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RULEBOOK V 1.

02

A CITY IN THE SKY COMPONENTS


The Mayor has enlisted some of
humanity’s greatest visionaries to help
build Skyrise: a magnificent city in the
sky, dedicated to art, science, and
beauty. But only one artisan can be
remembered as the greatest!
Prove your genius by using a brilliant
spatial auction system to win sites to
build in, earning favor across islands 4 Player Boards
and factions, scoring secret and 4 Secret Objective Cards (double sided)
public objectives, courting mysterious
patrons, and building your own unique
Wonder.
1 Game Board
Skyrise tells an interactive story of a
growing cityscape, hard decisions,
scarce resources, and ever-rising
stakes that will keep you enthralled
until the final scores are revealed.

VIDEO TUTORIALS 5 Panorama Cards


48 Buildings
roxley.com/skyrise (12 in each player color)
1 Central Island & 4 Outer Islands
VISIONARY & PATRON
BIOS
Coming soon!
40 Neighborhood Discs
(10 in each color)
4 Wonders
(1 in each player color)
20 Wonder Cards

16 Patron Discs
(4 in each type)

4 Scoring Discs
4 Patron Value Tiles (1 in each player color)

1 Island Control Card


2 Wild Discs

1 Small Key Tile


1 Draw Bag
2 Commisions Discs 1 Key to the City Tile

1
SETUP
GAME SETUP
1 Put the Game Board in the 7 Shuffle the 20 Wonder Cards
center of the table. It has a and deal 3 facedown to each 9 10
Prestige track that runs around player (5 cards each in a 3 outer islands are shown
the outside of the board. 2-player game). Return the because this is a 3 player game
Take a number of Outer Islands remaining cards to the game
2 box.
equal to the player count
and place them randomly over Shuffle the 4 Secret Objective 1
8
the game board landscape as Cards and deal 1 facedown to 11
shown in the image to the right. each player. Return any
Place the Central Island in the remaining cards to the game
3 box.
middle of the outer islands so
its bridges slot into the spaces 9 Place the Island Control Card
on the outer islands. face-up near the game board.
4 Remove the following discs, 10 Shuffle the 5 Panorama Cards, 6
depending on player count, draw 2 and place them face-up
and return them to the box: next to the island control card.
4 Players : remove Return the other panorama
nothing. cards to the box.
11 Shuffle the Patron Value Tiles
3 Players : remove a wild and place one face-down
disc, a commissions disc, and 3 randomly on the lettered 2 6
of each neighborhood disc. spaces A, B, C, and D, on the 3
game board.
12 Place the Key to the City Tile
near the game board.
7
13 If playing with 3 or 4 players,
place the Small Key Tile near
2 Players : remove 2 of the game board.
each patron disc and 5 of each
neighborhood disc.

5 Mix up the remaining


Neighborhood, Patron,
Commissions, and Wild Discs 4 5
and place them in the draw
bag.
6 Randomly draw and place 1
disc on each colored
neighborhood area of each
island.

To place the discs randomly we


suggest you start at one corner
of an island and move clockwise
around, placing discs until each
neighborhood has a disc.

2
SETUP
PLAYER SETUP
All players perform the following:
13
14 Choose a Player Board and 17 Each of your buildings has a
place it in front of you. number on the bottom
representing its bid value. Place
12 Take the Scoring Disc matching
15 15 your Wonder and all buildings
your color and place it on the 0 with a dot to the left of your
space of the Prestige track on player board, number-side
the game board. down.
16 Take the 12 Buildings and the Place your remaining buildings
18
8 Wonder matching your player (without a dot) to the right of
color. your player board in ascending
In a 2 player game, each order, number-side up.
player gets 2 Wonders. Each
player should take a Wonder of 19 You may now secretly view your
an unused player color and the secret objective and Wonder
scoring disc of that player to cards.
7 later mark the Wonder card
associated with it. We recommend that new players wait
until later in the game before looking at
Each player gets a unique set of their Wonder cards.
2 numbered buildings, so players may
want to try different player boards and
seating positions from game to game.

2 15

18

14

17

19
7 8

START PLAYER
20 Randomly determine which player will start the first auction of the game.

