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Tenpenny Parks

Tenpenny Parks Rulebook

Table of Contents

Table of Contents

  • Objective
  • Components
    • Carousel Assembly
  • Setup
  • Gameplay
    • 1. Income Step
    • 2. Actions Step
  • Action Spaces
    • Builder
    • Banker
    • Arborist
    • Contractor
    • Realtor
  • Tile Placement Rules
  • Moving on Emotion Tracks
    • 3. Bonuses Step
    • 4. Advertising Step
    • 5. Cleanup Step
  • Game End
  • Solo Rules
    • Setup
    • 1. Income
    • 2. Actions
    • 3. Bonuses
    • 4. Advertising
    • 5. Cleanup
    • Game End
  • Credits

Objective

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!

Components

  • 1 Game Board
  • 4 double-sided Property Boards
  • 12 double-sided Expansion Boards
  • 1 Carousel
  • 1 Carousel Ring
  • 40 Concession Tiles
  • 4 Reference Cards (1 per player color)
  • 35 double-sided Attractions Tiles (5 Souvenir, 6 Old West, 6 Sci-Fi, 6 Undersea, 6 Fantasy, 6 Prehistoric)
  • 14 Goal Cards
  • 35 Attractions Cards (5 Souvenir, 6 Old West, 6 Sci-Fi, 6 Undersea, 6 Fantasy, 6 Prehistoric)
  • 13 Workers (3 per player color, 1 tan extra action)
  • 12 Emotions Discs (3 per player color)
  • 50 Tree Markers
  • 1 Month Marker
  • 1 Shovel Token
  • 70 VP (Visiting People) Tokens (27 5-VP tokens, 43 1-VP tokens)
  • 56 Money Tokens (16 $3 tokens, 40 $1 tokens)

Carousel Assembly

Before your first game of Tenpenny Parks, assemble the carousel:

  1. Fold sides into hexagon shape.
  2. Fold top, align with posts, and push through slots.
  3. Insert assembled carousel into carousel ring.

Setup

Example of a 4-player game.

  1. Place the game board within reach of all players.
  2. Place the month marker on the 1 space of the game board. Place the extra action worker on the designated place on the game board.
  3. Place all attraction tiles and Visiting People tokens (VP tokens) within reach of all players.
  4. Divide and shuffle each of the six types of attraction cards (as indicated by their banner color and icon), then place each stack face-up on each attraction space around the central opening of the game board.
  5. Place the carousel and carousel ring inside the round opening of the game board. Align the carousel ring so that +$2 is oriented toward the stack of Souvenir attraction cards.
  6. Form piles of supplies by placing the following components on the table near the outside corners of the game board: a. All money tokens near the Banker area. b. All expansion boards, shuffled, in two roughly equal piles near the Realtor area. c. All concession tiles shuffled and face-down near the Contractor area. d. All tree markers near the Arborist area.
  7. Reveal concession tiles equal to two times the number of players. Example: In a 4-player game, reveal eight tiles.
  8. Give the shovel token to the player who most recently rode a roller coaster.
  9. Shuffle and deal three goal cards to each player. Each player chooses two and returns the remaining card to the box. Keep the chosen cards secret, as they will be revealed at the end of the game.
  10. Starting with the player who has the shovel token and proceeding clockwise, each player performs the following: A. Choose and take a property board. Place it with either side face-up in front of them, then place a tree marker from the supply on each of the indicated tree spaces. Note: The front side of each board is identical, while the back has a unique arrangement of tree spaces and icons. B. Choose a player color and take the matching reference card and three workers. C. Place a matching emotion disc of their player color on the far-left space of each of the emotion tracks (on top of any discs already placed there). D. Take $7 worth of money tokens.
  11. Return all other unused components to the game box.

Gameplay

A game of Tenpenny Parks takes place over five months. Each month is divided into five steps:

  1. Income
  2. Actions
  3. Bonuses
  4. Advertising
  5. Cleanup

1. Income Step

Each player takes $3 from the supply plus any income shown on any of their built concession tiles or attraction cards.

In the first month, players will only gain $3, as no concessions nor attractions have been built.

NOTE: This step can be performed simultaneously.

2. Actions Step

Starting with the player who has the shovel token and proceeding clockwise, each player places one worker on an action space on the game board and immediately takes the associated action.

This continues until all players have placed all of their workers.

In some cases, players may be skipped if they no longer have workers to place while others do.

Action Spaces

NOTE: Action spaces can hold any number of any players' workers, except for the Builder spaces.

