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How to play BITTYBURG: Robin Gibson's

Planning Map

Overview: Scoring: BITTYBURG 1


Bittyburg plays in 20 turns and can After you ll the last space in the
be played with any number of turn track, begin calculating the
players. Zone Types 2
effects of each zone.
Municipal: -5 Money,
Each round you will roll 2 dice and For each zone marked with an *, 1 3
Town Hall: +2 Quality
use the results to mark a zone on lose 3 quality.
Residential: -1 Money, +1 Quality 4
the city map 2
For the second, third and fourth School: +1 Quality Library: +1 Quality

Each zone will increase or decrease zone of a type in a column, lose 3 5


Commercial: -3 Goods, +3 Money
the town’s supply of goods, money 3
money. Police: +2 Money
or quality of life. 6
For each Municipal zone, lose 5 4
Industrial: -1 Quality, +2 Goods
Your goal is to maximize quality of money and follow the text for the Dump: +2 Goods, -1 Quality

life, while keeping goods and building you added to it. Rural: +1 Good
5 Turns
money as close to zero as possible. Co-op: +1 Good Market: +1 Quality
For the rst Park zone gain 0
Park: +0,1,2,3... Quality
You will need: quality. Each sucessive Park 6
Rec Centre: +1 Quality
This playsheet, a pen or pencil, and produces 1 more quality. Goods Money Quality

2 six-sided dice. Extra


Residential, Commercial, Industrial Municipal Buildings
and Rural zones all produce or
Solo Rules: Build immediately in Municipal zones
Roll both dice. consume goods, money or quality. Municipal
C Co-op: +1 Good per Rural
If you roll doubles, place a zone of To calculate your nal score, ignore
M Market: +1 Quality per Rural
the type corresponding to the negative symbols on your goods
number shown in any empty and money totals, then subtract S School: +1 Quality per Residential
square on the map. both from your quality. Residential
L Library: +1 Quality per Residential
Otherwise, choose one die to Multiplayer Rules: R Rec Centre: +1 Quality per Park
represent the zone type you will be When playing with multiple Commercial
T Town Hall: +2 Quality per Municipal
placing this turn. players, follow the same rules as
solo. P Police: +2 Money per Commercial,
Draw the icon for the zone type in
-5 Quality Industrial
any empty square in the row of the All players use the same dice
map corresponding to the other die. results. F Fire: Draw a zone of your choice
anywhere
If there are no empty square After the last turn, roll both dice Rural
H Hospital: +5 Quality
available in the row, place the icon once to determine the quality
in any available empty space. Mark penalty of all Very Legitimate D Dump: +2 Goods, -1 Quality per
this zone with an * Businesses. Industrial Park

Once you’ve drawn a zone, mark At the end of the game, the player U Underground: Draw diagonal line that
one spot on the turn track. with the highest score wins. passes through this, +2 Quality per Zone
Totals
type crossed

Ranking: B Bus Depot: +3 Quality per Zone of type


with fewest Final Score
< 1: You can't even do business in 10-20: With enough work, you just
Quality - |Goods| - |Money|
this town again. might win a reelection campaign V Very Legitimate Business: +10 or -10
Goods or Money. -2D6 Quality
1-10: You aren't getting reelected 20+: You feel con dent you will see
any time soon another term as mayor. www.metalsnail.net
Planning Map Planning Map
Robin Gibson's Robin Gibson's

BITTYBURG 1 BITTYBURG 1

Zone Types 2 Zone Types 2


Municipal: -5 Money, Municipal: -5 Money,
1 3 1 3
Town Hall: +2 Quality Town Hall: +2 Quality

Residential: -1 Money, +1 Quality 4 Residential: -1 Money, +1 Quality 4


2 2
School: +1 Quality Library: +1 Quality School: +1 Quality Library: +1 Quality
5 5
Commercial: -3 Goods, +3 Money Commercial: -3 Goods, +3 Money
3 3
Police: +2 Money Police: +2 Money

Industrial: -1 Quality, +2 Goods 6 Industrial: -1 Quality, +2 Goods 6


4 4
Dump: +2 Goods, -1 Quality Dump: +2 Goods, -1 Quality

Rural: +1 Good Rural: +1 Good


5 Turns 5 Turns
Co-op: +1 Good Market: +1 Quality Co-op: +1 Good Market: +1 Quality

Park: +0,1,2,3... Quality Park: +0,1,2,3... Quality


6 6
Rec Centre: +1 Quality Rec Centre: +1 Quality
Goods Money Quality Goods Money Quality
Extra Extra
Municipal Buildings Municipal Buildings

Build immediately in Municipal zones Build immediately in Municipal zones


Municipal Municipal
C Co-op: +1 Good per Rural C Co-op: +1 Good per Rural

M Market: +1 Quality per Rural M Market: +1 Quality per Rural

S School: +1 Quality per Residential S School: +1 Quality per Residential


Residential Residential
L Library: +1 Quality per Residential L Library: +1 Quality per Residential

R Rec Centre: +1 Quality per Park R Rec Centre: +1 Quality per Park
Commercial Commercial
T Town Hall: +2 Quality per Municipal T Town Hall: +2 Quality per Municipal

P Police: +2 Money per Commercial, P Police: +2 Money per Commercial,


-5 Quality Industrial -5 Quality Industrial
F Fire: Draw a zone of your choice F Fire: Draw a zone of your choice
anywhere anywhere
Rural Rural
H Hospital: +5 Quality H Hospital: +5 Quality

D Dump: +2 Goods, -1 Quality per D Dump: +2 Goods, -1 Quality per


Industrial Park Industrial Park

U Underground: Draw diagonal line that U Underground: Draw diagonal line that
passes through this, +2 Quality per Zone passes through this, +2 Quality per Zone
Totals Totals
type crossed type crossed

B Bus Depot: +3 Quality per Zone of type B Bus Depot: +3 Quality per Zone of type
with fewest Final Score with fewest Final Score
Quality - |Goods| - |Money| Quality - |Goods| - |Money|
V Very Legitimate Business: +10 or -10 V Very Legitimate Business: +10 or -10
Goods or Money. -2D6 Quality Goods or Money. -2D6 Quality

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