3
GAMEPLAY CONCEPTS
THE GOAL BUILDINGS & BIDS WONDERS NEIGHBORHOODS
The goal of Skyrise is to earn the most Each player has 12 Buildings with At the start of Era 2 each player Neighborhoods are regions of an
Prestige by the end of 2 Eras. numbers on the bottom. This number receives access to their Wonder figure, island where players will place
represents a building’s bid value A . and chooses one of their Wonder bids and construct structures. Each
Prestige is earned at the end of A building that is number-side up, cards, which provides their Wonder neighborhood can hold only 1 bid or
each Era and immediately when you whether beside your player board or with a special effect. structure.
construct your Wonder. on an island board, is called a bid. Wonders do not have a number on At the start of the game, each
ERA 1 & ERA 2 When not on an island, all your the bottom because they automatically neighborhood will have a disc on it.
available bids must remain number- win an auction when placed.
Skyrise is split into two halves, called There are 4 colors of neighborhoods
side up and in numerical order beside Buildings and Wonders are both found in Skyrise which are populated
Eras. Each Era is played over a series your player board (so your opponents
of auctions. After each auction, one considered structures. by 4 factions of creatives:
can see which bid numbers are still
structure will be constructed. In Era available). Wonders cannot start an auction • yellow E , populated by
1 you will only have certain buildings unless you have no other bids philosophers
available for use in auctions; these are When an auction is won, the winning remaining. • green F , home to naturalists
the 7 buildings placed number-side bid is flipped number-side down and
becomes a constructed building. Its • white G , where artists have
up to the right of your player board gathered
during setup. number no longer matters once it is
constructed, only its height. Buildings • brown H , made up of inventors.
• Era 1 ends when one player has come in three heights: short B ,
constructed all their Era 1 buildings. medium C , and tall D .
• Era 2 ends when all players have
constructed all their buildings and
E
Wonders. A
H
WONDER CARDS
A
D F

C G

ISLANDS B

The play area consists of up to 5 floating


islands: 1 small central island A UNOCCUPIED NEIGHBORHOODS
surrounded by up to 4 outer islands B . A neighorhood that doesn’t contain
a bid or a structure is considered
unoccupied. In the diagram above,
E and F are unoccupied.
B B

ADJACENT NEIGHBORHOODS
A B
One neighborhood is adjacent to
another if they share a border (an
B edge, not a corner). In the above
diagram E is adjacent to F and H ,
but not adjacent to G .
Each Wonder card has an initiative Neighborhoods connected by a
value A and effect described on bridge are also considered adjancent.
At the end of each the card B . Effects on Wonder cards In the diagram below, J & K are
Era, the player with are resolved immediately when the adjacent.
the highest quantity Wonder is constructed.
of tall buildings (not
Wonders) on each The player whose Wonder card has
island will score 5 the lowest initiative value will begin
Prestige for that island the next auction when:
(see “Score Island • Era 2 begins, or
Control”, pg 7 for • any player constructs their last
J K
more details and tiebreakers). structure in Era 2.
In a 2 player game when each
Achieving island control on multiple player has two Wonders, a player’s
islands can be a key to victory in initiative value is determined by sum of
Skyrise. the initiatives of their chosen Wonders.

4
GAMEPLAY CONCEPTS
SECRET OBJECTIVE CARDS COLLECTING DISCS PATRON DISCS WILD DISCS
At the start of the Whenever you construct a structure Patron discs are black discs with a Wild discs are
game, you will receive in a neighborhood with a disc in letter in their center. They represent neighborhood discs that can
a secret objective card it (neighborhood, patron, wild, or your visionary creating commissioned be used for any faction. At
to provide you with a commissions), you collect that disc to work for one of the famous art patrons the time they are collected,
secret long-term goal. your player board. despicted at the edge of the game they must be placed on a row of your
At the end of the game, board. choice on your player board and then
if you have completed
your objective, score
NEIGHBORHOOD DISCS cannot be moved.

the Prestige shown on Neighborhood discs come in 4 colors,


matching the color of each faction’s
COMMISSIONS DISCS
the card.
neighborhood. When collected, place
When you collect a patron disc, place commissions discs on the
it on the character illustration of your character illustration of
player board. your player board. Each
commissions disc you hold at the
end of Era 2 will increase the value
When you collect a neighborhood of each tile/disc on your character
disc, place it in the leftmost empty illustration by 1 Prestige. This includes
space of its row on your player board patron discs, the keys to the city,
F . This will generally increase the
excess neighborhood discs, or even
Prestige value G of your structures commissions discs (see “Score Discs &
that are constructed on that color (see Tiles” in “End of Era 2”, pg 7).
“Score Structures” in ”End of Era 2”,
pg 7). The letter on each patron disc
corresponds to one of four art patrons.
G
H
Blue has completed its secret
objective (build 4+ times on brown
neighborhoods).
F

