King's CottageTextVersion

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King's CottageA Changing Landscapes game for the piecepack by Jonathan C.
DietrichVersion 0.91, 2003-03-20
Copyright © 2003 Jonathan C. Dietrich
2 – 4 players; 30 – 45 min.

Permission is granted to copy, distribute and/or modify this document under the terms of
the GNU Free
Documentation License, Version 1.2 or any later version published by the Free Software
Foundation; with no
Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. The King has gathered
his trusty advisors and has instructed them to build him a cottage down by the river.
Ofcourse it will have to be furnished as well. The advisors recognize this as a great
opportunity for personal gain, andrun off to shuffle their investments in the four local
craft houses before the construction begins. Then as the cottageis still going up, the
advisors scurry to furnish the place in the most expensive pieces that will best benefit
theirinvestments. Of course, the King is not a man to let his exquisite taste in decor
go to waste, so after a couple ofmonths he shows up to lend a hand, and some praise.
After four months the cottage is completed and the crafthouses receive their payments
and the advisors collect their investments. Requirements
• One piecepack
• An opaque bag to randomly draw the coins from.
• A piece of paper per person and one common sheet for the scores
• A pen or pencil The Bits  The Tiles (Rooms & Time)The tiles will be used in the game
to represent the various rooms of the cottage. Each tile has the
followingcharacteristics: Suit, Rank, Orientation, and State.
• The Suit of a tile represents the craft house that has created the room. The clever
craft houses design theirrooms such that any furnishings from their own craft house will
look even better when placed in one of theirrooms.
• The Rank, or number, represents the size of the room. The larger the room, the more
furnishings that will berequired to fill it. The Ace tiles represent the entrances to
the cottage. These will be where the furnishings, andeventually the King, will enter the
cottage. The Nulls (blank tiles) are used to represent the passage of time.Each time a
Null tile is drawn it represents the passage of one month. After the second, the King
arrives andafter the forth is drawn, the game is over.
• The Orientation, or facing, of the tile is only taken into consideration when building
a second story to thecottage. The suit marker, or directional tick, on a tile placed on
the second story indicates which room on thefirst floor contains the stairwell leading
to the second story room.
• The State of a tile can be one of the following two: face up or face down. A tile is
left face up until the room iscompleted (has all of its furnishings). At this point the
tile is turned over and can't used to score again.

The Coins (Furnishings)The coins represent various furnishings for the cottage. Each
furnishing has two characteristics: Suit and Rank
• The Suit of a furnishing represents the craft house that has created it.
• The Rank (number) is its relative worth with Aces being equal to 1. The Null of a
suit represents ahorrendously tacky furnishing that is shameful to the craft house
responsible for its creation. The Pawn (King)The Pawn of Crowns is used to represent
the King. He arrives at the end of the second month (after the second Nulltile is drawn)
to watch over the proceedings. He marches around the cottage, attempting to enforce his
ownquestionable sense of taste, but also awarding the craft houses when he gets to see a
room all come together(complete). The Die The die is used to determine a random number
movement points. Movement points are used to move thefurnishings and the King from room
to room. Getting Started  The Bids (Investments) Before the cottage is built (the game
is played) the advisors (players) each write down, on their own piece of paper,the names
of the 4 different craft houses (suits). Each advisor (player) must SECRETLY assign to
each of the crafthouses (suits) a number between -3 and 3, such that the total of all 4
numbers written down is zero. For examplethe following are some of the acceptable
combinations:
Player 1 Player 2 Player 3 Player 4
Crowns  -3  Crowns  -1  Crowns  1  Crowns  -2
Arms 0  Arms -1  Arms 1  Arms -1
Suns 0  Suns -1  Suns 1  Suns 1
Moons 3  Moons 3  Moons -3  Moons 2
 These values indicate the investments (multipliers) that the advisor (player) has in
 each of the 4 craft houses andwill be used to determine profits (scores) after the
 cottage has been completed. On a separate sheet of paper, that is to be kept visible to
 all during the construction (game), write the names of thefour craft houses. This is
 where you will keep track of the profits (scores) awarded to each craft house. Set
 aside the Ace of Crowns tile, as it will be used as the initial entrance for the
 cottage. Sort the other tiles by theirsuits. For each suit, randomly order the tiles
 within the suit and form them into facedown piles. These 4 piles will beused to form
 the rooms of the cottage. All of the coins are to be placed into a dark bag so that
 they can be drawn randomly during the game. Roll the die to determine who will go
 first; highest roll wins. Turns then proceed clockwise.

