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Trool Park

Trool Park Rulebook

Table of Contents

Table of Contents

  • Goal of the Game
  • Game Components
  • 3D Assembly Instructions
  • Setup
    • Categories and Inspections
  • Playing the Game
    • 1. Attractions
    • Attraction Characteristics
    • Booths
    • Example
    • 1c. Catch-Up Phase
      • Location Bonuses
      • Example
    • 2. Weather Events
    • Example
    • 3. Inspections
    • Rewards Key
    • Inspection: Laughs
  • End of the Game

Goal of the Game

The player who has had the most Visitors after 8 rounds wins.

Game Components

The game contains the following components:

  • 1 Central Board
  • 3 Side Boards
  • 42 Attraction Cards
  • 27 Booth Cards
  • 3 Weather Tokens
  • 9 Inspection Cards
  • 97 Visitor Tokens
  • 3 Closed Attraction Cards
  • 1 Fun Slide
  • 4 Player Aid Cards

The box also contains, for each of 4 players:

  • 1 Player Board
  • 1 Selection Wheel (possible colors: blue, red, purple, black)
  • 3 Scoring Meeples
  • 1 Turn Cylinder

3D Assembly Instructions

The rulebook shows the Fun Slide Assembly and Wheel Assembly as diagrams only; no written steps are printed.

Setup

  1. Choose Colors. Each player takes one Player Board, chooses one of the 4 available colors, takes the Selection Wheel in that color, and then places both in front of them (A). Each player also takes the 3 meeples and the cylinder in their color.

  2. Set Up the Central Board. Place the central game board in the middle of the table, and place the three side boards around it (B). Depending on the number of players, some of the spaces in the central board will not be used.

    • With 2 players, only spaces A, B, C, and D are used (the other three are closed). Block off the closed spaces using the Closed Attraction cards (C).
    • With 3 players, only space F is closed.
    • With 4 players, all the spaces are used.

    Set the Visitor tokens (D) next to the central board. Shuffle the Attraction and Booth cards. Form a draw pile for each on the appropriate spaces (E). Then draw Attractions and place one randomly in each open space on the central board. Shuffle the Weather tokens (F) and form a draw pile with them. Each player puts one of the meeples in their color on the starting space of each of the three Category counters (G).

  3. Set Up the Fun Slide. Put the Fun Slide on its space (H). Then, in order of age from youngest to oldest, each player places their cylinder on the Fun Slide.

  4. Prepare the Inspection Ledger. Take the 9 Inspection cards. The round in which each Inspection will happen is written on the back of the card. Place the 3 "Round 8" cards face down on the Inspection space. Shuffle the 3 "Rounds 5/6/7" cards and place them face down on top of the previous cards. Shuffle the 3 "Rounds 2/3/4" cards and place them face down on top of the previous cards (I).

  5. First Attraction. Each player receives a Booth at random and places it on any space on their Player Board (J) (starting with the player at the bottom of the Fun Slide and then moving up the slide). During your first games, we recommend giving each player a Player Aid card listing the round phases (K).

The game can begin!

Categories and Inspections

Amusement parks can be rated in several Categories at once: Laughs, Thrills, and Snacks. Each Inspection focuses on a different Category and influences visitors. Starting with the 2nd round, an Inspection will be held at the end of each round. These inspections are the best way to attract visitors, so make sure you please the inspectors!

Playing the Game

The game is played in rounds, and each round contains several phases:

  1. Attractions
  2. Weather Events
  3. Inspections
  4. Preparations for the Next Round

1. Attractions

a. Choose Attractions. Each player uses their Selection Wheel to secretly choose an Attraction that they want to have by selecting the letter that matches its position on the central board.

b. Take an Attraction. The players reveal their choices simultaneously. Each player, starting with the player at the bottom of the Fun Slide and then moving up the slide, takes the Attraction they chose – if it is still available! That's right: Another player might have already taken the Attraction they had chosen. (This won't happen to the player at the bottom of the Fun Slide, because they go first.)

When the chosen Attraction is still available, the player opens it by placing it on any available space of their choice on their Player Board. The player then applies the effects of opening the Attraction shown on the bottom of the card (see Attraction Characteristics).

Careful! The player must move their cylinder to the top of the Fun Slide if at least one other player had chosen the same Attraction (no matter where they are on the Fun Slide).

