Manual em português

Manual — Prêt-à-Porter

Portal Games, Brain Star, DiceTree Games · Jogo de tabuleiro · 2010
2–4 · melhor 4 90 min Peso 3.6/5 PDF oficial 19 páginas
7,9 nota Ludopedia
7.3 nota BGG

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1
Flashing cameras, beautiful models, and shows crowded with critics. Life for fashion
industry professionals sounds exciting – and it is – but most people don’t know how fierce
the competition can get, and how hard it is to design creations that command public
attention. As the owner of an up–and–coming company hoping to showcase its work in
the most prestigious international shows, you need to prove that you have what it takes to
succeed in this unforgiving environment.
„Fashion is not necessarily about labels. It’s not about brands. It’s about something
else that comes from within you.” - Ralph Lauren
Prêt–à–Porter is an economic strategy game in which players each manage a company
trying to succeed in the world of fashion and style. The game plays out over a year
consisting of 12 rounds (months), divided into 4 Quarters. Fashion shows are held in
the last month of each Quarter.Players must do numerous things to prepare for
a show: Signing short term contracts, expanding the company with additional
buildings, hiring new workers to increase efficiency and most of all – creating exciting
new designs. It’s not as easy as it sounds. Each round, you must pay the Upkeep cost
associated with your company: salaries for your workers and rent for your buildings.
Banks and last resort companies can lend you some Cash if necessary, but you should
avoid these desperate measures if you want to make it in this industry.
THE GOAL OF THE GAME
Your goal is to lead your company to prosperity by showcasing the best Collections
during Fashion Shows and selling them afterward. Design cards that are a part of the
Collection you present have a sale value in Cash ([Cash]), and each player needs to
calculate the costs to assemble their Collections while making sure they can pay the
company’s Upkeep costs at the end of each round. Fashion Shows generate Prestige
that provides Victory Points, which increase the value of the company, and the sale
value, in Cash, for the Collection presented that round. After 12 rounds, the player
with the highest combined total of Cash and Victory Points has the most prosperous
company and wins the game.
RULEBOOK - KS CAMPAIGN VERSION
WORK IN PROGRESS. WE ARE WAITING FOR YOUR FEEDBACK.
WE AWAIT YOUR SUGGESTIONS ON WHERE YOU WOULD LIKE
TO SEE SOME EXAMPLES OF MORE COMPLICATED RULES.

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4
SETUP
1. Place the Game board in the middle of the play area.
2. Take all Contract cards:
Find all the Final Contract cards (the ones with the Last Quarter on their back) and put
them aside for now.
Prepare the Contracts deck by shuffling the remaining Contract cards, making sure all
of them are face up, with a side that has on the top. Place them horizontally on the
designated space: location no.
2.
Fill the location with 3 Contract cards from the top of the Contracts deck with the
front side up.
3. Take all Building cards and follow the same steps as with the Contract cards for
location no.
3 remembering to put aside Final Building cards for now.
4. Take all Employee cards and follow the same steps as with the Contract cards for
location no.
4 remembering to put aside Final Employees cards for now.
5. Each player takes a single player board,
in Cash, and the following pieces in a
single chosen color:
3 Action pawns.
2 Upkeep markers, first placed with value “1” side up, on the space marked on the
Upkeep track, “” (this already includes the cost of Starting Employees), The second
marker with value “10” is set aside for now - it is used when the Upkeep cost goes
above 9. 1 Victory Point marker, placing it on the “0” space of the Victory Point track.
6. Players draw Clothing Type tokens randomly. On the back side of each token, there
are two Design card numbers – each player searches for the starting cards that match
those numbers and places them next to their Player board. After that, each player puts
their Clothing Type token face up in the designated space on their Player board.
7. Shuffle the remaining Design cards and place them face down on the designated
space: location no.
5. Fill the location with 4 face–up Design cards from the top of the
Design deck.
8. Place the Calendar marker on the first space of the Calendar track, marked with “I”.
9. Take all Fashion Show tiles and find the 4 tiles marked as the Last Quarter. Place them
face–up in any order on the Last Quarter space next to the bottom of the Calendar
track. After that, shuffle the remaining tiles and place them randomly on the remaining
spaces of each Quarter (a single tile next to the III space, 2 tiles next to the VI space,
and 3 tiles next to the IX space).
10. Place all tokens and markers next to the Game board within the reach of all players.
11. Choose the First Player randomly, that player takes the First Player token.
You are now ready to start the game!
Setup

