Type | Cost | Roll | Name | Description |
---|---|---|---|---|
Landmark | 4 | - | Train Station | You may roll 2 dice |
Landmark | 10 | - | Shopping Mall | +1 coin for bakery, cafe, conv. store, restaurant |
Landmark | 16 | - | Amusement Park | Extra go if you roll a double |
Landmark | 22 | - | Radio Tower | You may reroll your dice once per go |
Blue | 1 | 1 | Wheat Field | Receive 1 coin from the bank (anyone's roll) |
Blue | 1 | 2 | Livestock Farm | Receive 1 coin from the bank (anyone's roll) |
Green | 1 | 2-3 | Bakery | Receive 1 coin from the bank |
Red | 2 | 3 | Cafe | Receive 1 coin from any player who rolls a 3 |
Green | 2 | 4 | Convenience Store | Receive 3 coins from the bank |
Blue | 3 | 5 | Forest | Receive 1 coin from the bank (anyone's roll) |
Purple | 6 | 6 | Stadium | Receive 2 coins from each player |
Purple | 7 | 6 | TV Station | Receive 5 coins from the player of your choice |
Purple | 8 | 6 | Business Complex | You may exchange 1 card* with an opponent |
Green | 5 | 7 | Cheese Factory | Receive 3 coins for each Livestock Farm |
Green | 3 | 8 | Furniture Factory | Receive 3 coins for each Forest or Mine |
Blue | 6 | 9 | Mine | Receive 5 coins from the bank (anyone's roll) |
Red | 3 | 9-10 | Restaurant | Receive 2 coins from any player who rolls a 9 or 10 |
Blue | 3 | 10 | Apple Orchard | Receive 3 coins from the bank (anyone's roll) |
Green | 2 | 11-12 | Produce Market | Receive 2 coins for each Wheat Field or Apple Orchard |
Each player is allocated a player number 1,2,3 or 4. Clockwise order is Player 1, Player 2, Player 3, Player 4, Player 1 etc. Anticlockwise order is Player 1, Player 4, Player 3, Player 2, Player 1 etc. Each player gets 3 coins, a Wheat Field and a Bakery.
Each postal turn consists of one dice roll per player, plus an additional go for the player going first. This way the first player rotates clockwise throughout the game. For example in a 4-player game, in turn 1: Player1, Player 2, Player 3, Player4, Player1. Then in turn 2 it's Player 2, Player 3, Player 4, Player 1, Player 2 and so on.
A single dice is rolled unless the player has the Train Station, in which case he may choose to roll two. The default is to roll two if possible.
Payments are processed before income. If a player rolls a 3 (Cafe) or a 9/10
(Restaurant) he must pay opponents in anticlockwise order until he runs out of money.
If the paying player cannot afford the full payment, they pay what they can and the
receiving player is not compensated for lost income.
Example: Player 3 has two coins and rolls a 3. Player 2 has one Cafe and receives one coin.
Player 1 has no Cafes. Player 4 has two Cafes but only gets one coin as that is all Player 3 has left.
All players receive income (from the bank) from blue cards matching the rolled number.
Green cards only generate income (from the bank) for the player who rolled the dice.
For Factories and Markets only count the player's own cards to calculate the income.
If the rolling player owns any purple cards and a 6 is rolled, they all take effect
(the order is not important). Owners of the TV Station and the Business Complex
should supply orders for these cards. The default for the TV Station is to take
the coins from the richest player. The default for the Business Complex is to elect
not to swap, and no swap takes place in the unlikely event that the named card
(e.g. one of player 2's Mines) is not available. Note that the card to give to
the victim must also be named and be present in the player's town.
Each player may purchase one and only one card on each go. Players may not own
more than one of each Landmark and one of each Major Establishment (purple), but
for other cards there are no restrictions.
Players may name up to 5 candidate cards to buy for each go. The GM will attempt
to purchase these cards in order, and to succeed there must be at least one card
of the type remaining and sufficient funds in the player's bank. If no cards are
listed (e.g. NMR) no cards are purchased.
Funds for the selected card (if any) are paid to the bank, remaining funds are
kept for later. There is no limit on the number of coins a player can hold.
Each player has two special actions that can be used once per game, and they
only work for a single roll (if a player has two rolls in the same postal turn
he must specify which one the special action applies to).
1) Choose Number - the player states what his dice roll is to be.
2) Number Shield - the player states a single number that the dice roll cannot be.
Note that the number shield merely forbids a named total, but for the choose number
you can state the exact dice (relevant if you have an Amusement Park). If you do
not have a Train Station you only have one dice to choose the roll of.
Conditional orders are not permitted other than the very limited options as follows:
The result of each roll is reported. For each player, the cards and number of coins owned are listed. The number remaining of each Establishment card is also reported.
The winner of the game is the first to construct all four Landmarks. If no one has constructed all the Landmarks at the end of 12 turns, the player with the most Landmarks constructed wins. If there is a tie it is the highest total cost of the constructed Landmarks, and if still a tie after that, most leftover coins. If still a tie, victory is shared.
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