PANORAMA CARDS
Panorama cards reward Each patron was randomly assigned a
players for building their patron value tile during setup.
Tip: To maximize Prestige, avoid
structures near specific collecting exactly 4 neighborhood The Prestige value of your collected
island features. discs of a single color H . patron discs is equal to the secret
Panorama cards are value printed on the underside of that
scored at the end of Patron’s tile.
each Era. When scoring, Note that each player starts with a
a player may gain disc already filled in under the “2”
Prestige multiple times column. The leftmost empty space for
for each instance of a player’s first disc of each color will
achieving the card’s objective. be in the “3” column.
At any time during the game you may
SHOOT THE MOON! secretly view the secret value on the
If you collect a neighborhood disc bottom of the patron tile matching the
when you already have 4 of the same letters of your collected patron discs.
color I , place the disc on your
character illustration instead J . Each
of these will score 8 Prestige at the
end of the game, as indicated by the
“+8” on the right of your board K .

J Example: You have collected a “B”


patron disc. You then secretly view the
I K patron value tile on B space. You now
know all “B” discs are worth 4 Prestige
at the end of the game, but feel free
Blue will score the Blimps panorama to tell your opponents whatever value
once at the end of the Era. you want.

5
PLAYING THE GAME
AUCTION 2 PLACE STARTING BID 4 END THE AUCTION
The game is played over a series of auctions, where The player starting an auction places any of their The auction ends when one of the following occurs:
players will go around the table choosing to outbid available bids number-side up in an unoccupied
the current bid or pass. Once everyone has passed or neighborhood that is either: • All players except for the most recent bidder have
can no longer outbid, the highest bid wins the auction passed.
• Located on the central island A .
and that structure is constructed. • There are no unoccupied neighborhoods adjacent
• Adjacent to an already-constructed structure to the most recent bid.
belonging to any player B .
Note: You can never outbid yourself. If the auction • A player places their Wonder (some Wonders may
Once placed, all bids should remain number-side up. break this rule and allow Wonders to be outbid).
comes back around and you are still the highest bidder,
everyone else has passed and the auction ends. You cannot start an auction with a Wonder unless it is When the auction ends, perform the following steps:
your last remaining structure.
1. The winning bid gets flipped over to become a
An auction consists of the following steps: 3 CONTINUE BIDDING constructed building – its number will now be
face-down C . Wonders are not flipped over.
1 DETERMINE START BIDDER Bidding then moves clockwise around the table. The
next player must do one of the following: 2. Return all unsuccessful bids to their owners D .
An auction is always started by the player who
won the most recent auction, with the following • Outbid: Place a bid of higher value into an 3. If there is a disc in the neighborhood with the
exceptions: unoccupied neighborhood adjacent to the most newly constructed structure, the winning player
recent bid. collects it E (see “Neighborhood Discs”, “Patron
• Beginning of Era 1: the first auction is started by a Discs”, “Wild Discs” and “Draw Discs” pg 5).
random player determined during setup. • Pass: Say “pass”. That player may not participate in
the rest of this auction. 4. If a Wonder was constructed, enact its effect.
• Beginning of Era 2: the next auction is started
by the player whose Wonder card has the lowest • Place Wonder (Era 2 only): Place their Wonder into The next auction then begins (return to “ 1 Determine
initiative value. an unoccupied neighborhood adjacent to the most start bidder”), unless the end of an Era has been
recent bid. triggered (see “Eras & Scoring”, pg 7).
• When a player builds their last structure in Era
2: the next auction is started by the player whose
Wonder card has the lowest initiative value.

B D

A D

In this example, turn order around the table is: Red, then Teal, then Yellow, then Blue. Red starts the
auction by bidding a 23 in the neighborhood adjacent to a constructed Teal building. Teal passes.
Yellow outbids with a 32. Blue outbids with a 62. Red outbids with a 64. Yellow passes. Blue outbids with
a 91. Red passes. Everyone but Blue has passed, so proceed to step 4 End The Auction.

