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For 1– 6 city builders, ages 10 and up

GAME IDEA AND GOAL


In My City Roll & Write you lead your new city to ever greater success in 12
different games. The games are divided as a campaign into 4 chapters, each
with 3 thematically related games. It's best to play them in the order they
are intended. In addition to winning the individual games, it is also about
winning the respective chapter and at the end
Campaign. But of course you can only do one

CONTENTS
1 thick writing pad with 192 game sheets
(printed on both sides)
3 special dice
You also need a pen each.
Tip: If you use pencils, you can use an
eraser to correct mistakes when drawing.
A notice:There are enough game sheets so that you can play each game,
each chapter or the entire campaign multiple times. Maybe you like a
chapter or some individual games so much that you want to play them
again and again. Games 3, 6 and 12 are particularly varied as a combined
mini-campaign.

The solo game


My City Roll & Write is also an exciting challenge for a
single player. Some rules then do not apply or only apply
in the solo game. These are marked with the
corresponding symbol. On page 12 you can read in a
success table for each chapter how successful you have
been in the development of your city.

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COURSE OF A GAME
Each of you receives a game sheet of the same game, which you lay out in
front of you. You start with game 1. The three dice are laid out. Each game
consists of a number of rounds. At the beginning of each round, the 3
dice are rolled by any person. This results in the shape and type of
building to be drawn. The result applies to everyone.

shape and type of building


Building shape:The twoblue cubeshow parts of the building. Immediately after
being thrown, they are placed next to each other in such a way that the small
gray semicircles form a full circle. This determines the shape of the building to be
built.

The building may be rotated as desired:

The mirrored form of the building may also be used:

If one of the dice shows the blank side or the compass, then only
the building shown on the other die is built.
Note: The circle only has a meaning from game 4 onwards.

Building type:Of thewhite diceshows the type of building to


be built.

Painted = Hatched = Crossed =


residential building commercial building Public building
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The building rules
The die roll at the beginning of the round determines the shape and type of the new
building. Everyone draws this building on their game sheet at the same time.

L building L building L building


painted hatched crossed

The following rules apply:


The building must fit entirely into the spaces on the game sheet.
It must not be drawn beyond.
fields on whichtreesorstonesare shown may be built over. However, if
possible, trees should not be built over, because they score points at the
end of the game. Stones should be built over, because these mean
minus points if they were not built over at the end of the game.
mountainsandforestallowed toNotto be built over.
The building is allowednot across the riverdrawn so that fields on
either side of the river are built over.
ThatfirstBuildings that you draw on your game sheet must
have at least one sideat the riveradjoin.
All other buildings must be drawn in such a way that they have at
least one sideto an existing buildingadjoin. Buildings are
considered adjacent even if the river runs between them. buildings
are allowednot on existing buildingsbe drawn. Marked buildings
mayno longer changedafter the dice have been re-rolled.

Fit:Can you or do you want one?Do not draw buildings, you announce
this and must place the . on your game sheetcolor in the next free circle
in the line "do not build buildings".. If all 6 circles are already painted
there, you can no longer pass.
If you cannot or do not want to build the building in this case, you must end
the game for yourself.
End game for yourself:alwaysafter thisthe dice were rolled at the
beginning of a round, you can decide to end the game for yourself.
Then no circle is drawn. No other buildings are allowed to be drawn in.
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The rules just mentioned can be supplemented or changed in the
individual games by special rules.

Important:Always draws the buildingsinsideof the fields and not


along the printed lines. Then it is easy to see where one building
ends and where the next begins (see figure below).

PLAYING
A game ends when everyone has finished the game for themselves. Then the rating
follows.

GAME SCORING
Fit:Depending on how many circles you have colored in the line “Do not build
buildings” on your game sheet, you can read off your minus points under the last
colored circle. You enter these negative points in the box at the end of the line.