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5
Setup
1
2
3
4
5
5
11
6
6
7
8
9
10

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6
Cards Overview
Buildings, Contracts, and Employees provide abilities that will help players
during the game.
Each ability may be activated only once during the round unless stated
otherwise.
Instant abilities are activated only once – after acquiring, or when the card is
flipped over.
Designs don’t provide any abilities, but are used to gain Cash and Prestige.
All cards are acquired during the Action phase (see page 9).
CONTRACTS
Contracts are free and don’t have an Upkeep cost, but
they last for a limited number of turns and their abilities
[1] become less powerful [2] after a certain amount of
time.
Newly acquired Contract cards should be placed above
the Player board. Each Contract gets worse at the end
of each Quarter – which means that it’s either flipped
over [3] and has a less powerful ability during the next
Quarter, OR if it is already flipped over, it expires and is
discarded [4] (see more on page 13).
Note: A Quarter is a period consisting of specific rounds: I, II and III;
IV, V and VI; VII, VIII and IX; X, XI and XII.
BUILDINGS
Buildings are expensive, but in addition to their abilities
[1], they provide extra space for a new Employee.
They both have a Building cost [2] and increase your
Upkeep cost [3].
Newly acquired Buildings should be placed to the right
of the Player board Buildings may be upgraded [4] at the
end of each round (see more on page 13). Players cannot
remove their Buildings.
EMPLOYEES
Employees have no hiring cost but do increase your
Upkeep cost [1].
Each Player board has three Starting Employees printed
on it; they are unqualified but still have an Upkeep
cost of 1. The first three Employees hired by a player
are placed on the Player board, covering the Starting
Employees.
If a player wants to hire more than three Employees, they need to provide a
workspace for them – each Building card bought by the player has a space for
one additional Employee.
Employees may be trained [2] at the end of each round (see more on page
13). Players can remove their Employees at any time if they pay a severance
package of double their current Upkeep cost.
DESIGNS
Design cards are the main income source for each
company, and players want to complete as many of
them as possible in the limited time and with the scarce
resources at their disposal. Players start with 2 Designs
and attempt to get more, ideally either in the same style
[1] as they already have in their possession (which allows
them to sell more clothes during a Fashion Show) or with
the clothing type [2] matching the one that their company
is best at, to showcase them during the Fashion Shows,
and sell them after for the indicated amount of Cash [3].
However, to do that, players have to get both Materials required [4] to finish the
Design. Some cards may also have a small bonus included, which is presented
under the required Materials [5] (more on Design bonuses at page 15).
Design styles
There are 5 different Design styles: Evening, Business, Casual, Rock, and
Sport.
Design types
There are also 5 different clothing types: Jacket, Dress, Shoes, Pants, and
Shirt.
Cards Overview
1
1
2
3
2
4
1
2 3
4
1
4
5
3
2

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7
The Player Board
The Player board and the space around it represents the company that you
manage. There’s an Upkeep track that helps you to monitor the costs of each
Employee hired and each Building purchased. Additionally, there are three
spaces for Employees, and separate spaces for Prestige tokens and different
Feature tokens gained before the upcoming Fashion Show(s).
1. A space for a Clothing Type token, which will indicate the type of clothing
that your company specializes in. You gain 1 additional Trend token for
each Design of that type of clothing that you include in your Collection
during a Fashion Show.
2. A space for Quality, Trend, and Public Relation tokens gained during the
game from any source. Players compete for the total number of each type
of Feature during Fashion Shows to gain Prestige.
3. An Upkeep track on which to adjust the Upkeep marker during the game
whenever your Upkeep cost is reduced or increased.
4. Three Starting Employees, along with their Upkeep costs.
Cards Overview
1
3
4 4 4
2

