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Tiny Towns: Architects

Expansion for Tiny Towns

Tiny Towns: Architects Rulebook

Table of Contents

Table of Contents

  • Contents
  • Setup
  • Overview
    • Wild Resources
  • Additional Rules
  • Building Clarifications
    • Cabin
    • Rice Paddy
    • Garden
    • Priory
    • Meeting House
    • Oratory
    • Church
    • Bistro
    • Malt House
    • Townhouse
    • Barbershop
    • Bookstore
    • Glaziery
  • Monument Clarifications
    • Tinier Town
    • Alchemist's Guild
    • Bivouac Bazaar
    • Bauer's Woodland Academy

Contents

  • 1 rulebook
  • 1 dry-erase scoreboard
  • 1 dry-erase marker
  • 10 building sticker sheets
  • 25 building cards
  • 5 monument cards

Setup

You can play with the Cabin card instead of Cottage or shuffle the two for a random setup.

Then simply combine the new cards with your other Tiny Towns cards or play with only the new cards.

Overview

In Tiny Towns: Architects, several Building and Monument cards are introduced to add flexibility and new strategies to your towns.

Wild Resources

Some building layouts have wild resource spaces (shown with a multicolour striped symbol). Any resource can occupy wild spaces to complete a building layout.

Additional Rules

  • Adjacent always refers to up, down, left, and right, not diagonal.
  • A magenta monument symbol counts as a unique building type.
  • A board has 4 quadrants of 4 squares each.
  • Rows run horizontally and columns run vertically. You cannot rotate your board at any point.

Building Clarifications

Cabin

The Cabin (teal house building) is worth 2 VP if fed. Immediately after placing a teal house building, you may place a resource of your choice in any empty square in your town. If this completes another building layout, you may construct an additional building. If you are playing with Tiny Towns: Fortune, constructing an additional building in the same round as a result of the resource gained from placing a teal house building will earn you 1 coin.

Rice Paddy

If you have more than 1 red building, each one adds 1 VP to the value of your teal house buildings. When you construct a Cabin as a result of placing a red building, you may place a resource of your choice in any empty square as normal. Constructing a teal house building is mandatory if you have an empty square.

Garden

It is possible to feed some but not all leaf-marked buildings (the dark square symbol) in a contiguous group as long as those buildings are adjacent to exactly 1 other leaf-marked building.

Priory

You must decide a board orientation at the start of the game that is perpendicular to your perspective. You cannot rotate your board at any point.

Meeting House

Count squares moving orthogonally, beginning at the Meeting House. If there are 1 or fewer squares between an orange building and a green building, the green building is within 2 squares away.

Oratory

The teal house buildings do not need to be fed for the Oratory to earn VP from them.

Church

The teal house buildings do not need to be fed for the Church to earn VP from them.

Bistro

Only the number of Bistros are considered, not the number of fed teal house buildings.

Malt House

You cannot score more than 2 VP if the Malt House is adjacent to more than one red building or yellow building. The maximum score for the Malt House is 4 VP.

Townhouse

Only the number of Townhouses are considered, not the number of quadrants with 2 or more Townhouses. If you have a quadrant with 3 Townhouses and another with 2 Townhouses, you would score the full 22 VP since there are 5 Townhouses in a quadrant with at least 1 other Townhouse.

Barbershop

You cannot score more than 2 VP if the Barbershop is adjacent to more than 1 teal house building or dark navy building. The maximum score for the Barbershop is 4 VP.

Bookstore

A Bookstore counts as a unique building type in the center of your town.

Glaziery

The Glaziery counts buildings of 1 type in the same row or column but not both.

Keep

If you have more than 1 Keep with resources on it, you may name a resource on either Keep. You may remove only 1 resource at a time, even if you have multiple of the same resource.

Wall

A Wall scores at most 2 VP.

Monument Clarifications

Tinier Town

Score all buildings independent of your main town. No building effects of buildings in your main town can impact Tinier Town. For example, if you have a Factory that lets you place a different resource than the one named by another player, you must place that resource in your main town.

Alchemist's Guild

You may not construct a building on the square in the layout where there is a missing resource. A building layout may have another building in the square in the layout of the missing resource, and the layout may have the missing resource be off the edge of your board.

Bivouac Bazaar

After placing a building adjacent to the Bivouac Bazaar and before moving it to another square, you must resolve all effects of the newly placed building.

When moving the Bivouac Bazaar, its new square must be in the same row or column as its previous square.

Bauer's Woodland Academy

Place the duplicated buildings one at a time, resolving the effects of the first building before placing the second.

  • Keep
  • Wall