The Turn
 On your turn you must take one of the following actions:
• Add a Tile (Room)
• Add a Coin (Furnishing)
• Role the Die (In Hopes of Moving Stuff) Add a Tile (Room)To add a tile (room),
randomly pick a tile from one of the face down draw piles and flip it over. If the rank
of the tileis Ace, 2, 3, 4, 5 then you must add it to the cottage. The following
restrictions apply when placing a new tile:
• Tiles on the first story MUST placed such that every tile touches at least one side
with another tile
• Tiles on the second story MUST be centered over the intersection of 4 tiles.
• Tiles on the second story may NOT lie askew, they must square up over the 4 tiles
below.
• Tiles on the second story may NOT cover any part of an Ace (entrance).
• Aces (entrances) may NOT be placed on the second story.
• Tiles MAY be placed on all four sides of an entrance (consider this a secret entrance
or a tunnel).
• Second story rooms are not required to connect with one another.
• IF a second story tile is placed such that it PARTIALLY covers a first story tile
which already has coins on it, justpush the furnishings on the first story tile in to an
uncovered corner of said first story tile.
• IF a second story tile is placed such that it COMPLETELY covers a first story tile
(this requires 4 second storytiles in a square) then all coins on the obscured first
story tile are set aside with the coins that have alreadybeen scored. (Destroyed during
construction) If the tile you draw is a Null tile, then this indicates that a month of
construction has been completed. Set the tileaside (beside any others you may have
already drawn) and randomly draw one coin from the bag. You maySECRETLY look at both
sides of the coin, and then you must place the coin on the Null tile. This represents
afurnishing that the King has hand picked and intends to have installed in the wonderful
cottage you are building forhim. If this is the SECOND Null tile drawn, immediately add
the Pawn of Crowns (King) to any of the Aces(Entrances). If this is the FOURTH Null tile
drawn, time is up, the GAME IS OVER. (See Final Scoring below) Add a Coin (Furnishing)
To add a coin (furnishing), randomly draw a coin from the bag. You may SECRETLY examine
both sides of thecoin. Now you must place the coin on any one of the Ace tiles
(entrances) that have been played. (Note that a Acetile (Entrance) can hold any number
of furnishings.) If you place the coin, suit side up, it represents bringing
thefurnishing into the cottage still in its crate. Everyone can easily tell which craft
house it came from, but can't tell howexquisite it is. Conversely, placing the coin
value side up, represents bringing the furnishing in so all can see howbeautiful it is,
but credit can not be given without flipping it over to see the stamp of the creator. If
at any point in the game there are no coins in the bag, place all coins that have
already been scored back into thebag.

Role the Die (In Hopes of Moving Stuff)
• If you roll a Null, then you MUST take the Add a Tile (Room) action. (See above)

• If you roll an Ace, 2, 3, 4, or 5 then you are awarded this many movement points to
move stuff.(Ace is equal to one movement point) The following cost 1 movement point:
• Move any furnishing to an adjacent room or upstairs or downstairs
• Move the King, if present, to an adjacent room or upstairs or downstairs Your movement
points can be spent in any order, moving multiple items in varying amounts, or a single
item for thefull number. For example, if you roll a 4 you could move the King 1 space, a
furnishing 2 and another furnishing 1.You do not need to spend all of your movement
points on a turn, however they are not carried forward if they arenot spent.
Restrictions on Movement
• In order to move either the King or a furnishing upstairs or downstairs, you must use
the staircase. (The suitmarker of second story tile indicates the location of the
staircase)

 In this game, the only way to move to or from the 3 of Arms tile, is via the
 stairwellconnecting it to the 5 of Moons tile as indicated by the suit marker on the 3
 of Arms.
• Furnishings may NOT be moved out of the room containing the King.
• Furnishings may NOT be moved through a completed room (upside down tile), though the
King MAY.