Attraction Characteristics

a. Weather. The type of ground always corresponds to the type of Weather.

b. Effects. Opening an Attraction can have different effects:

  • Earn 2 Category points (move your meeple forward two spaces on the corresponding counter, here in Laughs).
  • Earn 1 Category point for each Attraction on your Player Board built on Sand (in this example, in Thrills). (The Attraction that you just opened is included in the count.)
  • Get 2 Visitors for each pair of Attractions on your Player Board that are built on the given type of ground (here, Snow). (The Attraction that you just opened is included in the count.)
  • Earn 2 Category points (here, Thrills) for each trio of Attractions on different types of ground (Snow, Stone, and Sand) on your Player Board. (The Attraction that you just opened is included in the count.)
  • Get 1 Visitor for each Booth on your Player Board.

Booths

At the start of the game, all the players have one Booth on their boards. They can acquire additional Booths during the game. Booths function exactly like Attractions, but they do not have effects when they are opened.

If, for example, Alice applies the following effect when opening an Attraction, she earns 1 Thrills point for each Attraction on Sand AND for each Booth on Sand on her board.

Some Attractions have this symbol: a Booth icon. In this case, before applying the effect of opening the Attraction, take a Booth of your choice from the reserve and place it on any open space of your choice on your Player Board.

Example

  1. Alice and Bob reveal their choices. They both chose the Attraction card in C.
  2. Alice is at the bottom of the Fun Slide and so she takes her Attraction first.
  3. She takes the Attraction card and places it on her Player Board on the open space of her choice.
  4. She then applies the Attraction's opening effect: she moves her meeple forward two spaces on the Thrills counter around the central board.
  5. Finally, Alice took an Attraction that at least one other player (Bob) chose, so she moves her cylinder to the top of the Fun Slide.
  6. On Bob's turn, he cannot take the Attraction he chose. He can therefore choose a different card with a bonus during the catch-up phase (see 1c. Catch-Up Phase).

1c. Catch-Up Phase

Any player who was not able to take the Attraction they chose during the previous phase can play a catch-up phase during which they can take a different Attraction. Each of these players, starting with the player lowest on the Fun Slide and then moving up the slide, can take one of the Attractions still available on the central board.

To make up for not getting the Attraction they chose, they get a bonus based on where the newly chosen Attraction was on the central board (see Location Bonuses). The player immediately receives one of the two bonuses available on either side of the space, then opens the new Attraction as if they would have done during the previous phase. The player places the Attraction on their Player Board and applies its opening effect.

Location Bonuses

  • Move forward one space in Snacks, Laughs, or Thrills.
  • You can choose a Weather token from the discard pile and mix it back into the pile (see Weather Events). If the pile is empty, the token is placed face down on the draw pile space (it makes a new pile on its own).
  • Move your cylinder to the bottom of the Fun Slide.
  • Get 1 Visitor.
  • Move forward one space in the Category of your choice.

Example

  1. Alice took an Attraction during the previous phase, but Bob was not able to take one. The Attractions on the central board in spaces A, B, and D are still available, and Bob takes the one in B. When taking this Attraction, Bob can choose between the Thrills bonus and the Snacks bonus.
  2. He chooses the Thrills bonus (move forward one space in Thrills). Finally, he applies the opening effect on the card, which is 2 Snacks (move forward two spaces in Snacks).
  3. He therefore moves his meeples forward one space on the Thrills counter and two spaces on the Snacks counter.

2. Weather Events

Weather can be unpredictable. If your amusement park offers fun attractions for every type of weather, visitors will remember the good times and come back to your park.

The players draw the top token from the Weather pile and apply its effect.

If this is impossible because the pile is empty, recover the 3 tokens from the discard pile, shuffle them again to rebuild the draw pile, then draw the Weather token and apply its effect.

NOTE: Careful! Do not rebuild the draw pile as soon as it's empty! Only do so when it is time to draw a Weather token.

Each player finds the Attractions and Booths on their Player Board that have the Weather symbol matching the token that was drawn. The players move their meeples forward one space in each Category counter around the central board for each Attraction or Booth with the matching Weather symbol in each Category.