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8
GAME OVERVIEW
A single game represents a year in
the fashion industry where different
companies compete with each other
for different awards during Fashion
Shows at which they each present
a Collection of Designs. All players
attempt to sell their Designs for the
highest possible price, increasing
the value of their Collection for each
Prestige token gained during those
shows.
There are 12 rounds (I to XII),
each representing a month, played
consecutively. Each quarter consists
of two Working rounds followed by
an Exhibition round. This cycle is
repeated four times, ending with an
Exhibition on the last round (XII).
Both types of rounds, Working and
Exhibition, are played differently,
and have different phases, but
players should always keep in mind
that they will have to cover the
Upkeep cost of their company at the
end of every round.
WORKING ROUND
At the beginning of each Working round, players should fill
the following locations: Contracts (no.
2), Buildings (no. 3),
Employees (no.
4) and Designs (no. 5), with new cards from the
top of their respective decks.
After that, the order of the players is updated for the current
round. First Player passes the First Player token to the player on
their left. Ignore this step during the very first round of the game
and during the Exhibition rounds.
The game starts with a Working round which is divided into 4
different phases, resolved in the following order:
Game Overview
1. Planning Phase
2. Action Phase
3. Growth Phase
4. Upkeep Phase

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9
1. Planning Phase
Starting with the First Player, and continuing in turn order, each player will
place one of their Action pawns on a single location of their choice.
Players don’t resolve those locations right away; they are resolved in the next
phase. Players always place Action pawns on the first (leftmost or topmost)
empty space of each location.
Note: In a 2 or 3 player game, each location (except the Bank, which
can hold any number of Action pawns) has a limit of 2 spaces for
Action pawns; in a 4 player game, this limit is increased to 3.
Players continue placing Action pawns in turn order until every player has
placed all of their pawns. As noted above, it is possible for one player to have
more than one Action pawn in the same location to be able to resolve that
location more than once during the next phase.
Note: Some game effects allow a player to ignore the Action pawn
limit, and there are additional spaces at each location to account
for that. In case more than one player uses that effect at a given
location, each subsequent player places their Action pawns beside
that space keeping a linear order.
2. Action Phase
Once all Action pawns are placed on the board, players resolve each location,
starting with the Bank (no.
1) and continuing in ascending order. Going from
left to right (or top to bottom) within a location, the owner of each Action
pawn resolves the effects of the location then removes their pawn.
Note: Even if there are no Action pawns at a location, every player
should carefully check the abilities of their cards, as some of them
resolve the location’s effect even without an actual Action pawn
present in that location.
Actions without pawns
It’s crucial to resolve all locations, including the ones without Action pawns present, because there are some abilities
that players may activate to resolve (fully or partially) a location without an Action pawn.
If a player can use a location without an Action pawn and there are Action pawns at that location, first resolve each
Action pawn before any ability with [nopawn] is activated. In the case of 2 or more players activating the same ability,
or activating different abilities but at the same time, they do it in turn order, starting from the First Player.
Working Round

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1 2 3 4 5 6 10
Resolving Locations
2. CONTRACTS
The player chooses a single Contract from the ones
available at this location and places it above their
Player board. The Contract’s ability can be activated
immediately, if applicable. Contract abilities become
less powerful over time – at the end of each
Exhibition round, they are either extended (flipped
to the other side) to the other side or discarded (see
page 13).
Note: The top cards of the decks at
locations no. 2, 3, and 4 are always visible.
These cards are not available during the
current round, but they provide players with
knowledge which allows them to plan ahead
for the next round.
1. BANK
The player receives Credit at this location.
The limit of that Credit depends on the number of
Design cards with the same style (that potentially
can form their Collection during the next
Exhibition round). The player determines which
single style is most highly represented among
their Design cards. They can receive credit UP TO
that number, multiplied by 10.
EXAMPLE: If a player has 5 Design cards with
the following styles: 1 Casual, 1 Evening, and
3 Sports; they may receive a Credit of
, ,
or .
3. BUILDINGS
The player chooses a single Building from the
ones available at this location, pays its cost, and
places it to the right of their Player board. After
that, the player adjusts the Upkeep track on their
Player board.
The Building’s ability can be activated
immediately, if applicable, and an Employee hired
during this round can be placed there.
Note: All Cash paid for cards or for any other
game effect is returned to the common pool.
Credits
The player may decide to receive a Credit if they use location no. 1 (Bank) or another game effect allows
them to do so. When they do, they take a Credit card of the chosen value and the same amount of Cash
tokens.
Credits help players to have a constant Cash flow, but each Credit has interest that increases the Upkeep
cost of the company by 10% of the Credit’s value (a
Credit increases the Upkeep cost by and
so on). This must be paid in the Upkeep phase of each Working and Exhibition round. Add the Credit
interest rate to the Upkeep cost by adjusting the Upkeep track. Additionally, each Credit MUST be fully
paid off during the Upkeep phase of the NEXT Exhibition round (see page 13).
Working Round

