VP.
When Becky advances her researcher to the first, second, or third space before the player does, discard the top card or board from the corresponding stack. Becky does not gain these cards or boards.
If Becky advances to the fourth space after the player, she advances the two discs on the emotion tracks that are furthest to the left. If there is a tie for furthest left, she advances on the topmost track of the tied discs.
When Becky advances her researcher to the final space, she gains the attraction with the highest cost and advances her emotion discs (as normal).
Wild Emotion Icons. When Becky gains an attraction with a wild emotion icon, advance her disc that is furthest to the left on the emotion tracks. If there is a tie for furthest left, she advances on the topmost of the tied tracks.
Winter Lights Expansion
In the cold, dark winter, strings of colorful lights adorn the eaves and rooftops of every home in Fairview. Decorated trees line the boulevard. Mayor Tenpenny, bundled up in scarf and jacket, addresses you from a podium in front of Fairview's tallest pine. "In this season of shortening days and ever longer nights, we all need the warmth of our winter lights to carry us through." The mayor throws a switch and the tree behind him sparkles to life, its lights revealing boughs ornamented with glass balls and velvet ribbons. "This is the season for brightening one another's lives with holiday cheer!"
Objective
The Winter Lights expansion adds new festive attractions and special tree markers to Tenpenny Parks! When players build attractions next to Christmas tree markers, they advance on the holiday board, earning extra bonuses and gifting rewards to other players.
This expansion may be combined with the Tenpenny Parks base game with or without any other expansions.
Winter Components
- 1 Holiday Board
- 4 Cheer Markers (1 per player color)
- 25 Christmas Tree Markers
- 4 Reference Cards, front side (1 per player color)
- 6 double-sided Attraction Tiles
- 6 Attraction Cards
- Winter Lights Expansion Icon
Winter Setup
After completing setup for the base game, follow these additional steps to set up the Winter Lights expansion:
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Holiday Board. Set the holiday board above the game board and place a matching cheer marker for each player color on the far-left space of the cheer track. Return the remaining markers to the box.
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Christmas Tree Markers. Replace any two tree markers on each player's property board with Christmas tree markers. Return the replaced tree markers to the supply, and create a supply of Christmas tree markers with the remaining Christmas tree markers.
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Winter Lights Attractions. Remove one random card from each stack of attraction cards. Then add the new attraction cards from this expansion to each stack, matching its type. Reshuffle the cards and return them to the game board.
Note: If playing with both the Winter Lights and Spooky Nights expansions, remove two random attraction cards from each stack before adding the Winter Lights and Spooky Nights attraction cards to each stack.
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Reference Cards. Each player takes a Winter Lights reference card matching their player color. Return unused reference cards to the game box.
Winter Gameplay
When playing with the Winter Lights expansion, some actions have additional rules to consider.
Arborist. Once placed, Christmas tree markers can never be removed from a player's property.
Builder. After placing an attraction tile using the Builder action, advance the player's cheer marker one space on the cheer track (if possible) for:
- Each cheer icon on the built attraction card.
- Each Christmas tree marker adjacent to the placed tile. Note: To be adjacent, a space with a Christmas tree marker must share a side with the placed tile.
When advancing on the cheer track, gain each reward reached or passed on the track this turn:
- Advance one space on an emotion track of the player's choice.
- Choose an emotion track. The player seated to the right advances one space on the chosen track.
- Gain the dollar amount shown from the supply.
- Gain the VP shown from the supply.
When advancing on the cheer track to a space with other cheer markers, stack the cheer marker on top those cheer markers.
Realtor. When placing tree markers on an expansion board added to their property, the player may substitute one Christmas tree marker in place of one tree marker (as long as there are Christmas tree markers remaining in the supply). If a newly placed Christmas tree marker on the expansion board is adjacent to an existing attraction tile, advance the player's cheer marker on the cheer track one space.
Note: Concession tiles placed adjacent to Christmas tree markers do not advance the cheer marker.
Bonuses Step. Before evaluating the emotion tracks on the game board, evaluate the cheer track. The player farthest forward along the cheer track takes 1 VP. If multiple players are in the same space farthest along the track, the player with their cheer marker on top is considered farthest along.
Winter Solo Mode
Setup: When playing solo with the Winter Lights expansion, stack a cheer marker in Becky's color on the player's cheer marker.
Actions: During the Actions step, Becky advances one space on the cheer track every time she takes her second action. Also, whenever Becky gains an attraction with cheer icons, she advances on the cheer track one space for each cheer icon on that card. When advancing on the cheer track, Becky gains any reward reached or passed on the track that turn:
- Becky advances her leftmost disc on the emotion track one space. If there is a tie, she advances her topmost disc of the tied tracks.
- Becky advances the player's disc on the emotion track where she has the leftmost disc. If tied, she advances the disc of the bottommost of the tied tracks.
- Becky does NOT gain money tokens.
- Becky gains the VP shown from the supply.
When choosing a Builder location with attractions tied for most or least cost, Becky first chooses the one that gives her the most cheer. If still tied, she chooses using the rules from the base game.
Spooky Nights Expansion
A crisp breeze carries the smell of wood smoke through the bustling town of Fairview, where a brightly colored canopy of maples and oaks signals the approach of the annual Spooky Nights Spectacular. Costumed ghosts and ghoulies flock to the fairgrounds, as Mayor Tenpenny's team unveils its plan for all new—and extra ghastly—attractions. The mayor himself, dressed in a cape and sporting a pair of wax fangs, addresses you. "Let's give our visitors the thrill of their lives!"
