This is an AutoGeneratedTextVersion of CityPlanning
C i t y P l a n n i n g Version 1.1 Version Date 14-Jun-2002 Number of Players 2 Game Length 30-90 minutes Author Brad Johnson, tempus42@aol.com Copyright ? 2002 Bradley T. Johnson E q u i p m e n t • 1 piecepack (see www.piecepack.org) • 1 standard Go board with two sets of differently colored Go stones (white andblack stones are assumed in these rules) • 1 opaque bag or bowl from which to draw piecepack coins • Paper and pencil for score keeping Note – This design is fairly dependent on “standard” piecepack and Go boarddimensions. These rules assume that your piecepack tiles are 2” x 2”, yourpiecepack coins are ¾” x ¾”, and the lines on your Go board are about 7/8”apart. You might be able to muddle through with components of different sizes,but I don’t recommend it. I’m also assuming a 19 x 19 Go board, but you couldprobably use any size you like. I n t r o d u c t i o n The little village of Fumblebuck, Iowa, is in trouble. It’s currently a small village,but the population is booming and the rich resources of the area are bringingindustry and commerce. The mayor of Fumblebuck decides to hire a pair of cityplanners to help plan and control the growth of his budding metropolis. The cityplanners know that the one who successfully brings the most balanceddevelopment to Fumblebuck will be assured of a long and lucrative politicalcareer in the region. So they set about zoning the county for development. The players are the city planners hired to develop Fumblebuck. They competewith each other to create the best-supported Residential, Agricultural,Commercial, and Industrial zones in which businesses and families can thrive.The game progresses from a relatively unstructured growth in population andresource development in the area of town (placing Go stones on the board),through the establishment of various zones for constraining land usage (placingpiecepack tiles on the board), to bringing new businesses, industries, andhousing developments to town (placing piecepack coins on the board). D e f i n i t i o n s , A s s u m p t i o n s , a n d D i s c l a i m e r s 1. “Point” refers to the intersection of two lines on the Go board. Stones andcoins are always placed on a point in this game, and tiles are always placedto cover exactly 9 points. See the rules below for details. 2. “Adjacent points” are either orthogonally or diagonally next to one another. 3. Blank coins and tiles always have a value of zero, and aces always have avalue of 1. 4. “Active player” always refers to the player currently taking his turn. “He”,“him”, and “his” are used as generic pronouns for convenience, but no genderpreference is intended. 5. This game deals with some general concepts of urban planning and cityzoning, but since I really don’t know anything about how real zoning works,this game only reflects my possibly twisted perception of it. If any urbanplanners are playing this game, please excuse my laughable ignorance. I n i t i a l S e t u p 1. Place the board in the middle of the table. The board represents the regionsurrounding Fumblebuck. 2. Place a cross containing 3 white stones and 2 blackstones in the center of the board, as shown in figure 1.This represents the initial state of the village ofFumblebuck. Place the rest of the stones near the boardas a pool for use by both players. The white stonesrepresent people living and working in the area and theblack stones represent local resources (farm land,mines, etc, etc). Hereafter, white stones will be referredto as “Population” and black stones will be referred to as “Resources”. 3. Mix the 24 piecepack tiles together face down in one stack to one side of theboard. Draw 3 random tiles from the pool and turn them face up beside theboard. The tiles represent land use zones that can be created throughout thegame. The 3 face up tiles are the zones that are immediately available to beplaced by either player. Hereafter, tiles will be referred to as “Zones”. The four suits on the tiles represent the four different types of Zones andDevelopments available in this game: Suit Zone andDevelopmentType Crowns Residential Suns Agricultural Moons Commercial Arms Industrial 4. Mix the 24 piecepack coins together in the bag. Each player draws 3 randomcoins from the bag and keeps them secret from the other player. The coinsheld by a player represent the developments that that player wishes to create.Hereafter, coins will be referred to as “Developments”. The suits on the coinsindicate development types exactly the same as the zone types shown above. 