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trees:For every tree younot overbuilthave, you get1 point. You enter
these points in the box of the corresponding row of your game sheet.

stones:For every stone younot overbuilthave, you get1 minus point. You
enter these negative points in the box of the corresponding row of your
game sheet.
Empty fields:For each field younot overbuilthave, you get1 minus point.
You enter these negative points in the box of the corresponding row of your
game sheet.Note: Spaces with trees or stones do not count as empty spaces.

Example:

tree +1 17
Stone -1 2
Empty field -1 4
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game win
Finally, add up all of your points and enter them in the sum field at
the bottom right of your game sheet. Whoever has the most points
wins the game.
On the game sheet of the last game of each chapter, you add the
points from the other two games of this chapter to determine the
overall victory of the chapter.
In the solo game you can read how successful you were for each
chapter. This achievement chart is on page 12 of this rulebook.

Tip:So that everyone is attentive, it is best to say out loud the shape and type of
building after the dice have been rolled.

one two row of three row of four square

Two-L threesome-L four-L U building

The building shapes occur with different probabilities: the two-L and
the two-building occur most frequently, the useful one less frequently.
The large buildings are less common - but because there are many
possible shapes, don't underestimate them either.

THE OTHER GAMES


From game to game, new rules and new challenges come your way.
These are described below so that you can read them at the
beginning of a new game.

Chapter 1: The New Land

game 1
You are the first settlers to have reached the new land and erect your buildings along
the river. The whole country between mountains and forest will soon become your
settlement area.
This game uses the basic rules explained on pages 2-4. So you can
start right away.
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game 2
After you have initially built your buildings as you like, your community
agrees on a planned procedure. Orderly districts are now emerging.
Building Groups:From game 2, you will receive a score for each of the at the
end of a gamethree building types additional points. To do this, each
person checks for each of the three building types how many buildings theirs
consists oflargest group of this type of building connected at the sides
consists. You get as many points as there are buildings in this group. So try to
build as many buildings of the same type as possible.

Continuation of the example from page 4:


There are 4 points for the residential not build buildings
buildings (colored), for the commercial
buildings (hatched) also 4 points and 2 points tree +1
for the public buildings (crossed).
Stone -1
Note: From game 2 you know all the Empty field -1
basic rules. These are highlighted on
the game sheets in order to keep
For every type of building :
Number of buildings in largest group +?
everything as clear as possible.

game 3
The community continues to grow. In order to improve the water supply, a well is being drilled
in the east of the settlement, from which as many buildings as possible should of course
benefit.

Spring:you receive4 additional points, if you manage to have


4 buildings adjacent to your fountain. The type of these
buildings does not matter. The well can be built over - but
then it does not score any points.

Example:
There are 4 buildings adjacent to this fountain.

Note: Churches that are added in


Chapter 2 also count as buildings.

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Chapter 2: The Churches

game 4
With more and more settlers, the church is coming to your community.
The church builders have precise ideas about which buildings should be
built. When developing your city, you must now consider where to build
church buildings. Because your building space is limited.
Churches:From game 4, the side of the dice with thecirclea special
meaning. If the circle is rolled, the other two dice are ignored and a
church is built instead. To do this, everyone paints the next free circle
in the line “Build Church” at the bottom of their game sheet in the
order shown. Then they draw in the shape of the church that is
shown below this circle. Once all of the existing circles have been
filled in, the circle has no meaning for the rest of the game. Then the
building that the other two cubes result in is built again.

You all build the same church. So you can see which big churches might
still have to be built in the future. As usual, the mirrored form can also
be built for the church buildings.
Churches are marked by circles.

don't build a church

Tip: If you have a colored pencil, you can draw in the churches in color and
thus distinguish them even better from the three building types.

Important:If you pass when building a church, you have totwoColor the circles in
the line "Do not build buildings".