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1 2 3 4 5 6 11
4. EMPLOYEES
A player chooses a single Employee from the
ones available at this location and places them
on one of their Starting Employee slots on their
Player board or, if each Starting Employee spot
is full, under one of their Buildings. If there is no
empty slot for the new Employee, the player has
to remove one of the previously hired Employees,
paying Cash equal to double their current Upkeep
cost. If a player cannot afford that or does not
want to do that, they cannot hire an Employee
and must forfeit the action. After that, the
player adjusts the Upkeep track on their Player
board. The Employee’s ability can be activated
immediately, if applicable.
6. LOCAL MANUFACTURER
The player chooses a single type of Material and
buys any quantity of it, placing those tokens near
their Player board. After paying for all tokens
acquired, the player gains 1 Quality token (no
matter how many Materials they bought) and
places it in the designated space on their Player
board.
5. NEW DESIGNS
The player chooses a single Design card from the
ones available at this location or face down card
from the top of the deck and places it face–up
near their Player board.
Note: If at any time the Design deck is
empty and a player needs to draw from it,
reshuffle the discard pile to create a new
Design deck, and place it on the board.
Note: For easier overview of the Designs
and the Materials that they need, players
can keep the Materials needed to finish the
Designs on the Design cards. But keep in
mind that this is temporary and a player can
move the Materials between their Designs
and their supply freely. The final decision to
use a Material is made during the Exhibition
round (see page 14).
Note: All tokens gained during Working
rounds (Quality, Trend, Public Relations) are
placed on the Player board and will be used
during the upcoming Exhibition round (see
page 14).
+
Working Round

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7 8 9 12
7. WAREHOUSE
The player can choose any of the Material types
and buy a single piece of each selected type of
Material, placing those tokens near their Player
board. After paying for all tokens purchased, the
player gains 2 Quality tokens (no matter how
many Materials they bought) and places them on
the designed space on their Player board.
8. IMPORT
The player can choose a single type of Material
and buy any quantity of it, placing those tokens
near their Player board. After paying for all tokens
purchased, the player gains 3 Quality tokens (no
matter how many Materials they bought) and
places them on the designed space on their Player
board.
9. LAST MINUTE PREPARATIONS
The player chooses and resolves one of the
following effects:
Gain 2 Quality tokens.
Gain 1 Public Relations token.
Gain 1 Trend token.
Gain
in Cash.
IMPORTANT: Preparations is the only
location that is resolved in reverse order
(from right to left). The first player to
place their pawn in this location will be
guaranteed to be the last player to resolve
its effects, giving them a chance to see what
other players have chosen before them.
Note 1: Sometimes, a player might make a
mistake in their calculations and place their
Action pawn on a location that they can’t or
don’t want to resolve anymore. The owner
of a pawn can always remove it without
resolving the effects of the location (for
example, a player won’t gain any Quality
tokens from locations no. 6, 7, and 8 if they
won’t buy at least one of the Materials
there).
+
Note: Players may resolve locations no. 6, 7,
and 8 simultaneously to speed up the game;
the order of these locations and the order of
the Action tokens usually doesn’t matter. If
you run out of any type of Material tokens,
use any replacement – the supply of each
Material is infinite. Additionally, some game
effects lower the prices of Materials at
specific locations, but the price of any given
Material cannot be lower than .
+
The Action Phase ends once all locations are resolved.
How to resolve a location
Starting from the player whose pawn is first in the line, each player with a pawn present first activates ALL abilities (both those
requiring a pawn and the ones which work without a pawn present at this location) corresponding to the location being resolved.
Next the player resolves the location. After that, the player whose Action pawn is next in line will repeat the above.
If a player has more than one pawn at this location, for each pawn after the first, only abilities requiring the pawn are activated again.
Abilities that do not require a pawn are activated only once per location resolution.
After all the players with pawns present have resolved the location, players who do not have a pawn present, but who do have one or
more abilities that do not require a a pawn to be activated, resolve their abilities in turn order.
Working Round
Resolving Locations