Objective
The Spooky Nights expansion adds new terrifying attractions, creepy concessions, and ghost markers to Tenpenny Parks! Players haunt their attractions by placing ghost markers on them to gain bonus rewards during the Advertising step.
This expansion may be combined with the Tenpenny Parks base game with or without any other expansions.
Spooky Components
- 16 Dark Concession Tiles
- 22 Ghost Markers
- 4 Reference Cards, back side (1 per player color)
- 6 double-sided Attraction Tiles
- 6 Attraction Cards
- Spooky Nights Expansion Icon
Spooky Setup
Complete the setup for the base game, but do not reveal concession tiles. Then follow these additional steps to set up the Spooky Nights expansion:
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Dark Concession Tiles. Shuffle the dark concession tiles face down and place them near the supply of regular concession tiles. Reveal two dark concession tiles. Then reveal regular concession tiles until there are tiles revealed equal to two times the number of players. Example: In a 3-player game, reveal two dark concession tiles and four concession tiles.
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Ghost Markers. Place all ghost markers upright so that the rewards are hidden near the game board to create a supply. Players may not look at the rewards printed on the bottom of the ghost markers while they are in the supply or on the game board.
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Spooky Nights Attractions. Remove one random card from each stack of attraction cards. Then add the new attraction cards from this expansion to each stack, matching its type. Reshuffle the cards and return them to the game board.
Note: If playing with both Winter Lights and Spooky Nights, remove two random attraction cards from each stack before adding the Winter Lights and Spooky Nights attraction cards to each stack.
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Carousel. Place one ghost marker on the attraction card adjacent to the +$1 modifier on the carousel ring.
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Spooky Nights Reference Cards. Each player takes a Spooky Nights reference card matching their player color. Return unused reference cards to the game box.
Spooky Gameplay
When playing with the Spooky Nights expansion, some steps have additional rules to consider.
Action. After placing an attraction tile or a concession tile, if the tile has ghost icons, take one ghost marker for each ghost icon from the supply. If there are ghost markers on an attraction card when built, also take those ghost markers.
Then, reveal the rewards on the bottom of the ghost markers taken this way. NOTE: Players do not receive these rewards at this time.
Advertising. When using the Spooky Nights expansion, unlike the base game, players complete the Advertising step in turn order.
Before advertising their attractions, each player may assign all ghost markers they have gained to haunt their attraction cards:
- Ghost markers may be placed on attraction cards, moved from one attraction card to a different one, or placed in front of the player to be used later.
- Each attraction card may be haunted by only one ghost marker at a time.
- Ghost markers are not spent, and are kept until the end of the game.
After advertising a haunted attraction, the player gains the reward printed on the bottom of the ghost marker:
- Gain 1 VP.
- Advance one space on the depicted emotion track.
- Gain 1 dollar from the supply.
- Remove one tree marker from the player's property.
Example: Murphy advertises his Ancient Fossil Dig by paying $3. In addition to receiving 2 VP, he also gains the $1 reward printed on the bottom of the ghost marker assigned to the attraction.
NOTE: Attractions without an advertising cost may not be haunted.
NOTE: A player's attractions may be advertised in any order. In this way, a player may gain a reward from a ghost marker before deciding to advertise another attraction.
Cleanup. As during setup, when refreshing the concessions, reveal two dark concession tiles, then reveal regular concession tiles until there are tiles revealed equal to two times the number of players. Place one ghost marker on the attraction card adjacent to the +$1 modifier on the carousel ring. An attraction card may have multiple ghost markers on it.
Spooky Solo Mode
When playing with the Spooky Nights expansion, Becky earns ghost markers but does not place them on her attraction cards. Becky never reveals or gains dark concessions. When Becky takes a ghost marker, set it near the attraction cards she has collected this turn.
After Becky's third action, return any dark concession tiles remaining near the contractor space to the box. Becky then gains one ghost marker from the supply.
When choosing a Builder location with attractions tied for most or least cost, Becky first chooses the attraction that gives her the most ghost markers. If still tied, she chooses using the rules from the base game.
Note: If playing with both Winter Lights and Spooky Nights, Becky will prioritize cheer icons first, and then ghost markers when choosing a building location.
When advertising, Becky advertises before the player if she has the shovel token, otherwise she advertises after.
During the Advertising step, Becky gains VP and emotion rewards from ghost markers gained this round, but does not gain money tokens or remove tree markers.
Fast Pass Mini Expansion
Hurry to the front of the line to gain extra bonuses.
Improve your actions in Tenpenny Parks with the Fast Pass mini-expansion. The expansion includes four fast pass tokens — Arborist, Banker, Contractor, and Realtor. Players gain a special bonus when placing their worker on a space featuring a fast pass token.
This mini expansion's full rules text (the exact bonus granted by each token and how tokens are placed and refreshed) is printed on its own component cards and could not be located as an independent rulebook document — it was not on BoardGameGeek's file section, Tesera, or 1jour-1jeu at time of writing.
Fairview Challenges Mini Expansion
Show off your park building prowess by competing over public goals!
The Fairview Challenges mini-expansion adds public goal cards that players compete over during the game, rewarding whoever first meets a challenge's condition.
As with the Fast Pass Mini Expansion, this module's full rules text is printed on its own goal cards and could not be located as an independent rulebook document — no official file was reachable on BoardGameGeek, Tesera, or 1jour-1jeu at time of writing.