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A Year I n…

Overview Setting up the game End of the game


You are the mayor of a brand Give each player a copy of this sheet. When the deck runs out, the game
new village! Shuffle a standard deck of 52 cards. is over and there is a big party!
Place features to attract villagers, Discard the top 10 cards of the The player with the most marked
then welcome them to town. deck and put them aside without villagers and shopkeepers wins.
raw village b
Draw-and-d ms - http uilding game looking at them. Highest ranked villager breaks ties.
by Isaac Willia s://losing.gam
es
Each turn: Draw a card, then choose one action:
2, 3, 4 5, 6, 7 All players use the same card, but may choose any action from these options.

• Draw a feature • • Construct a store •


Draw a feature matching the card suit in the map Mark the matching card value on a store below.
quadrant matching the card value. When you complete a set of four cards, draw the store on
Aces can be used to draw any feature, in any quadrant. the map, if able. If you do, mark the shopkeeper.

2 5 8 J 4 7 10 K
3 6 9 Q

or
• Welcome a villager •
Welcome the villager matching the card value if you are able to fulfill their required pattern on the map.
Mark the villager below and draw a house in the indicated space. Each villager may only be welcomed once. Villagers
only require the features shown in their pattern. Blank spaces may be blank, contain another feature or extend off the map.

2 3 4 K/Q/J
When you welcome the K/Q/J of a suite,
mark all three villagers.

5 6 7

8 9 10
8, 9, 10 J, Q, K
Aces can be used to welcome any villager,
A*
Aces can be drawn as any Features, houses or stores A* as long as you can fulfill their pattern.
feature, in any quadrant. cannot be drawn in lakes.
v1.0

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