Example

  1. The Flurries Weather token is drawn.
  2. Bob has one Attraction and one Booth for Flurries in the Snacks area of his board and one Attraction for Flurries in the Thrills area. He therefore moves forward two spaces in Snacks and one space in Thrills on those Category counters.
  3. Similarly, Alice moves forward one space in Snacks and one space in Laughs (her Attraction for Rain does not give her any points for this Weather Event).

3. Inspections

There isn't an Inspection at the end of the first round, but there is one at the end of each following round. Each Inspection is announced at the end of the round, for the following round (see 4. Preparations for the Next Round).

Each Inspection examines the players' ranking in one of three Categories. The player in the lead in each Category (i.e. the player in first place on the corresponding counter) receives the first reward on the Inspection card, the player in second place receives the second reward, etc. Players who are behind in the rankings might not receive rewards. Most of the rewards provide Visitors, and the Inspections for Laughs and Thrills can provide Booths and Category points respectively.

Rewards Key

The rulebook shows a small icon key for each Inspection's rewards ("Rewards for Laughs", "Rewards for Snacks", "Rewards for Thrills"). The key is printed as icons only, with no written text, and is not fully legible at print resolution, so it is not transcribed here. The written reward rows for each Inspection below are complete.

Inspection: Laughs

When an Inspection focuses on Laughs, each player receives a Booth from the reserve. The player in first place for Laughs chooses a Booth card and places it on an open space on their board. The player in second place chooses a Booth of a different type and does the same. The players in third and fourth place take a token of the remaining type and do the same.

  • The player in first place receives 4 Visitors and chooses a Booth from among the two offered Booths. That player chooses a Booth and places it on their board.
  • The player in second place receives 2 Visitors and chooses between two Booths. That player chooses a Booth and places it on their board.
  • The remaining players (3rd and 4th) receive one Booth card each and place them on their respective boards, in order of their ranking. (The player in third place also receives 1 Visitor.)

Inspection: Thrills

When an Inspection focuses on Thrills, the players in the lead can move forward by one or more points in the Category of their choice. However, each Category may not be chosen twice in the same Inspection.

  • The player in first place receives 4 Visitors and chooses a Category from among Snacks, Laughs, and Thrills. That player decides to earn 1 point in Snacks.
  • The player in second place receives 2 Visitors and has the choice between Laughs and Thrills. That player decides to earn 1 point in Laughs.
  • The player in third place receives 1 Visitor. That player doesn't have a choice, and earns 1 point in Thrills.

NOTE: The points earned in Thrills during the Inspection do not alter the ranking established at the start of the Inspection.

Ties During Inspections

When several players have the same number of points in a Category during an Inspection, their ranking for the Inspection is determined by their position on the Fun Slide. The player who is lowest on the Fun Slide wins the tie and moves their cylinder to the top of the Fun Slide.

Last Round

At the end of the 8th and final round, there are 3 Inspections (all three are announced at the end of the 7th round). Careful! These Inspections must happen in a specific order: first Thrills, then Laughs, and finally Snacks.

Example

In a 4-player game, this Thrills Inspection happens.

  1. On the Thrills counter, Alice, Oscar, and Eve are tied for first place and are therefore ranked by their position on the Fun Slide.
  2. Oscar is lowest on the Fun Slide, and therefore comes in first for this Inspection. He receives 5 Visitors, moves forward two spaces in the Category of his choice, and then places his cylinder at the top of the Fun Slide.
  3. Eve and Alice are still tied for second place. Eve is lowest on the Fun Slide, and therefore comes in second for this Inspection. She receives 3 Visitors, moves forward one space in a Category different from the one that Oscar chose, and then moves her cylinder to the top of the Fun Slide.
  4. Alice is in third place for this Inspection (since there is no further tie to be broken), so Alice leaves her cylinder at the bottom of the Fun Slide. She receives 1 Visitor, and moves forward one space in the remaining Category.
  5. Finally, Bob is in fourth place and receives 1 Visitor.

4. Preparations for the Next Round

  1. Draw new Attractions and fill the empty spaces of the central board randomly.
  2. Reveal the Inspection that will take place at the end of the next round.

End of the Game

Once the last three Inspections are over, each player counts how many Visitors they received.

The player with the most Visitors wins the game. The public has spoken. That player's park is the best.

If several players are tied, the one lowest on the Fun Slide wins.

  • Inspection: Thrills
  • Ties During Inspections
  • Last Round
  • Example
  • 4. Preparations for the Next Round