6
ERAS & SCORING
Key Tiles: if you have the key to the
END OF ERA 1 2 SCORE PANORAMA CARDS ERA 2: FINAL STRUCTURE city or the small key tile, score 10 or 4
When one player has constructed For each panorama card, gain the When any player constructs their final Prestige respectively.
all their Era 1 buildings, perform the Prestige value A for each instance structure during Era 2, the next auction
Commissions Discs: For each
following steps: you fulfill its objective B (you can is started by the remaining player
commissions disc you have, score 1
score it multiple times). with the lowest initiative value on their
1 SCORE ISLAND CONTROL Prestige for every patron disc, excess
Wonder card.
A single structure may be used to fulfill neighborhood disc, key to the city, and
For each island (including the central the objective of the same panorama The first player to build all of their commissions disc on your character
island), the player(s) who control the card multiple times, and may apply to structures in Era 2 gains the key to the illustration.
island each score 5 Prestige. both panarama cards. city tile, worth 10 Prestige at the end
of the game. 5 SCORE STRUCTURES
Island control is determined by:
Yellow scores the blimps panorama Remove all of your structures that
• Which player has constructed the card twice for 6 prestige. They also
highest quantity of tall buildings on reside in a philosophers’ neighborhood
score the windmills card for 2 prestige. (yellow ) from all islands. For each
the island.
In a 3 or 4 player game, the second one removed, score Prestige equal to
• If there is a tie, compare the quantity player to build all of their structures in
of medium buildings on the island the amount shown at the top of the
Era 2 gains the small key tile, column of the right-most philosopher
amongst tied players. worth 4 Prestige at the end of disc you’ve collected A .
• If there is still a tie, compare the the game.
quantity of short buildings on the A B C D
island amongst tied players.
• If there is still a tie, all tied players
END OF ERA 2
score 5 Prestige for island control. When all players have constructed A
A their final structure, perform the
following steps: B

1 SCORE ISLAND CONTROL


C
Score island control using the same
method as in Era 1. D
B
Wonders are not considered buildings,
and therefore do not contribute The disc printed on the player board
3 CHOOSE WONDER CARDS towards island control. counts for structure scoring, so even
though the player has collected no
All players choose one of their face 2 SCORE PANORAMA CARDS discs, each building on a philosophers’
down Wonder cards and reveal them neighborhood scores 2 Prestige.
simultaneously. Return all unchosen Score panorama cards using the same
Wonder cards to the box. In a C method as in Era 1.
2 player game, players Repeat for naturalists
Red scores 5 prestige for island will have two Wonders so they Wonders do contribute towards (green ) B ,
control because they have the will choose two Wonder cards panorama cards’ objectives. artists (white ) C ,
greatest quantity of tallest buildings. at this time. Place the scoring and inventors (brown
disc matching the color of the 3 SCORE SECRET OBJECTIVES ) D.
corresponding Wonder on top All players reveal their secret Example: Fritz Lang E
of the second chosen card. objective cards. If you have scores 6 Prestige
C for each of his
Remember: the player who selects the fulfilled your secret objective,
Wonder card with the lowest initiative score the Prestige shown on structures removed
value C will start the first auction in the card. from an artist
Era 2. neighborhood E .
4 SCORE DISCS & TILES
4 UNLOCK ERA 2 STRUCTURES
Patron Discs: Flip each of the patron
GAME END
Each player adds their Wonder figure value tiles face-up. Score Prestige for After performing Era 2 scoring:
(two Wonders in a 2 player game) each of your collected patron discs
based on the revealed patron value • The player with the most Prestige is
and five Era 2 buildings to their pool
tiles (see “Patron Discs”, pg 5). declared the winner.
of available bids. The buildings are
placed number-side up and sorted by • Ties are broken by the player who
Excess Neighborhood Discs: for each gained the most Prestige from patron
numerical value beside your player neighborhood disc on your character
board. discs.
illustration, score 8 Prestige (see
“Shoot the moon!”, pg 5).
Red and blue each score 5 prestige
for island control.