Scoring a Room Scoring occurs throughout the game as rooms are completed. The moment a
room, which is not partially obscuredby a second story room, contains the number of
furnishings equal to its size (tile value) the room is completed. Youwill loose any
remaining action points and the room must be scored. Scoring is calculated as follows:
First, if the King is present in the scoring room, the person who completed the room
MUST exchange any one of thefurnishings in the room with one of the furnishing that are
sitting on the Null tiles. The King fancies that he has bettertaste than all of you. You
may NOT examine the hidden sides of the coins before choosing. (If you already knowthis
information because you placed either of the furnishing there, good for you.) Once
chosen, you maySECRETLY examine the coin that is taken from the room before placing it
on the now empty Null tile. Now examine all of the furnishings and sort them by suit.
For each suit (craft house) complete the followingcalculations:
• Take the sum of all of the values of the furnishings.
• If the suit matches the suit of the room you are in, add 1 point per furnishing.
• If the King is present add 2 to the total.
• Multiply this number by the value of the room.
• If the Null coin for the suit is in the room, the suit scores 0 regardless of other
coins.
• Record the score under the appropriate suit on the common score sheet. After this has
been done for all of the suits, the tile is now complete, and it is turned upside down.
Set aside all ofthe coins scored EXCEPT any Nulls. The Nulls go back into the bag (the
King’s bad taste is endless!) Example 1: Player 2 moves a 5 coin in to the 3 of Crowns
tile and completes it because there was already 2 tiles
there (a crown and a 2). The King is not in this room. Therefore the coins are all
examined and are as follows: 5 ofCrowns, Ace of Crowns, 2 of Moons therefore:
+ Sum of coins  +5 +1
+ Matching suit bonus   +1 +1
+ King bonus  +0Sub-Total 8 Tile value x 3
Crowns

Total 24
+ Sum of coins  +2
+ Matching suit bonus   +0
+ King bonus  +0 Sub-Total 2 Tile value x 3
Moons

Total 6  Crowns would score 24 and Moons 6.

Example 2: Player 3 moves the King followed by a Sun coin into the "5 of Suns tile",
which already had 4 othercoins on it so now it must score. Before scoring however,
because the King is present, Player3 must first exchangeone of the coins (furnishings)
with one of the ones sitting on the Null tiles (the King's collection) He chooses
toexchange an Arms coin with a Sun coin that is sitting on one of the Nulls. Now that
the King has had his say, wecan calculate the scores. The coins now on the tile are the
3,5, and Null of Suns, 2 of Moons, and 4 of Arms.
+ Sum of coins  +3 +5 +0
+ Matching suit bonus   +1 +1 +1
+ King bonus  +2Sub-Total 13 Tile value x 5
Suns

Total 65  HOWEVER the Null of Suns is present, which means that Suns actually scores 0.
(This calculation was shown
for example purposes and would not have had to be done in the game, you would just
notice the Null and disregardall of the Suns.)
+ Sum of coins  +2
+ Matching suit bonus   +0
+ King bonus  +2Sub-Total 4 Tile value x 5
Moons

Total 20
+ Sum of coins  +4
+ Matching suit bonus   +0
+ King bonus  +2Sub-Total 6 Tile value x 5
Suns

Total 30   Suns would score 0, Moons 20 and Arms 30. So be ye warned, the King can
sometimes have horrible taste!