5. Select the first player randomly. He is now ready to begin the game. Figure 1 Board Center O b j e c t o f t h e G a m e The winner is the player who has recorded the most development points whenthe game ends. The game ends when one of the following events occurs: • The last Zone has been placed on the board –OR- • A player is unable to refill his hand to a full 3 Development coins (i.e. the bagis empty after a player has placed a new Development) –OR- • Both players agree that there are no more valid or desirable plays to make.(This is unlikely to occur, but it’s here in case it’s needed.) S e q u e n c e o f P l a y 1. Once setup is complete, the players alternate turns, beginning with the firstplayer. 2. Each turn consists of the active player taking the following two actions: • Place 2 or 3 new stones (see 3 below) • Place 1 new Zone (see 4 below) –OR-Place 1 new Development (see 5 below) –OR-Pass (play no Zone and no Development this turn) 3. Place Stone(s) – The active player must place 2 or 3 new stones on theboard. Placement is restricted as follows: 3.1. The active player may choose to place either 1 Population and 1Resource stone or 3 Population stones or 3 Resource stones. That is,he can either place 2 different stones or 3 stones of the same type, buthe must choose one of those options each turn. 3.2. Each new stone must be placed on an empty point on the board. Thenew stones are not required to be placed adjacent to one another, butstone placements may be “chained” if desired. 3.3. Each new Population stone must be placed such that it is adjacent to atleast 1 other existing stone, but no more than 1 Resource stone and nomore than 3 other Population stones. (People tend to prefer to locatenear other neighbors, but away from too much crowding and industry.) 3.4. Each new Resource stone must be placed such that it is adjacent to atleast 1 other existing stone of any type. (Resource development ispretty much only restricted by availability.) Example – In figure 2, the active player could place aPopulation stone at (a) because it is surrounded by only3 other Population stones and only 1 Resource stone.However, he could not then place a second Populationstone at (b) because it would be adjacent to 4 existingPopulation stones, which is too many. There would beno restriction against placing a Resource stone at (b)instead. A Population stone could not be placed at (c)because it is adjacent to 2 Resource stones. TheResource stone at (d) is valid because it need only be adjacent to any oneother existing stone, regardless of type, and diagonal adjacency counts. Nostone can be placed at (e) because it’s not adjacent to any existing stone. Figure 2 c a b d e 4. Place Zone – The active player may choose one of the three face-up Zonesto be placed on the board. This represents the designation of a certain areaof land for one of four types of use. The Zone tile is placed according to thefollowing rules: 4.1. First, if there are any stones on the Zone being placed (representing thenumber of player turns that the Zone has been available but not placed,see 6.1 below), return them to the common pool and add that manypoints to the active player’s score. (For example, if the active playerchoose to place a tile that has collected 4 stones by not being placed forthe last 4 turns, he gains 4 points.) This rewards a player for creating aZone that has been in the queue for a long time. 4.2. A Zone must always be placed such that it exactlycovers a square of 9 (3 x 3) points on the board, asshown in figure 3. All Zones after the first one must be placedadjacent to at least 1 existing Zone. (Two Zonesare considered adjacent to each other if at leastone point in one Zone is adjacent to at least onepoint in the other, and that includes diagonaladjacency as always.) 4.3. The area covered by a Zone must contain a certain number ofpreviously-placed Population stones and/or Resource stones and/orempty points, depending upon the Zone Type. Each Zone Type has a Primary Requirement and a SecondaryRequirement. Of the 9 points covered by the Zone, at least N+1 of themmust satisfy the Primary Requirement, and at least N/2 (half N, fractionsrounded down) must satisfy the Secondary Requirement, where N is thepoint value of the Zone tile. As long as both the Primary and Secondary Requirements are met,there are no restrictions on whether the other points contain stones ornot. However, a Zone may never be placed such that it removes the laststone from the board. There must always be at least one unzonedstone on the board from which to grow. Return any stones covered by the newly placed Zone to the commonpool. The Primary and Secondary requirements of each Zone Type are givenbelow: Zone Type PrimaryRequirement SecondaryRequirement Residential Population Empty Agricultural Empty Population Commercial Population Resources Industrial Resources Population Figure 3 4 Example – In figure 4, the active playerwishes to create a new Commercial 3 Zone.He could place the tile over the area indicatedby (a) because there are at least 4 (N+1)Population stones and at least 1 (N/2)Resource stone in those 9 points. If he weretrying to place a new Agricultural 4 Zoneinstead, he could place it over the areaindicated by (b) because there are at least 5(N+1) empty points and at least 2 (N/2)Population stones. Area (b) cannot be converted into a Commercial 3Zone, however, because there are not enough Population stones. 