7
WONDER & PANORAMA F.A.Q.
11. The Olmsted - Each sentence in • Windmills: Score 2 Prestige for each
WONDER CARDS this Wonder’s effect is evaluated
PANORAMA CARDS neighborhood with a windmill and 1
1. The Hammer - This Wonder separately. For example, if this • Blimps: Score 3 Prestige for each of your structures on it.
can outbid other Wonders, so if Wonder is constructed on an outer blimp with 3 or more of your
someone has the Hammer an island and the center island has 4 structures bordering it.
auction does not automatically structures on it, score 8 Prestige.
end when a Wonder is placed. 12. Munch’s Haven - This Wonder can
Once this Wonder is constructed, score a maximum of 12 Prestige
opponents cannot bid tall buildings if you have at least one of each
into neighborhoods adjacent to patron disc (A, B, C, and D).
it. In the extremely rare case that 13. Sullivan’s Reach - Only evaluate
this restriction would prevent an the island on which the Wonder is
opponent from being able to built. The tall buildings can belong
construct one or more buildings, to any player but only you receive
remove this restriction. the Prestige.
2. The Capital Building - You may 14. Atelier - This Wonder counts as
start an auction with this Wonder. a tall building, not only for this
If you do, score 4 Prestige and you Wonder’s immediate scoring effect • Lakes: Score 3 Prestige for each
may bid into any neighborhood - but also for island control at the lake with 3 or more of your structures
even one that is not on the center end of Era 2. bordering it. CREDITS
island or not adjacent to an
15. The Shard - Collect the Prestige at Game Design: Sebastien Pauchon,
existing structure.
the time you construct this Wonder. Adam Wyse, Gavan Brown
3. The Palace - Score 2 Prestige for Patron discs collected later do not
every bid made by any player score extra Prestige. Game Development: Paul Saxberg
over the course of the auction that
16. La Boca - Only look at the Illustration: Andrew Bosley, Mr.
ends with the construction of this
island on which this Wonder is Cuddington, James Van Niekerk
Wonder.
constructed.
4. Atlantis - At the time this Wonder Graphic Design: Layne Huber, Andrew
17. Le Baron - This Wonder will score Wall, James Van Niekerk, Gavan
is constructed, check all islands to
either 12/8/6/0 Prestige depending Brown, Gui Landgraf
see how many different lakes are
on how many buildings you have
bordered by one or more of your Rulebook Writing & Editing: Adam
not yet constructed (0/1/2/3+).
structures. If your structures border Wyse, Paul Saxberg, Gui Landgraf,
3 or more different lakes, score 8 18. The Vault - This will leave a
neighborhood without a disc on it. Robyn Gordon
Prestige.
5. Zepplinstone - At the time this 19. The Summit - Evaluate island Miniature Design: Black Thumb
Wonder is constructed, check control at the time this Wonder is • Chains: Score 3 Prestige for each Creations, Heriberto Valle, James Van
all islands to see how many constructed. Only the Wonder’s island that you have 3+ adjacent Niekerk
different blimps are bordered by owner will score any Prestige structures. The 3 adjacent structures
during this Wonder’s effect. Island must be on the same island. This Packaging Design: Black Thumb
one or more of your structures. If Creations
your structures border 4 or more control will be scored as normal at can only be scored once per player
different blimps, score 8 Prestige. the end of Era 2. per island. Playtesting: Caiden Abel, Chad Birch,
6. Lynch’s Image - These structures 20. Niemeyer’s Legacy - A chain Chelsea Birch-Wyse, Orin Bishop,
can belong to any player but only of structures are constructed on Joshua Blaylock, Richard Bruce, David
you receive the Prestige. neighborhoods that are adjacent Clarfield, Kieth Donaldson, Glen
to each other. Each neighborhood Dresser, George Georgadis, Scott
7. Opportunity - Check for
can only be used once in the chain, Glasgow, Robyn Gordon, Matt & Paula
unoccupied adjacent
but this Wonder does not need to Hakkola, Gord Hamilton, Duncan
neighborhoods after the
be part of the chain. Hecht, Jonathan Herrera-Thomas, Mike
unsuccessful bids are returned to
James, Jason Kersey, Gui Landgraf,
their owners.
Tom Layton, Gabriel Martin, Rick May,
8. Kahn’s Ambition - Your objective Joe McDaid, Rick Moffat, James van
card will remain revealed for the Niekerk, Kira Peavley, Tom Sarsons,
remainder of the game. • Bridges: Score 3 Prestige for each
bridge with 1 of your structures on Paul Saxberg, Bruno Stepphun,
9. Jacobs’ Gardens - Wild discs each side. Jonathan Strome, Matt Sywenky, Matt
count as a neighborhood disc of Tolman, Aydan Wyse, Tim Yeung
the color it was assigned when
collected.
Imported in the UK by GamesQuest:
10. Intelligentsium - Only the Wonder’s Unit 15, Old Station Way, Bordon
owner scores the panorama cards, Trading Est GU35 9HH - United
and only on the island where the Kingdom
Wonder was built. The panorama
cards will be scored again Imported in the EU by INTERMAIL
normally for all players at the end GmbH: Flughafenstr. 9, 64347
of Era 2. Griesheim - Germany

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