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Em Constructing the Walle eee Serene eyecatcing ares. Y in che sparing ee ee Et pain ms carly ose ic cast Kay for yoo. awh to fon hc your ne wh feds, spac of ta, aad nea fem ice yo wil we co recur and time again, Components: 98 Cards ~7 Scoreboards ~ 7 3D Walls 24 Ribbon tokens - 3 Medal victory tokens - 1 Victory card 3 Rulebooks (multiple languages) Setup 1) Give each player a scoreboard set at 0. 2) Place a Wall piece between each player, 3) Shutfle the deck and deal 6 cards to each player as their starting hand, Players look at their hand of cards 4) Place the deck in the middle of the table 5) During the game each player will build a garden in the space in front of them, 4 Player Setup lag ry 2 4 SSS e wiv s BP le) | B o My 2 cape _ Sete Overview ‘uri may be played competitively or cooperatively, ame rules, Decide which way you will play nning the game. If playing cooperatively, players may talk about any cards that have already been played, but they may not share any information about cards in their hands, The game is played over 4 rounds. During each round, ‘you Will play a total of 3 cards, then seore any End of Round abilities played in the current round, At the end of the game, after the 4th round, you will score all cards in your garden with End of Game abilities, Card Details Each card in the deck has an End of Round scoring, ability (shown at the top of card), and/or an End of Game scoring ability (shown at the bottom of the card). Most cards also have 1 or more colored plant symbols shown on the left side of the card. Cards are worth points according to how many plant and stone symbols are in yours oF your neighbor's garden, Your neighbors are only those 2 players, directly to your right and left. End of Round Searing Stone or Plant (The plane names cards are the ste Latin aes) Gameplay Each turn of the game is played simultaneously by all players PLAY & PASS. Each turn you will begin with 6 cards in your hand. Choose | éard to play and 2 cards to pass Place the card you are going to play facedown in front of you. Pass 1 card facedown over the Wall to each of your neighbors: the players directly on your right and lef ‘Passa and felon overt I} “Wit enh neighbor Your sya bons wills soreach Wall Once all players have played and passed, all players: should reveal their played card. Then draw the 2 cards passed to you and I additional card from the top of the deck, Continue to play and pass until you have played 3 cards. This is the end of the round. ‘Nove: For auscofsoring, arrange cc rune in hc on row; creating a 3x 3rd over the te fre hr rounds SCORE THE ROUND. Check to sve if any of the cards you played this round have an End of Round scoring ability. If so, score the cards played this round by counting the relevant symbols on all appropriate cards, even if those cards were played on a previous round, End of Round scoring abilities that were played in a previ- ‘ous round do not score again. Keep track of your score on your scorcboard THE FOURTH AND FINAL ROUND Afier scoring the third round, draw the 2 cards, passed to you, but do not draw an additional card from the deck. Each player chooses 3 cards to play facedown and discards the remaining 2 cards facedown, When all players have chosen their 3 cards to play reveal the cards and then score any End of Round abilities on those played cards. END OF GAME Finally, all players score all cards in their garden that have an End of Game ability Competitive The player with the highest score wins the game. If tied, the player with the most unique plant symbols wins. If still tied, the player with the most unique stone symbols wins, If still tied, the player with the most end of round abilities wins. If still tied, the players share the victory. Cooperative Add all player’s scores together, then see which medal you have won as a team! See page 6 for a list of medal requirements. Two-Player Rules Follow all rules as normal, except that you will pass 2 cards to your only neighbor. Scoring of Path cards is altered to count symbols in both your neighbor's garden and your own, garden For other cards that normally compare to either or hoth neighbors, compare to your only neighbor Scoring Examples vb gee | aa *, = = oe Pom Path “iw Feacure In Round One, you play a Path, Tre, and a Feature. ‘Te Path give you 2 green symbols, and at the end ofthe game it willbe worth 3 points foreach tre in both of your neighbors gardens. ‘The Tree gives you 3 green symbols and wil ore ab theend of this round foreach green symbal you have (5). the end ofthe game. it will be worth 4 points foreach green Path you have (eurrenth 1) ‘The Feature des nat give you any symbols Ie is sworth9 points atthe ond ofthe game if your Garden ‘as atleast 1 Treen it (shicb i abeady dos) 1 ake, err wl Lawn Hive Pline In Round Feo, you play « Lavon, a Hive, anda Plant. ‘ie Laven docs nt give you any symbols At the end of ‘the round it scare you 1 pain for each geen symbol you fee) Ah cclethe ge etl are