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game 5
The churches are gaining increasing influence in your community. The different
groups of settlers therefore seek proximity to the churches in equal measure in
order to be heard.
Church Points:If buildings of all 3
different building types are adjacent to a
church on at least one side, you receive
3 points for this church.
Note: In games 5 and 6 there are 2 fountains on your game sheets. You
can get 4 additional points per fountain.

game 6
The demands of the churches for more and more land for the large church
buildings means that other groups of settlers also claim part of the scarce building
land for themselves.
Start at the church:The printed church building on the game sheet
counts as the first building to build adjacent to. This church also
scores 3 points if it is adjacent to buildings of all 3 different building
types.
Note: Because the printed church building
is already considered your first building,
you can later add buildings drawn on
different sides of the church.

Important:"Pass" is not possible in this game.Allbuildinghave to be built. If


you cannot or do not want to build a building, you have to end the game for
yourself.

Chapter 3: Challenges

Wallet:In Chapter 3 games, you collect not only points but also
purses. Who in the ratingat the end of this chapterowns the most
or second most pursesthen20 or 10 bonus points. During each game,
the successfully collected money bags are colored. At the end of each
game, the money bags collected are transferred to the framed field and
colored in there as well.

8th
Note: In this game you want to be the first to complete some tasks. Since it is
sometimes an advantage that the others do not know where to draw a new
building, you can exceptionally draw your new building behind closed doors
until everyone else has drawn this building.

game 7
Persistent heavy rain causes the river to burst its banks and devastate the country.
The plateaus on the mountains and the Säg offer safety from these water masses
The swampy ground only allows the construction of smaller ones
churches

Start at the sawmill:The sawmill printed on the bottom


right of your game sheet is your starting building. Your
first building would have to be drawn in next to it.
Note: As with the printed church in game 6, you can add other
buildings to different sides of the sawmill.
Plateaus:The 4 plateaus highlighted on the mountain are now
particularly important. Whoever builds over all 4 plateaus first gets 5
points. If several do this in the same round, they all get 5 points. If you
have built over all 4 plateaus at the end of the game, you receive 1
money bag. Empty plateaus, like any other empty field, score 1 minus
point.
Reward for not fitting:The following applies in chapter 3: If you do not pass in a game
and therefore do not paint a circle in the line “Do not build a building”, you receive 1
money bag in this game.

Note: Buildings on the five wide river spaces are not considered
adjacent if the river runs between them.

game 8
After the flood you open up the two forest areas to gain building land
for reconstruction. The last church buildings are built with the wood
obtained in this way.
forest fields:The green forest fields can now also be built over. Whoever builds
over all forest spaces first receives 5 points. If several do this in the same round,
they all get 5 points. If you have built over all forest spaces at the end of the
game, you receive 1 money bag. Empty forest spaces, like any other empty space,
score 1 negative point.
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game 9
Gold! Much of the earth was churned up by the flood. Gold is now being
found at the edge of the settlement area. The news spread like wildfire
and the run for gold began...
goldfields:The game sheet shows 5 gold fields. Whoever builds over
all 5 gold fields first receives 5 points. If several do this in the same
round, they all get 5 points. If you have covered all 5 gold fields at the
end of the game, you receive 2 money bags. However, gold fields that are not
built over do not score negative points here.
Note: In game 9, the side of the dice with the compass has no special
meaning and the building shown on the other two dice is built again. This
makes the game easier because there are more small buildings again.

Bonus Rating for Chapter 3:When determining the overall victory of Chapter
3, not only the points from the three games of the Chapter are combined, but
also the bonus points for the purse are taken into account.
To do this, you first transfer your collected purses from the three games.
Whoever colored the most purses gets 20 bonus points. Whoever painted
the second most money bags gets 10 bonus points. All others get
nothing.
In solo playthere are 20 bonus points for 7-9 colored purses and 10
bonus points for 6 purses. There are no bonus points for less purses.