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7 8 9 13
3. Growth Phase
In turn order, each player may train one of their Employees
and/or upgrade one of their Buildings. Each card has a train/
upgrade cost shown in the middle, and the upgraded effect is
described at the bottom. If a player decides to train/upgrade
any of their cards, they perform the following steps:
Pay the train/upgrade cost.
Flip the card to its back side.
Adjust their Upkeep track immediately.
Each card can only be trained/upgraded once. Upgrading a
Building doesn’t affect an Employee attached to it.
4. Upkeep Phase
Players resolve this phase simultaneously. At the end of this phase each player has to pay
the Upkeep cost for their company, as shown on the Upkeep track on their Player board.
Any card abilities and game effects that activate during the Upkeep phase may be activated
before paying the Upkeep cost. For example, an Accountant gives
to a player, and that
player may then use this Cash to pay the Upkeep cost.
Note: Players should always adjust their Upkeep track when they acquire or
upgrade a Building, hire or train an Employee and upon receiving a Credit or a
Loan. But it is always possible to recalculate the Upkeep cost by checking and
adding the Upkeep costs of all the cards in front of the player.
If a player is unable to fully pay their Upkeep cost, they are forced to take out a Loan.
Loans
Players cannot decide to take out a Loan when they want to buy extra
Materials or cards during the Action phase. A Loan is only granted when a
player is unable to pay their Upkeep cost.
A Loan works in a similar way to a Credit. The player gets extra Cash with a Loan card and will have
to increase their Upkeep cost immediately, adding interest equal to 10% of the Loan’s value (The
new Upkeep value is applied during the round in which the Loan is granted.). The difference is that
the size of the Loan is not flexible – it is always
(or multiples of in rare cases when one Loan
would not be enough to pay the Upkeep cost). Loans must be paid off during the Upkeep phase of
the next Exhibition round, by paying for each Loan card (see page 18)
After everyone has paid their Upkeep cost, players should clear the main board, discarding
all remaining cards. Place these cards on four separate discard piles (Contracts, Buildings,
Employees, and Designs) somewhere close to the board, then move the Calendar marker
one space down the track, and begin another round. Consult the board to determine
whether it will be a Working round (rounds I, II, IV, V, VII, VIII, X, XI) or an Exhibition round
(rounds III, VI, IX, XII).
Working Round

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14
EXHIBITION ROUND
There are four Exhibition rounds during the game –
that’s when players will (most of the time) earn back
all the Cash invested during the two previous Working
rounds. Keep in mind that during an Exhibition round,
players shouldn’t refill the board, and the First Player
token stays where it lies until the beginning of the next
Working round.
Each Exhibition round is divided into 5 different phases
that are resolved in the following order:
1. Prestige Exchange Phase
At the beginning of each Exhibition round, players will
exchange all the Prestige tokens that they’ve gained during
the previous Exhibition round (mostly from winning Awards at
the Fashion Shows).
Exhibition Round
1. Prestige Exchange Phase
2. Show Phase
3. Awards Phase
4. Sales Phase
5. Upkeep Phase
During the first Exhibition round of the
game, players won’t be exchanging any
tokens and can skip this phase.
Prestige tokens are exchanged for Victory
Points. The number of VP received for each
Prestige token depends on the number of
players in the game:
2–player game: Gain 1 VP for each
3–player game: Gain 2 VP for each
4–player game: Gain 3 VP for each
Adjust the position of your VP marker on
the Victory Point track around the edge of
the board accordingly