4.4. Incorporation - A Zone may be placed over one or more existing“unincorporated” Developments (see 5.1 below for an explanation). An unincorporated Development can always be counted as either itsPrimary Requirement or its Secondary Requirement for the purpose ofplacing a new Zone. (For example, an unincorporated ResidentialDevelopment can be counted as either a Population point or an emptypoint at the choice of the active player when placing a new Zone thatincorporates that Development.) If an unincorporated Development is of the same type as the new Zonethat incorporates it, there is no penalty. Flip the Development to itsnumber side and leave it on the newly placed Zone tile. ThisDevelopment will count against usage limits in that Zone, but it does notscore any additional points for either player. If an unincorporated Development is of a different type than the newZone that incorporates it, this is considered to be a “rezoning”. See 4.5below for how this is handled. Example – In figure 5, the active playerwishes to create a new Commercial 3Zone, just as in the previous example.He could still place the tile over thearea indicated by (a) because theunincorporated Development there is aCommercial one. (In this case, it iscounted as if it were a Populationstone, which is allowed becausePopulation is the Commercial type’sPrimary Requirement.) This coin isplaced number side up on the Commercial 3 Zone tile. However, if theplayer places the Agricultural 2 Zone over area (b), he will incur arezoning penalty because of the unincorporated CommercialDevelopment. The Agricultural 2 Zone could be placed over area (c)without penalty, with the unincorporated Agricultural Development beingcounted as a Population stone to fulfill the Secondary Requirement Figure 4 a b 4 3 Figure 5 a b 2 3 c Valid, but witha Rezoningpenalty 4.5. Rezoning – When a player places a new Zone such that it replaces oroverlaps an existing Zone or an existing unincorporated Development ofa different type, he will incur a penalty since this probably requires thedestruction of a significant amount of existing infrastructure andDevelopments. A Zone with one or more points overlapped by the new Zone must beremoved. Return the removed Zone to the bottom of the Zone tile stack.(If more than one Zone must be removed, the active player may choosethe order in which they are returned to the bottom of the tile stack.)Remove any Developments that had been placed on the removedZone(s) from the game. The active player must deduct the total value of any Zone(s) andDevelopment(s) removed in this way from his score. An unincorporated Development (see 5.1 below) that is overlapped bythe new Zone must be removed if its type (suit) does not match theZone’s type. Remove the Development from the game and deduct 2points from the active player’s score. Example – In figure 6, the active player stillwishes to create a new Commercial 3 Zone, butthis time there is an Agricultural 2 Zone and anunincorporated Industrial Development alreadyin the way. That’s ok -- Feel free to plow thosefields under and build those strip malls! TheAgricultural 2 Zone is returned to the bottom ofthe stack off the board, and the Agricultural 5Development that was on it is removed from thegame. The Industrial Development is alsoremoved from the game. The active player gets his Commercial Zone,but he has to subtract (2+5)+1=8 points from his score. 5. Place Development - The active player may select one Development fromthe three he holds to be placed on the board. This represents the creation ofsome set of businesses, subdivisions, buildings, infrastructure, etc, thatprovides value to Fumblebuck. 5.1. Unincorporated Development - A Development may be placed on anempty point on the board, similar to placing a stone. This is an“unincorporated” Development. It lacks full infrastructural support, so itsbenefit is limited, but it can be a start toward the future. 