Builder

Pay the cost shown on the associated attraction card by returning money tokens to the supply plus or minus the modifier shown on the aligned carousel ring.

Next, find and place the matching attraction tile on the player's property following the placement rules. Advance on the indicated emotion track(s) if applicable.

After advancing, take the attraction card, flip it face down, and place it in front of you.

Only one worker can be placed on each Builder location each month.

Banker

Take $2 from the supply.

Arborist

Remove up to two tree markers from the player's property and return them to the supply.

Contractor

Take one concession tile from the available face-up tiles and place it on the player's property following the placement rules below.

Then advance on the indicated emotion track(s) following the rules regarding Moving on Emotion Tracks.

Realtor

Return $3 to the supply and take one board from the top of either stack of expansion boards. Place it aligned to the far-right or far-left side of the player's existing property (either side facing up).

Place a tree marker from the supply onto each indicated tree space on the newly placed expansion board.

The expansion board is considered part of the player's property and players may add any number of expansion boards to their property.

Tile Placement Rules

Whenever a player places a new tile (concession or attraction) onto their property, the following rules must be followed:

  • No Overlap: The newly placed tile must not overlap an existing tile or tree marker.

  • No Overhang: The newly placed tile must not be placed so any part of it extends past the edges of the property.

  • No Adjacency: The newly placed tile must not be placed so any of its sides touch another tile.

  • Tiles may touch diagonally.

  • Tiles may share a side with adjacent tree markers.

  • Tiles may be rotated to any orientation before placement and may be placed with either side up.

  • Once placed, tiles may not be moved.

When placing a new tile (concession or attraction) that covers a single or double emotion icon, immediately advance on the indicated emotion tracks.

If it covers a $2 or $4 icon, take the indicated money tokens from the supply.

If it covers one or more wild icons, for each wild icon covered, advance one space on any emotion track of the player's choice.

Moving on Emotion Tracks

Concession tiles and attraction cards have emotion icons on them. Each icon represents one forward movement along an emotion track. Whenever a player earns an advancement on a track, move that player's emotion disc one space to the right on the appropriate track on the game board.

If a disc is moved from a space that contains other discs (either being moved forward or backward), do not change the order of the discs remaining on the space.

If a disc is moved into a space that already contains one or more other discs, place the moving disc on top of the other discs.

If a disc would be moved past the end of the track, instead move it on top of all other discs on the final space.

3. Bonuses Step

Evaluate each of the emotion tracks on the game board in order from top to bottom starting with the Thrill track.

The player farthest forward along each track chooses which bonus to accept associated with the track.

If multiple players are in the same space farthest along a track, the player with their emotion disc on top is considered farthest along.

Thrill

The player farthest along the track may either:

  • Move their disc backward one space and take the extra action worker for use during the next month's Actions step.
  • Or take 1 VP token and return the extra action worker to its designated place on the game board.

Awe

The player farthest along the track may either:

  • Move their disc backward one space and take the shovel token. They will rotate the carousel ring during the Cleanup step of the current month.
  • Or take 1 VP token and give the shovel token to the player on their right.

Joy

The player farthest along the track may either:

  • Move their disc backward one space and take $3.
  • Or take 1 VP token.

NOTE: In a 3- or 4-player game, in addition to the bonuses listed above, the player whose disc is second-farthest along each emotion track takes 1 VP token.

This is evaluated before emotion discs are moved this step.

4. Advertising Step

Each player decides if they would like to spend money tokens to advertise any or all of their attractions.

To advertise an attraction, the player must pay the advertising cost shown on the associated attraction card by returning money tokens to the supply.

They then take the indicated number of VP tokens.

This can be done once per attraction per month.

NOTE: This step can be performed simultaneously, but upon a player's request, advertising decisions should be made in player order, starting with the player with the shovel token.

5. Cleanup Step

In order, perform the following steps:

  1. Refresh the Concessions: Return any remaining face-up concession tiles to the box. Then reveal tokens equal to two times the number of players from the remaining face-down tiles.
  2. Return All Workers: Return all workers from action spaces to each player's area.
  3. Rotate the Carousel: The player with the shovel token rotates the carousel ring, choosing a new position by turning it any number of spaces. The position must change as a result of the rotation.
  4. Advance the Month: If the month marker is already on the fifth space, proceed to the game end. Otherwise, move it to the next space and begin the next month starting with the Income step.

Game End

Once the fifth month is complete, players will tally their final scores. Each player takes VP tokens for the following:

Goals

Each player reveals their goal cards and takes 3 VP tokens for each goal they have successfully satisfied.