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15
2. Show Phase
In turn order, each player decides which Collection they want to showcase
during the Fashion Show(s). A Collection is any number of Design cards that
share the same style (like Business or Casual) and can include only cards that
the player can finish (having the required Materials listed on a card).
3. Award Phase
During the Award phase, players win awards at the Fashion Shows in various
cities in the form of Prestige tokens for one or more Feature categories.
Awards are given in four Feature categories at each Fashion Show:
Quality – The number of Quality tokens.
Trend – The number of Trend tokens.
Public Relations – The number of Public Relation tokens.
Quantity – The number of Design cards included in the Collection.
Each player should place their selected Collection in front of them so that
all players can see what each player will showcase during this round. The
specified Materials for all Design cards in the Collection should be placed on
top of those cards to show that the Designs are finished.
Design card bonuses – Some Design cards have bonuses pictured under the
required Materials, and a player gains those bonuses (and places them on
their Player board) only when they include that card in the Collection. Those
are: 1 Quality token, 1 Trend token. There’s also
which indicates that a
given Design card is more profitable, meaning that the sales margin is higher
when compared to the cost of Materials used.
Additionally, each Design included in a Collection of the clothing type which
matches the token on the owner’s Player board generates 1 Trend token. A
player gains that token when they include that card in their Collection and
place it on their Player board. In some cases, it is possible to gain 2 Trend
tokens from a single Design if it matches a player’s Clothing Type token and
also depicts a bonus.
Example: A collection consisting of 3 cards
Fashion Show tiles list all 4 Features from top to bottom in a different order
(except the last round tiles, which only show 2 Features), and depending on
which round it is, a different number of Features will be evaluated.
Round III: There is only one Fashion Show tile, and awards will be given for all
four Features.
Exhibition Round
Note: Some abilities allow players to change the Fashion style of their Design cards.
Players must make that decision when presenting their Collection, by placing a
specific Style token or OK token on one of their finished Design cards covering
the imprinted symbol and thus including that card in the Collection. An OK token
automatically changes the style of a Design card to the one matching the Collection,
meaning it can be included in any Collection.

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16
The number of Prestige tokens for each of the Features (from top
to bottom), gained for 1st and 2nd place, depends on the number of
players in the game. They are listed here and in the summary on the
last page of the rulebook.
2 PLAYER GAME:
First Feature: 1st place gains 4 Prestige tokens (
), and 2nd place
gains 1 token.
Second Feature: Only 1st place gains 3 Prestige tokens.
Third Feature: Only 1st place gains 2 Prestige tokens.
Fourth Feature: Only 1st place gains 1 Prestige token.
3 PLAYER GAME:
First Feature: 1st place gains 4 Prestige tokens, and 2nd place gains
2 tokens.
Second Feature: 1st place gains 3 Prestige tokens, and 2nd place
gains 1 token.
Third Feature: 1st place gains 2 Prestige tokens, and 2nd place gains
1 token.
Fourth Feature: Only 1st place gains 1 Prestige token.
4 PLAYER GAME:
First Feature: 1st place gains 4 Prestige tokens, and 2nd place gains
2 tokens.
Second Feature: 1st place gains 3 Prestige tokens, and 2nd place
gains 2 tokens.
Third Feature: 1st place gains 2 Prestige tokens, and 2nd place gains
1 token.
Fourth Feature: Only 1st place gains 1 Prestige token.
To be considered for a Feature award, a player must showcase a
Collection consisting of at least one Design and have at least one of
the Feature tokens under consideration. Meaning that (for example) in
a 2 player game, if the first Feature is Quality, and one of the players
has 3 tokens, but the other doesn’t have any, then 1st place (and 4
Prestige tokens) goes to the player with 3 tokens, but none of the
Prestige to the player without tokens, because they have to have at
least 1 token to be eligible for awards.
Fashion features
In addition to including a large number of cards in the Collection presented,
there are three types of tokens that players should collect in order to win
Prestige during the Award phase: Quality, Trend, and Public Relations.
All tokens gained up to this phase are considered for all of the Fashion Shows
in this Exhibition round. For example, a Quality token gained for buying
a Material, even one which isn’t used to finish a Design in the Collection
presented, is considered for each Fashion Show. However, if a token is
depicted on a Design card, or comes from a Design matching the clothes
type in which a player’s company specializes, it is only considered during the
Exhibition phase if that Design is part of the Collection presented.
There are different ways to gain each of the Fashion Feature tokens,
and we present all of them below.
QUALITY OF THE MATERIALS OF THE COLLECTION.
Quality can be gained from:
Buying Materials at locations no.
6, no. 7, and no. 8.
Design cards depicting a Quality bonus included in the
Collection.
Effects of different card abilities (Contracts, Buildings, and
Employees).
Gained from location no.
9.
Note: Quality tokens gained during Working rounds are considered
at each Fashion Show, whether or not the Materials bought this
Quarter were used for the Designs that are a part of the Collection.
POSITION OF THE COLLECTION IN THE CURRENT TRENDS.
Trend can be gained from:
Design cards included in the Collection with a Trend bonus.
Design cards included in the Collection that match the
player’s Clothing Type token.
Effects of different card abilities (Contracts, Buildings,
and Employees).
Gained from location no.
9
SUCCESSFUL MEDIA PRESENTATION
Public Relations can be gained from:
Effects of different card abilities (Contracts, Buildings, and
Employees).
Gained from location no.
9.
Exhibition Round

