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Trailer Park Wars

Trailer Park Wars Rulebook

Table of Contents

Table of Contents

  • The Object
  • Contents
  • Setup
  • Lets Play!!
    • Steps
  • Symbols On Cards
  • Card Types
  • More about Flamingos
  • Optional House Rules and Variations

The Object

The Object of the game is to become the best darn Trailer Park Manager in town by collecting the most yard flamingos as points.

Contents

These instructions, 48 Trailer Cards, 100 yard flamingos, 130 "Trailer Park Wars!" cards as a draw pile, and 24 trailer park name tiles.

Don't read all of these silly instructions... Just start doing them!

Setup

Draw Pile: Shuffle and deal seven cards from the "Trailer Park Wars!" deck to each player, as their hand. Place the remaining cards in the center as a draw pile. If the draw pile is ever exhausted, shuffle and replace it. Discards go face up next to draw pile.

Trailer Cards: 3-6 players: Deal out all of the trailers. (A two player game? Both players get 18 trailers.) Players arrange their trailers face up in an oval in front of them. These are the trailer parks. (The rulebook diagram shows a trailer park after a couple of turns.)

Naming the Trailer Parks: Trailer park name tiles have a number on one side and a name on the other side. Place them all, number side up, on the table. Players take one of each number (1, 2, and 3) and place them in numerical order, name side up, at the outside top of park. These are the trailer park names. Example: DAIRY AIRE / MOBILE / ESTATES.

*Three blank tiles are included to create your own trailer park names.

Flamingos: Place in the center of the table in a pile. This is the "Flamingo Store". Flamingos are the points that the players may collect at the beginning of each turn (after each player's first turn) for tenants and amenities in their trailer park. See "More about Flamingos" for more details later!

Lets Play!!

The player with the nearest birthday in the future goes first. On each player's first turn begin with step 3.

Steps

  1. Count the pink flamingos that are on the tenant and amenity cards in your trailer park, subtract any negative (black) flamingos. (Not on the first turn though.) Take flamingos and place them around your park attractively. No flamingos for 0 or a negative score.

  2. Resolve any events that other players caused in your park. (Example: A player gave your park "Rat Infestation" but you can rid your park of them with the "Crazy Cat Lady" who is already a tenant in your park. Discard the "Rat Infestation".)

  3. Play up to three "Trailer Park Wars!" cards from your hand. Players are allowed to play cards on other parks. Play tenants onto any vacant trailer, any park. Play amenities into the center of any trailer park. Play good stuff on your trailer park, bad stuff on other trailer parks. Read cards out loud with attitude! (More about "Cards" below.)

  4. You may discard one unwanted card from your hand.

  5. Replenish hand back up to seven cards. Read your cards during other players' turns so you know what to play next turn. (Duh.)

Play continues to the left. The game ends the instant the last flamingo is taken. If more flamingos are owed to that player for the last turn...tough luck!

The winner is the player with the most flamingos!

Symbols On Cards

  • Male
  • Female
  • Either
  • Young (empty circle)
  • Old (filled circle)
  • Middle Aged (half-filled circle)
  • Unavailable
  • Available
  • Druggie
  • Vice Amenity
  • Electrical Amenity
  • Party Amenity
  • Water Feature
  • Band
  • Animals
  • Service Tenant
  • Crime Stopper
  • Kids

Card Types

Tenants: (Blue) Place on any vacant trailer in any park. Tenants are not moved once "homed" unless a card allows. If required to place a tenant with no vacant trailers, discard tenant. Flamingos are pictured on tenant cards and represent points: pink = positive, black = negative. Flamingos can change according to the tenant's contentment level. The cards will outline positive and negative effects. Example: If you have "Elvis" as a tenant and then add any "Party" amenity, Elvis becomes two flamingos instead of one.

Amenities: (Green) Players place amenities in the center of any park. Flamingos to collect are determined by the number of flamingos on the card and are collected at the beginning of each turn if that amenity is still functioning. Some amenity cards will increase a tenant's flamingos! Example: If you have "Starla, the Chain Smoking Stripper" as a tenant, and then add the "Cigarette Vending Machine" as an amenity... Starla changes from one flamingo to two flamingos each turn that you have the combination!

Other Trailer Parkin' Cards: Play on any park if the card applies. Play to the center of a trailer park if it is for the whole trailer park or on a tenant or individual trailer as it applies. Use the sound effects and quotes on the cards for adding to the Trailer Parkin' trash talkin' experience!

If attacked, players may play an appropriate card for defense only if a card allows. Otherwise players wait until their turn to deal with the attacks after counting and collecting flamingos.

"Hitch Up" A park manager may not hitch up two tenants who don't get along. If their points are affected negatively as neighbors... surely they won't get along hitched, now will they?

Natural Disasters: (Yellow) These occur immediately and are resolved as described on the card. Card text takes precedence over rules.

More about Flamingos

Flamingos are collected at the beginning of each player's turn (except everyone's first turn). Players add the positive flamingos (pink) on the cards in their parks (tenants, amenities, etc) and subtract the negative (black). Collect and place the flamingos attractively around the trailer park. Flamingos for Amenities and Tenants are awarded every turn that they are in your park and functional! If players are to ever turn in flamingos (a penalty from another player) they go back into the box. This is the Flamingo Dumpster. When counting, be sure to check for modifiers. Example: If a "Heavy Metal Band" is placed as a neighbor to an old tenant: The old tenant's flamingos go from one to zero. In some cases, there may be a toxic neighbor on both sides and additional flamingos would be subtracted. Dang.

Game owner settles any disputes that arise during the game.

Winner is the player with the most flamingos when the last one has been taken from the flamingo store.

Optional House Rules and Variations

Flamingo Store: A longer game? Put flamingos back into the "Flamingo Store" instead of creating a dumpster, or get more flamingos. Gut Bustin' Games has bags of 100 Yard Flamingos available!

Hard Core: If a player sets a card into play to begin their turn and forgot to collect flamingos, it is too late! We are not even suggesting a drink penalty.