Attractions

Each player takes VP tokens equal to the total VP shown on all of their attraction cards.

Emotions Bonuses

Each player takes 5 VP tokens for each of their emotion discs that ended above the eighth space of the emotion tracks.

Attraction Count Bonus

Each player takes 5 VP tokens for having six or seven attraction cards, or 10 VP tokens for having eight or more.

The player with the most total Visiting People wins!

In the case of a tie, the tied player with the most money wins. In case of a further tie, the tied player closest (clockwise) to the player with the shovel token wins.

Solo Rules

When playing Tenpenny Parks solo, the player competes against a virtual player named Becky. Becky takes simplified actions, builds attractions, and gains VP tokens as a human player would, but does not gain money tokens.

At the end of the game, if the player has accumulated more VP tokens than Becky, they win!

The game is played in the same way as a 2-player game, but setup and gameplay steps are slightly adjusted as described below:

Setup

Give Becky three workers and the emotion discs of the same color. Becky does not start with, gain, or use a property board, any goal cards, or any money tokens.

The human player starts with the shovel token. Place Becky's emotion discs on top of the player's discs on the emotion tracks.

1. Income

Becky does not collect income.

2. Actions

During the Actions step, the player and Becky alternate turns placing workers in the same way as in the multiplayer game, starting with whoever has the shovel token.

When Becky takes an action, she places her worker according to these rules:

  • First Action: Becky places a worker on the Builder location whose associated attraction costs the most (including any modifier on the carousel ring).
  • Second Action: Becky places a worker on the Builder location whose associated attraction costs the least (including any modifier on the carousel ring).
  • Third Action: Becky places a worker on the Contractor location. Reveal a random face-down concession tile and advance Becky's emotion disc(s) on the emotion track(s) as indicated on the revealed concession tile (if applicable). If the revealed concession tile shows income, Becky takes VP tokens equal to the income shown. Return the revealed concession tile to the game box.

When Becky selects the Builder action, she takes the attraction card and advances her emotion discs on the emotion tracks (if applicable).

When choosing a Builder location with attractions tied for most or least cost, Becky first chooses the one that gives her the most movement on the emotion tracks.

If still tied, she chooses the one that gives her the most VP tokens at the end of the game. If still tied, the player chooses which attraction Becky takes.

NOTE: When Becky takes an attraction card, it's important to keep track of which attraction card she most recently collected for use during the Advertising step.

3. Bonuses

Whenever one of Becky's emotion discs is ahead of the player's disc on a track, Becky takes the 1 VP token bonus. As a result, her emotion discs do not move during this step. However, if Becky is ahead on the Awe track, she also gains or keeps the shovel token for the next month.

4. Advertising

Becky always advertises her most recently gained attraction. She does not spend money tokens when doing this, but still gains the VP tokens for advertising.

5. Cleanup

If Becky has the shovel token, she rotates the carousel ring exactly one space clockwise.

Game End

When tallying scores, the player gains VP tokens in the same way as the multiplayer game. Becky does not score goal cards. She gains the VP tokens shown on all of her attractions, any emotion bonuses earned, and the attraction count bonus (which will always be 10 VP tokens).

At the end of the game, if you have scored more VP tokens than Becky, you win!

NOTE: For a more difficult game, swap Becky's first and second actions. This means that she will place her worker on the least expensive attraction for her first action, and she will place her worker on the most expensive attraction for her second action.

Credits

Game Design: Nate Linhart Development: Daniel Cunningham & Keith Matejka Illustration: Vincent Dutrait Graphic Design: Vincent Dutrait & Daniel Cunningham Editing: Meeple Lady Narrative: James Ryan

Special Thanks

To all the people who helped playtest and provided feedback throughout development: Kristen Acker-Mohr, Julie Ahern, Marty Bava, Brandon Bergsten, Jason Cory, Josie Darling, Stephen Esser, Joe Geraci, Max Geraci, Jeremy Haack, Rob Hogan, Wayne Humfleet, George Jaros, Stephen Kerr, Ricky Kreutner, Stacey Marszal, Carl Mohr, Ian Petersen, Brandon Phipps, Nathan Revere, Alex Robles, Emily Robles, Jesse Robles, Ayrre Rogers, Jake Smrt, Michelle Smrt, Jordan Starr, Jack Trelford, Vanessa Trelford, Andrea White, Laura Witten, and Josh Zuelke.

For more information or support, please visit us at www.thunderworksgames.com

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