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Yosemite

Yosemite Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Gameplay
    • 1. Eat Fish (Optional)
    • 2. Explore
      • A. Move One Space in Any Direction
      • B. Move According to the Animal You're On
      • C. Take a Landmark Token
    • 3. Reset
  • End of Game
  • Winning the Game
  • Overview of Bonus Ability Icons
  • Scoring
  • Animal Movement
    • Red Fox
    • Bighorn Sheep
    • Black Bear
    • Rattlesnake
    • Cougar
  • Summary of Play

Components

  • A. Game Board
  • B. 45 Square Animal tiles
  • C. 5 Square Landmark tiles
  • D. 5 Landmark tokens
  • E. 2 Fish tokens
  • F. 10 Tent tokens
  • G. 1 Camping token
  • H. 2 Pawns
  • I. 20 Photo cards
  • J. 5 Judge cards

Setup

  1. Place the game board between both players.
  2. Shuffle the square Animal tiles and deal three to each player.
  3. Arrange 25 random Animal tiles in a 5x5 grid faceup beside the game board. This is the Park that you will travel around.
  4. Shuffle the five Landmark tiles with the remaining Animal tiles and place them facedown to the side of the Park. This is the Animal tile deck.
  5. Place the Camping token on the board, but off the Camping Track.
  6. Place the other Tent tokens in a pile to the side of the play area.
  7. Shuffle the Photo cards, remove 10 of them, and place them back in the box. They will not be used in this game. Place the remaining cards facedown in a deck to the side of the play area.
  8. Take the top two cards off the Photo deck and place them faceup beside the game board at the designated locations.
  9. Shuffle the Judge cards, remove 3 of them, and place them back in the box. They will not be used in this game.
  10. Place the remaining two Judge cards faceup beside the game board at the designated locations. These are the judges for the game.
  11. Place the five Landmark tokens on the circular spaces of the game board.
  12. Give each player a Pawn and a Fish token. Each player should place their Fish token on the "2" on their Fishing Track.
  13. Randomly determine the starting player. That player will place their Pawn on any Animal tile in the Park.
  14. The other player will then place their Pawn on any other Animal tile in the Park. The first player will then take their first turn.

Note: It is recommended that you let the available Photos, Judges, and your hand, to inform where you start.

Gameplay

When it is your turn, you have some choices based on where in the Park you are.

On a player's turn, there are three phases:

  1. Eat Fish - (Optional) This phase allows the player to set up their turn.
  2. Explore - Players have one of three choices where they will move around the Park and/or collect cards and/or tokens.
  3. Reset - Players will refill the board for their opponent's turn.

1. Eat Fish (Optional)

If you have any Fish on your Fishing Track, you may "eat" any number of them to move your Pawn that many spaces in the Park. All movement in this phase is orthogonal (up, down, left, or right) and does not need to be in one direction. You also cannot pass through an opponent's space nor land on their space.

2. Explore

Choose one of the following:

A. Move One Space in Any Direction

Move your Pawn one space in any orthogonal direction. You also cannot pass through an opponent's space nor land on their space.

Then increase your Fishing Track by one (you can never have more than 5 Fish). Once you have done this, skip the rest of the actions for this turn and play passes to your opponent.

B. Move According to the Animal You're On

If you are on an Animal tile, and you have not chosen step 2A above, you must move according to that animal's ability (see Animal Movement on page 7).

First, be sure to complete the entire animal's ability (including moving your opponent's Pawn) before continuing. Some animals will allow moving though or on an opponent's space.

Second, collect the Animal tile and add it to your hand.

Third, perform the Animal tile's Bonus Ability (Fish, Tent, or Camera), if applicable.

Finally, move on to the Reset Phase.

C. Take a Landmark Token

If you are on a Landmark tile with a Landmark token on it, collect the Landmark token and place it faceup in front of you. Do not take the Landmark tile: those always remain in the Park.

Do not move this turn.

Note: Empty Landmark tiles (without a Landmark token on them) are still considered in-play. You may still land on them or move your opponent onto them. If a player starts their turn on an empty Landmark tile, they must either "eat" Fish to move onto an Animal tile, or can move one space and increase their Fish token one space on their Fishing Track.

3. Reset

Refill a space vacated by an Animal tile. If a Landmark tile comes out, place the corresponding Landmark token on it.

Note: If there are no tiles left in the Animal tile deck, shuffle the Discard pile to form a new deck.

If you have more than 10 Animal tiles in your hand, discard down to 10.

Refill any Photo card taken.

Turn passes to your opponent.

End of Game

The game ends immediately when a player goes to refill a card from the Photo Deck, but there are none left. (There should be a total of 9 Photos in front of players and one left on the board.)

Players will then count up their points (see Scoring below).

Winning the Game

The Player with the highest total has won the Photo Contest and the game!

In case of a tie, the player whose side of the Camping Track the Camping token is on wins.

If players are tied and the Camping token has not been put on the track, both players win!

Overview of Bonus Ability Icons

Fish - Increase your Fishing Track by one. If you are already at 5 Fish, nothing happens.

Tent - If you are the first player to collect a Tent symbol, place the Camping token on the first space (with the 1 facing you) of the Camping Track. All subsequent players who collect a tile with a Tent symbol will move the Camping token one space closer to them.

If the Camping token is on your "5" space and you collect a Tent symbol, instead, take a Tent token and place it in front of you. This will be worth 1 bonus point at the end of the game and cannot be taken away from you.