Chapter 4: Bandits
game 10
The gold rush reaches its peak. But he also attracts bandits onto the
scene. To keep your city safe, you must arrest the bandits.
bandits:Bandits cannot be overbuilt. Instead, they must be
surrounded. This happens when buildings are adjacent to all sides
of the space where a bandit is located. Then you can cross out this
bandit. At the end of the game, each bandit that is not surrounded is worth 3
minus points. Also, at the end of the game, any bandits that are not
surrounded will be carried over to the next game by removing them
draws on the same squares of the next
game sheet; i.e. from game 10 to game
11 and from game 11 to game 12.
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game 11
The bandits are threatening your city more and more. In order to corner them,
you replan your neighborhoods and build fortresses across the land.
Fortresses:From game 11, the side of the dice with thecircle
again a special meaning. If the circle is rolled, the other two dice
are ignored. Instead, a fortress is built. To do this, everyone
paints the next free circle in the line “Build any fortress” at the bottom of
their game sheet and then draws a fortress.

Build any fortress


(no neighboring building required)

Only when all existing circles have been painted does the compass lose
its special meaning for the rest of the game. Then the building shown
on the other die is built again.
fortshave tobe built. They are drawn on any space that does not
already have a building or bandit. Stones and trees may be built
over. Strongholds do not have to be adjacent to an already drawn
building. You can continue playing from any fortress. This also
applies if your buildings are no longer all connected to each other.
This way you can get to the bandits more easily and surround them.

Full Groups:You can reach a complete group of a building type when


Everyonebuildings of this typeoneonlycoherentForm a group. This is
checked individually for each type of building and is worth 3 points. If no
building of a building type was built at all, no points are awarded for this
building type.

game 12
There are still some bandits in your town. Nevertheless, you set out to improve
the structure of your city in order to set the course for a successful future.
This last game offers you many chances to win extra points. This is
the case if you always build buildings, keep all trees, build over all
stones and leave no empty fields.For example, you don't get +14
points for preserving all 14 trees, but +20 points. Complete groups
are now worth 6 points each. But every bandit that you haven't
surrounded by the end of the last game means 6 minus points.
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Achievement table for the solo game

Title / Points Chapter 1 Chapter 2 Chapter 3 Chapter 4 In total

tramp 0–9 0–9 0 – 19 0 – 39 0 – 79

hermit 10 – 17 10 – 17 20 – 27 40-49 80-109

assistant 18 – 25 18 – 25 28 – 35 50-59 110-139

journeyman 26 – 33 26 – 33 36-43 60-69 140-169

Master 34-41 34-41 44-51 70-79 170-199

building inspector 42-49 42-49 52-59 80-89 200-229

municipal councillor 50-59 50-59 60-69 90-104 230-259

mayor 60-69 60-69 70-79 105-119 260-299

honorary citizen 70+ 70+ 80+ 120+ 300+

The author:
Reiner Knizia, born in 1957, lives in Munich. The Doctor of Mathematics has
published numerous games at home and abroad. One of his greatest
successes, in addition to winning the German Games Prize four times, is the
“Game of the Year 2008” award for Keltis, which was published by KOSMOS
Verlag. The author is a specialist in games that offer a lot of freedom of
choice with simple rules. After his big game "My City", which was nominated
for game of the year, he also offers new challenges again and again in My
City Roll & Write - this time in a compact form.

The author would like to thank everyone who contributed to the development of this game,
especially Sebastian Bleasdale, Jens Jahnke, Simon Kane, Andi Stamer, Jennifer Sorensen, Britta
Stöckmann, Michael Wang, Annekatrin Wernstedt, Stefan Willkofer and Peter Wimmer.

Editor: Wolfgang Lüdtke Editorial support:


Peter Neugebauer Technical product
development: Monika Schall Illustration:
Michael Menzel
Graphics: Michaela Kienle / Fine Tuning

© 2022 Franckh-Kosmos Verlags-GmbH & Co. KG


Pfizerstr. 5-7, 70184 Stuttgart Item No. 682385
Telephone: +49 711 2191-0 Fax:
+49 711 2191-199 All rights reserved.
info@kosmos.de , kosmos.de MADE IN GERMANY
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