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17
Players always compete for 1st and 2nd place for every Feature, with the
essential Feature for that city being at the top of that tile and the least
significant on the bottom. Players should check each Feature one by one,
and check their positions. In case of a tie between two players for 1st place,
both of them are considered to have 2nd place, with other players pushed
further down the line. In case of more than two players tied for 1st place, all
of them are considered 3rd place, which doesn’t provide any Prestige tokens.
The same thing happens when two players tie for 2nd place – they are both
considered to be 3rd without any awards gained.
Round VI
There are two Fashion Show tiles, and both cities will hold Fashion Shows at
the same time, but only 6 Feature awards will be judged – the top three from
each of the tiles. The last Features listed are ignored. Players still showcase
only one Collection –all its Feature tokens are evaluated simultaneously in
both Fashion Shows. So when (for example) Quality is being judged in both
of those cities, players will have the same rank in both of them, but depending
on the order in which the Quality is listed in these cities, a different amount
of Prestige may be gained.
Round IX
There are three Fashion Show tiles, and all three cities will hold Fashion
Shows at the same time, but again, only 6 Features will be judged and
awarded – the top two from each of the tiles. The bottom two on each of the
tiles are ignored.
Round XII
There are four Fashion Shows in four different cities, and only the top Feature
of each tile will be judged and awarded (the bottom Features may only be
awarded when one of the players has the Journalist Employee).
Note 1: Players keep all the Prestige tokens they gain near their
Player board.
Note 2: All Fashion Shows and their Features are visible from the
first round, so it’s beneficial to look and get to know which Features
are essential for each of the different months. Players may use this
knowledge strategically; for example, by collecting and keeping
Design cards for the Fashion Shows which will reward a particular
feature the most.
4. Sales Phase
Once players have awarded Prestige for all the Features being evaluated
during the Fashion Show(s) in the current month, it is time to sell the
Collection they presented. This is resolved in three steps:
1. PRESTIGE EFFECT
Each player gains extra Cash for the Prestige that they’ve gained. The number
of cards in the player’s current Collection is multiplied by the number of
Prestige tokens they have accumulated; the players gains that much Cash.
For example, if a player presented a Collection of 2 Casual style cards, and
gained a total of 4 Prestige tokens, that player gains
.
2. COLLECTION SALE
In addition each player gains the amount of Cash presented on the Design
cards included in their Collection, then discards those cards along with
Materials used to finish them (return the Materials to the general supply).
3. DISCARD TOKENS
Each player discards all their Quality, Trend and Public Relations tokens from
their Player board. These tokens are only valid during the first Exhibition
round after you receive them.
Exhibition Round