Camera - If you have Animal tiles in your hand that match each animal in an available Photo, you may discard those Animal tiles and take the corresponding Photo. Place the Photo faceup in front of you. If you don't have the Animal tiles necessary to take a Photo, or if you don't want to take a Photo, nothing happens.

Note: When taking a Photo, you may always discard 2 of the same Animal tile to make a "wild" tile that can substitute for any animal.

Scoring

Score Photos, Camping, Judges, and Landmark tokens individually, then add the points together to form your final score.

Photos - Add up all the point totals in the top right hand corner of the Photos you've taken.

Example: In this example, the player scores 14 points for Photos (3+4+4+3).

Camping - If the Camping token is on your side of the Camping Track, you get the points equal to the number next to it. All players will get one point for each Tent token they have collected.

Example: In this example, the player scores 5 points for Camping: 3 for the Camping token position on the track, plus 2 additional for their additional Tent tokens.

Judges - Note the animals that each Judge likes to see in photos. Then, count the number of matching animals on your collected Photos and add to that the number of matching Animal tiles still in your hand. Each Judge card is counted and scored independently. The player with the most of each individual animal type will take the matching Judge card for that animal. If there is a tie, no player takes the Judge card. Judge cards are worth 4 points each, as noted in the top right corner of the card.

Example: In this example, the player scores 4 points for having the most Bighorn Sheep: 3 from collected photos, plus one tile left in their hand.

Landmark Tokens - For each Landmark token you've collected, you will get points equal to the number of your matching Photos according to the chart below. Each Landmark token will score individually.

Matching Landmarks01234
Points025914

Example: In this example, the player scores 11 points for Landmark tokens: 9 Points for 3 matching Yosemite Valley photos. 2 Points for 1 matching Mariposa Grove photo. The Tuolumne Meadows token does not score any points since the player has no matching photos.

This player has scored a total of 34 points!

Note: There are 20 total Photo cards in the deck for a maximum of 4 possible Photos per Landmark token. However, at the beginning of the game, you removed 10 of the Photos, so the numbers per Landmark token may vary!

Animal Movement

A few reminders about Animal Movement:

  • You do not need to make all movements in the same direction unless the animal ability tells you to. For example, when using the Red Fox, you could move up, then right, then up again. However, when using the Bighorn Sheep ability, they must all be in the same direction.
  • You may not move through your opponent unless using the Cougar.
  • You may not land on your opponent unless using Rattlesnake or Cougar.
  • When using an animal's ability, you must always move at least one space to collect its tile.

Red Fox

Move one, two, or three spaces. Your movements do not all need to be in the same direction.

You do not need to move all three spaces to use the Red Fox's ability.

You may use the Red Fox's ability to move only one space. If you do so, you may still collect the Red Fox tile.

Bighorn Sheep

Move any number of spaces in the same direction.

You may use the Bighorn Sheep's ability to move only one space. If you do so, you may still collect the Bighorn Sheep tile.

Black Bear

Move exactly 2 spaces in one direction. You may move your opponent one space in any direction.

You must be able to move exactly two spaces. If you cannot, you cannot use the Black Bear's ability.

Moving your opponent is optional. As a reminder, you may not move through an opponent's pawn while moving.

You choose the space that your opponent moves to, not them.

Rattlesnake

Move one or two spaces. If you land on your opponent, move them one space in any direction.

If moving two spaces, they do not need to be in the same direction.

You choose the space that your opponent moves to, not them.

The Rattlesnake allows you to land where your opponent is.

Cougar

Pounce to the edge of the Park in one direction. If you cross through or land on your opponent, move them up to two spaces.

You choose the movement for your opponent and it does not need to be in the same direction.

The Cougar allows you to move through your opponent or land on the space where they are.

The Cougar will always move to the edge of the Park. Remember that empty Landmark Tiles are still in play.

Summary of Play

Turn Order

  1. Eat Fish - Optional - Move that many spaces. They do not need to be in the same direction.
  2. Explore - Choose one:
    • a. On Any Tile (including a Landmark tile with no token):
      • Move one space in any direction
      • Add one Fish to your Fishing Track
    • b. If you are on an Animal tile:
      • Move according to the animal
      • Collect the tile you left from to your hand
      • Perform the tile's bonus ability if you can (see below)
    • c. If you are on a Landmark tile:
      • Take the token for the Landmark
      • Do not move this turn
  3. Reset any drawn tiles or cards. Discard down to 10 tiles in hand.

Animal Tile Bonuses

  • Fish - Add one Fish to your Fishing Track (can't go past 5).
  • Camping - Move the Camping Token one space closer to you on the Camping Track (if at 5, take a Tent token).
  • Photo - You may take a Photo card if you can. (Remember, you may trade two tiles of one animal as a wild.)

Animal Abilities

  • Red Fox: Move one, two, or three spaces. They do not need to be in the same direction.
  • Bighorn Sheep: Move any number of spaces in any one direction.
  • Black Bear: Move exactly two spaces in the same direction. Then you may move your opponent one space in any direction.
  • Rattlesnake: Move one or two spaces. If you land on your opponent, move them one space in any direction.
  • Cougar: Move as far as you can (to the edge) in any one direction. If you run through your opponent, move them up to two spaces.

Scoring

  • Photos: Score the points printed on the Photo cards you took.
  • Camping: Score points based on where the Camping Token is on the Camping track, plus the number of Tent tokens you have.
  • Judges: Score 4 points each for having the most of the Animal pictured on your scored Photos and in your hand.
  • Landmarks: Score your Landmarks based on the number of matching Photos you've taken.
Matching Landmarks01234
Points025914