Theme parque header

Theme Parque (Rules)

Setup

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Place the Entrance Tile in the center of the table.

Shuffle the deck and hand each player 4 Tiles. Each player also picks a color and receives all its Pawns.

Finally, place 4 Tiles faceup next to the deck: this is the market.

Example of how to setup a new game.

Objective

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As soon as only 1 player remains who has pawns, that player takes the final turn of the game.

Otherwise, the game ends immediately as soon as the market is empty (and can’t be refilled).

Everybody scores their claimed attractions. Highest score wins!

Gameplay

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From start player, take clockwise turns until done.

Each turn has three simple steps (in this order): PLAY, CLAIM, DRAW.

Play

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You must play 2 dominoes (if possible). They must be placed separated ( = not connected to each other).

The placement rules are …

  • Must connect to the existing board. (No overlap. Holes are fine.)
  • Path endings don’t need to match: they can be a dead end or run off into the void. That is, unless the domino part to which they’re connected has a path of the same type.
  • A queue can have exactly one connection to a regular path, and one connection to an attraction. Any other connections (to a different queue type, both ends to a regular path, etcetera) are disallowed.
Example of how to do your turn: play 2 dominoes, separated, following path matching rules.

Claim

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You may claim a “scorable item” on a domino (see scoring) by placing your Pawn on it.

Everything can only be claimed once.

When you place your final Pawn, you stay in the game. On subsequent turns, however, you only play 1 domino, and don’t refill your hand.

Example of how to claim a Scorable Item (after your turn).

Draw

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Finally, draw tiles from the market until you have 4 hand tiles again. Refill the market (from deck) after each draw.

Scoring

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In these rules, nearby refers to all 8 neighbors (horizontally, vertically, diagonally).

Tiles come in 4 varieties.

  • Paths: regular, queue1 (common) and queue2 (rare). (The two queue types are not the same and can’t be mixed.)
  • Decoration: modifies their surroundings. (Recognizable by their lack of number or icon.)
  • Attractions: only score when connected to a regular path through a queue. It scores the length of its longest queue multiplied by its score factor.
  • Stalls: only score when nearby a regular path. It scores whatever it says.
Examples of all different elements on tiles and how they score.

As you see, only Attractions and Stalls are “scorable items”. They might have requirements (text starting with “If”): if not met, they don’t score anything.

Finally, some deadend paths have a special icon: tunnel. It connects to any other tunnel.

Below are all (special) tiles that can appear in the base game.

Variants & Expansions

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Played the base game and ready for more? Or want to tweak it a little to fit your group? Check out these variants and expansions!

Variant: Shared Spaces

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This variant creates more cooperation towards building high-scoring attractions. It was kept out of the base game to simplify that.

  • Players may also claim an empty queue spot, so long as the queue isn’t finished yet.
  • Pawns placed that way only score half of the attraction’s points (rounded down).
  • You may also move that pawn later, but only to a different unfinished queue. This replaces your usual claim action that round.

Other ways to create a “friendlier” game of Theme Parque are …

  • To play in teams.
  • Or to print the pawns twice so everyone can claim 6 things.
  • Or to allow 2 (different) players to claim the same Attraction.
  • Or to allow your 2 dominoes to be connected (when placed in the same turn).

If you want to make the game even harder, though, add these rules.

  • Queues only count if they connect to a regular path which is connected to the entrance.
  • After claiming an attraction, you’re not allowed to extend its queue anymore.

Rollercooper

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This expansion allows playing the game completely cooperatively! You win or lose together.

During setup,

  • Everyone’s hand cards are open.
  • Create a deck with the Event cards. (Leave out Events with higher scores for a simpler game.)

At the start of each round ( = it’s the start player’s turn again), reveal the next Event.

  • This instantly triggers a special rule that’s valid for the entire upcoming round.
  • It also adds a new challenge that the group must fulfill.

There are two types of challenges:

  • WIN: If you match this condition at any time, remove this card. You completed the challenge!
  • LOSE: If you match this condition when the next Event reveals, “collect” this card ( = place it facedown). If you collected 3 LOSE cards, you instantly lose the game.

If you reach the end of the game, and you have no uncompleted events, you beat the game! Otherwise, sum the score on all cards you completed. Higher score is better.

Finally, some clarifications on terms used in the events.

  • The term “is free” means that it doesn’t count as a domino placement during your turn. You may still count it, if you wish. It doesn’t need to be separate from your other dominoes.
  • To “ignore” a type of tile simply means that you should pretend it doesn’t exist, and that its space is just a blank one.

Wishneyland Parki

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This adds a few more attractions, decoration and stalls. These are the “simpler” additions to the game, with one-liner rules and often no special requirements.

Unibearsal Honeyos

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This adds a few more attractions, decoration and stalls. These are the slightly “harder” additions to the game, which often score in very unique ways or have strict requirements before scoring.

Raging Rollercoasters

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This adds rollercoasters to the game! Rollercoasters are attractions that must be created from multiple parts.

The possible rollercoaster parts are: Station, Straight, Bend, Tunnel.

  • Every Station tile can be claimed by a Pawn. Yes, a single rollercoaster with multiple stations can be claimed multiple times (by different players).
  • Rollercoaster parts must match. If a tile has an open-ended rollercoaster track, you can only play tiles connected to it that continue the rollercoaster track properly.
  • Queues must be connected to stations. You can’t attach a path to any other coaster part.
  • Tunnels continue the coaster from another tunnel. It can only continue from a tunnel that it hasn’t used yet on its entire track.
Example of how to build a rollercoaster and how to score one.

A rollercoaster only scores points if it has at least one station and it is a loop (it returns where it started).

Rollercoaster Score = “Length of rollercoaster” x “Length of queue”