Final Scoring  Once the fourth Null tile is drawn, the game is over. At this point, add
up all of the scores for each of the crafthouses. This represents their earnings during
the four-month period. For each player now do the followingcalculations:
• Take the number they secretly wrote beside each craft house, and multiply it by the
earnings of that craft house(yes, some will be negative). This value represents the
return on investment for each of the houses.
• Total the returns from all four houses to determine that player's profit.
• Person with the highest profit wins! For example, if the scores were
Crowns Arms Moons Suns
22 15 62 52
 and the secret investments were  Player 1 Player 2 Player 3 Player 4
Crowns  -3  Crowns  -1  Crowns  1  Crowns  -2
Arms 0  Arms -1  Arms 1  Arms -1
Suns 0  Suns -1  Suns 1  Suns 1
Moons 3  Moons 3  Moons -3  Moons 2
 then the final calculations would be  Player 1 Player 2 Player 3 Player 4
Crowns -3  x 22  Crowns -1  x 22  Crowns 1  x 22  Crowns -2  x 22
Arms 0  x 15  Arms -1  x 15  Arms 1  x 15  Arms -1  x 15
Suns 0  x 62  Suns -1  x 62  Suns 1  x 62  Suns 1  x 62
Moons 3  x 52  Moons 3  x 52  Moons -3  x 52  Moons 2  x 52
Profits   + 90 Profits   + 57 Profits   - 57  Profits   + 107
Rank    2nd Rank    3rd  Rank    4th  Rank    1st
 Player 4 wins!

Diagram

  • Because 3S, 5M, 2A, and 4M are not yet completed, they never will be in this game
  because you can not score a room that is partially
covered by a second story room.
• If 5M was complete, there would currently be no way to move furnishings into 3A, since
the only route to 3A is via the stairs in 5M and
furnishings may NOT be moved trough a completed room. Though if a non-entrance tile was
placed beside 2A and 2S, it would make it
possible to build a second story room at W and then there would be another route to 3A
via the new room and its staircase.

• A second story room can never be constructed at locations Q or Z because it would
partially cover an entrance, which is forbidden.
• If a non-entrance room was added next to 2S and 5S, a second story room could be added
at Y even though it does not connect to 3A,
because more than one second story is allowed.  Thanks I would like to thank the
following people who have helped with the play testing and or the editing of the rules:
Julie Liz Taylor, Dan Pidverbny,
Rob LeGood, Sean Bennesch, Nicholas Oddson, and Michael Schoessow. Revision History
Version .9 (2003-01-16) First release. Entered into “Changing Landscapes” competition
Spring of 2003.

Version .91 (2003-03-20) Changes made to calm the chaos a bit. 4 draw piles of tiles
sorted by suit, instead of one big unsorted one. Ace on die
roll now counts as 1 movement point instead of a “must add furnishing” action. Null
coins are now added back to the draw bag after scoring (ok
so this adds some chaos). Clarifications added about handling coins when adding tiles to
second story. Revision History section added. Tables
have been tidied up to look pretty.


Crowns Arms Moons Suns



CraftHouses
Investments SECRET and
Must Total 0
House Profits Copied from the score
card at end of game
Returns Multiply Investments
and House Profits Crowns
Arms
Suns
Moons
Total Profits: Add all of the Returns

CraftHouses
Investments SECRET andMust Total 0
House Profits Copied from the scorecard at end of game
Returns Multiply Investmentsand House Profits Crowns
Arms
Suns
Moons
Total Profits: Add all of the Returns

CraftHouses
Investments SECRET and
Must Total 0
House Profits Copied from the score
card at end of game
Returns Multiply Investments
and House Profits Crowns
Arms
Suns
Moons
Total Profits: Add all of the Returns

Craft
Houses
Investments SECRET and
Must Total 0
House Profits Copied from the score
card at end of game
Returns Multiply Investments
and House Profits Crowns
Arms
Suns
Moons
Total Profits: Add all of the Returns


Nothing on this page is needed to play
King’s Cottage, but it may come in
handy the first few times you play.

Copy or print this page. Cut out the
top score sheet to use as the common
score sheet. Cut out, and give each
player a copy of the smaller charts for
recording their investments at the
beginning and calculating their profits
at the end. Keep the Room Scoring
Guide handy for calculating room
scores.
 Room Scoring GuideRooms score the moment that the number
of furnishings in them matches their size.If the King is present:Before you score, you
MUST swap one
furnishing from the room, with one from the
Null tiles.For each suit:  + Sum of all coins present
+ King bonus (+2 if he is present)
+ Matching room suit (+1 per furnishing)
 Take the total and multiply by the room size
If NULL coin is present, that house scores 0
Record the score.  Copyright © 2003Jonathan C. Dietrich
Permission granted to copy for
personal use.