pode ach Stone synbel you bave (curently 5) ‘The Hive gees you 1 red symbel and wil wor atthe end of this round 2 points foreach blue symbol in 1 of _jour neighbor gardens. Sofa neighbor bas 3 blue “Symbols twill score you 6 points “The Plant gies you 1 red symbol and wll or atthe end of this round I pote foreach green and red symbol jou have (5 green, 2 red for a total of 7 points). Garden Show Variant ‘Compete in the Garden Show to win ribbons and be crowned the ultimate champion gardener alter three games! This variant is designed for competitive play only. SETUP Shullle the Ribbons and give each player three. Ifa player hhas a duplicate, deal again until all players have three tunique Ribbons. Each player should place these Ribbons fiaceup beside their scoreboard forall players to see GAMEPLAY ‘You will play three consecutive games, maintaining your score forall games. At the end of each game, check to see if your Ribbons, To do so, your garden ‘must have the most symbols shown on the Ribbon com- pared to all other players in the game (you do not win the Ribhon if you are Ged). Ifso, lip the Ribbon over and score the 7 points for it. Orherwise, leave it faceup: you will have a chance to earn it during the next game. You ‘may win more than one Ribbon in a single you have won any The player with the most coral points at the end of the: third game is the grand winner Solo Rules In the solo game, you will be competing against an oppo- nent named McGregor. Your final score will be your total score minus McG) ‘SETUP Place a scorehourdl on the table for yourself, and one beside you for McGregor. Shuille the deck and draw 6 cards for yourself Then deal 12 cands in a facedown deck on the ‘opposite side of MeGregor’s scoreboard from where you are sitting (if his scoreboard is on your right, place his deck ‘on the right of his scorchoan) GAMEPLAY (On your turn, play 1 card to your garden, and chen pass 2 cards to MeGregor by placing them in a stack on the side of his scoreboard closest to you. Then play the top cand from McGregor’ deck into his garden and draw 2.cards from his deck into your hand, plus 1 more card from the main deck. Finally, take the 2 cans you passed to McGregor and shutle them into his deck and then place it back facedown, You never allowed to look at the cards in MeGregor’s deck. SCORE Every time you score atthe end of the round, also score MeGire- gor's garden: keep track of his Score on his scoreboari. Also score his End of Game abilities at che end of the game. Suberace MeGregor’s total score from your taal score to deter- ‘mine your overall score, Then sce which medal you have won! See page 6 for a list of medal requirements. You may also find it enjoyable to keep a record of your highest sore cv for al your solo games. Compost Variant This variant offers a way for players to eycle through more cards in the deck. In addition to passing cards and playing a card, each turn you ‘may choose to discard I card facedown from your hand, allowing you to draw 2.cards instead of | at the end of the tum. Place discarded cards in a messy pile beside the deck Ifyou discard at che end of the third round, draw 1 card to bring your hand back up to 5 cards before choosing the 3 cards to play on the final round, If the deck ever runs out, shullle the discard pile 10 ereave a new deck. Note: If using this variant in a cooperative or solo game, increase the required! medal scores by 5 points per player. Scoring Reference 1@ i@1x Seow tpn fr Ser uo foc @ 0 @iinyour — youraren and pie or ran Toy se Inyo fan. 1@lik See SER eel 1@ Lk S|® Says VQ >t Se “You must have at Meast ome @ i yor jue gua. 3 ESR 4is get OD Mi Sxirteeeier = vane ase bocee| ae] | points if'you have five or more of ‘tise an ml your sen ove szee @ 20: she wie oncom as only copy ony plane Sobol cach ime ews for sarin Ica be coma as eee eee en eee HBB joy ering the Roe Alba mast be ined Hee aace Tre Path = Wall Hive Feacure Solo Medals. =m me Cooperative Medals £ Silver medal een) Pena 2 160, 180 200 El 255 285 315 4 360 400 440 5 450 500 550 6 510 570. 630 a 560 630 700 Credits Game Design: James A. Wilson, Clarissa A. Wilson Executive Producer: Dan Yarrington Game Development: Dann Mas, Dan Yarrington ‘Ant Digection and Graphic Design: Dann May Ulhustrations: Apnil Borchelt, Christina Oj, Naomi Robinson, Dann May Proofing: Charlot Jones, Tim Schuetz, Petra Schlunk Production Management: Tim Schuetz Playtesters: Andrew Albertsen, Christopher Arn, Kellie Anat Ein Baste Jonathan Baster, Julianne Cameron, Ryan Cameron Joelle Cathal, Avery Freniere, Charlotte Jones, Angela Knedand, Cory Kneeland, Marie Knecland, Joe Latter, Elizabeth Levis, Jacob Mucle, Brenna Noonan, Andrew Osborne, Joana Osborne Tim Sehuet, Karl Schwantes, Reilly Schwantes, Samantha Schwantes, Skye Walker Anthony Williams, Erin Willams, Kim Willams, Nosh Wilson, with special thanks ‘wo Chris Peske, Tim Peske, Amy Peske, an Alex Peske Published by Starting Games. Visi www Stating Games

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