5.1.1. The point on which the Development is placed must have atleast 2 adjacent points that meet the Primary Requirement andat least 1 adjacent point that meets the SecondaryRequirement for the appropriate Type. (See 4.2 above for theType Requirements.) Think of the unincorporatedDevelopment as a 1-point mini-Zone. 5.1.2. Place the Development coin suit side up on the desired point.The number value of an unincorporated Development isignored, but it may be examined by either player at any time. Figure 6 2 3 5 5.1.3. The active player adds 1 development point to his score forplacing an unincorporated Development. Example – In figure 7, the active player may placea Residential Development on point (a) becausethere are at least 2 Population stones and 1 emptypoint adjacent to it. However, he cannot place theIndustrial Development on point (b) because it isnot empty, nor on point (c) because there is only 1Resource stone adjacent. 5.2. Zoned Development - A Development may also be placed on anexisting Zone tile. The Zoning represents full support of the cityinfrastructure, enabling the active player to potentially collect many morepoints than for an unincorporated Development. 5.2.1. The Development must be of the same Type as the Zone onwhich it is placed. 5.2.2. The Zone tile must not already have Developments with a totalvalue greater than or equal to the Zone’s value. If this is thecase, the Zone is fully built out, and no new Developments maybe made in that Zone. However, assuming the Zone is not yet fully built out, it isperfectly acceptable for the active player’s Developmentplacement to exceed the Zone value. There is no need toexactly match the Zone value, but once the Zone value ismatched or exceeded, it is full. 5.2.3. Place the Development coin number side up on the desiredZone tile. 5.2.4. The active player scores development points equal to the valueof the Development placed, up to the remaining capacity of theZone. In addition, these zoned Developments may benefit or suffersignificantly from surrounding Developments. For example, it’sgenerally not good to have Residential Zones right next tomajor Industrial Zones, but Commercial Zones depend onnearby Residential Zoning to provide a customer base. Theactive player must collect bonus or penalty points for the valueof certain surrounding Developments, depending on the Typeof Development he created. Consider all Zone(s) that are adjacent to the Zone where theDevelopment was placed. Find the highest value Developmenton each of those Zone(s). If the adjacent Zone is Beneficial,add the Development’s value as bonus points. If the adjacentZone is Detrimental, subtract the Development’s value aspenalty points. Figure 7 b c a The Beneficial and Detrimental neighbor(s) of each Zone Typeare given below: Zone Type BeneficialNeighbors DetrimentalNeighbors Residential Commercial Industrial Agricultural Agricultural Residential,Industrial Commercial Residential Commercial Industrial Residential,Commercial None Example – In figure 8, the active player mayplace his Residential 4 Development in theResidential 2 Zone because it is not already full(but not the Residential 0 Zone, because it isfull). This would net him 1 (for the value of thenew Development, capped because the 2-value Zone already has a 1-value Developmentin it) + 5 (for the bordering Commercial 5Development) + 3 (for the Commercial 3Development in the other adjacent CommercialZone) - 4 (for the neighboring Industrial 4Development) = 5 development points. The neighboring Agricultural 2Development contributes nothing, positive or negative, and the Industrial5 Development is ignored because it is not adjacent to the Residential 2Zone. 6. End of Turn - The active player must conclude his turn as follows: 6.1. Place one stone on top of each face up Zone beside the board. (Thiswill be 2 Zones if the player placed a Zone this turn, or 3 Zones if hedidn’t.) The necessary stones are taken from the common pool, and thestones’ color does not matter – This simply serves to count how manyplayer turns each Zone has remained available without being placed.(See 4.1 above.) 6.2. If the active player placed a Zone this turn, draw the next Zone tile fromthe stack (if there is one remaining) and turn it face up to replace theone taken. If the last (24th) Zone was placed on the board, the game isnow over. The player with the highest recorded point total at this timewins the game! 6.3. If the active player placed a Development this turn, he must draw a newDevelopment randomly from the bag and add it to his hand. If the bag isempty when a new one is to be drawn, the game is now over. Theplayer with the highest recorded point total at this time wins the game! Figure 8 2 3 25 2 2 3 4 5 2 2 5 4