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18
5. Upkeep phase
As in the Working round Upkeep phase, players must now pay the Upkeep
cost of their company and may activate their card abilities before they do so.
After the payment, players have to pay off their Credits and/or Loans, by
spending the required amount of Cash. If a player is unable to pay them, they
have to take out a new Loan(s) to pay off the existing debts. When taking
such Loan, a player receives instead of the usual , to reflect the interest
paid after the previously paid Upkeep costs. Loans acquired during the
Exhibition round will have to be paid off at the end of next Exhibition round.
Once the old debts are paid off, each player adjusts their Upkeep track.
At the end of the Exhibition round’s Upkeep phase, each player has to both
weaken all of the Contracts they acquired in the previous Quarter by flipping
them over, and discard any Contracts that were flipped over in the previous
Exhibition round. Ignore this step at the end of the last round (XII).
Last Quarter (rounds X–XII)
Once the third Exhibition round (IX) is over, players enter the Last Quarter
during which they will try to maximize their income and gain as much Cash as
possible.
Exhibition Round
Transparent gameplay
and open information
During a game of Pret–A–Porter, there’s no such thing as hidden information.
A player can at any moment ask their opponents how much Cash they have,
or how many Trend tokens they could gain, at most, on a Collection right
now. Players should inform their opponents about the best possible outcome
considering the current state of the game; this includes their Design card
bonuses, card abilities and extra tokens for Designs matching their Clothing
Type token. Obviously, there are exceptions – a player doesn’t need to inform
others if they are going for location no. 9 (Last Minute Preparations) or what
they are going to choose if their Action pawn is already there, but apart from
that, all current information regarding their Player board and the area around
it should be open.
For the best experience, we recommend playing with clear and transparent
information for everybody to see, using the tokens on cards that can qualify
those Designs during a Fashion Show – for example, placing a Trend and
Quality token on the card matching your Clothing Type token and a Quality
bonus. Move those tokens from these cards to your Player board only if you
decide to include these Designs in the Collection during the Show phase.
With different tokens on all of the cards at a player’s disposal, each player
has open and transparent information about whether or not they can even
compete for a specific Feature, or whether they should focus their strategy
on something else.
Retrieve all Final Cards and all Last Quarter cards
(with the Last Quarter depicted on their back) that
were placed aside during setup, and shuffle each deck
separately to place them on the designated locations
no.
2, no. 3, and no. 4.
Place each deck face up. Now players continue to
the next Working round. Last Quarter Employee and
Building cards cannot be trained or upgraded, and
Contracts will not become less powerful, because
the next Exhibition round is the last one and when it
ends players resolve the Final Scoring.

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19
FINAL SCORING
After the end of the last round (XII), before players count their Cash and
Victory Points, one final Prestige Exchange Phase is carried out, meaning that
the Prestige tokens gained during the last round should be exchanged for
Victory Points using the usual ratio.
If any player has any unpaid Loans remaining which they cannot pay off at this
point, their company has gone bankrupt, and they aren’t included in the Final
Scoring.
Finally, each player totals their final score by adding up all their Cash and
Victory Points: the player with the highest total value wins the game!
In the case of a tie, a tied player with more Victory Points on the track wins
the game: their company is the most prestigious!
Final Scoring
GAME DESIGN: Ignacy Trzewiczek
ARTWORK: Kwanchai Moriya, Mateusz Kopacz, Maciej Janik
GRAPHIC DESIGN: Mateusz Kopacz, Rafał Szyma
PRODUCTION MANAGER: Grzegorz Polewka
PROJECT MANAGER: Rafał Szyma
RULES: Matt Dembek, Vincent Salzillo, Greg Polewka, Yves Tourigny
© 2019 PORTAL GAMES Sp. z o.o.
ul. św. Urbana 15,
44-100 Gliwice, Poland
All rights reserved. Reprinting and publishing of game rules, game components or
illustrations without the permission of Portal Games is prohibited.
Dear Customer, our games are assembled with the greatest care. However,
if your copy lacks anything, we apologize. Please, let us know through the
Customer Service form on our website: https://portalgames.pl/en/customer-
service/
Kirdy, Joanna, Ben - thanks for helping us with the rulebook
Advanced
Variant
In this variant, the turn order
of players depends on their
accomplishments.
In round I the turn order is set
during the setup.
In round II the order of players is
reversed, the first player becomes
last, second becomes second to last
and so on. Update the Turn Order
track accordingly.
At the beginning of rounds IV, VII
and X (the first Working rounds
after the Fashion Show rounds) the
Turn Order depends on the players’
accomplishments. A player with the
lowest score (total of Victory Points
and Cash combined) becomes the
First Player. The other players will
take turns in the ascending order
of their scores, thus the player with
the highest score will be the last to
take actions in this round. Update
the player Turn Order markers on
the Turn Order track accordingly.
At the beginning of rounds V, VIII
and XI (the second Working rounds
after the Fashion Show rounds) the
Turn Order is again reversed, the
First Player becomes last, second
becomes second to last and so
on. Update the Turn Order track
accordingly. The First Player passes
the First Player token to the player
on their left.
Note: The turn order does not
change during the Exhibition
rounds, ignore this phase.

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