Full manual text

In Tiny Towns: Fortune

, the
creatures of the forest have found a
way to trick each other into thinking
shiny bits of metal have arbitrary value.
It’s very useful—so much so that you
can use this thing called “money” to
get other creatures to give you almost
anything in return for the right number
of shiny bits. If only earning money
weren’t so difficult!
These shiny bits are called Quercs,
but for some reason everyone always
ends up calling them “coins.” When the
creatures of the forest ran out of space
and began digging into the hills to make
room, they came across a fairly useless
metal. It’s no good for building, so they
melted it down and molded it into the
small circles now known as Quercs.
Even a single Querc is valuable enough
to increase the worth of a town or be
traded for different building resources.
Surely this new “money” thing will bring
nothing but good fortune and kindness to
the creatures of Tiny Towns

!
contents
• 1 rulebook
• 6 Chest boards
• 30 coins
• 10 wooden Resource cubes
• 12 Building cards
• 10 Monument cards
• 1 scorepad
an expansion for tiny towns™
by peter mcpherson and josh wood,
for 1 to 6 players, ages 14 and up1

---

Setup
1. Place the coins on the table in a general supply
where all players can reach them.
2. Give each player a Chest board, which will be
placed next to each player’s town.
3. Separate the new Fortune Building and
Monument cards by the symbols on the back and
shuffle them into the setup piles of cards from
the base game.
For the best experience, play with a
maximum of 4 Fortune buildings—
although you can play with more.
You can also play Tiny Towns: Fortune


without using any of the Fortune buildings
or monuments, simply using the rules for
gaining, storing, and using coins.
4. Follow the normal Tiny Towns

setup rules.
Overview
In Tiny Towns: Fortune

, players can gain and
use coins ( ) in various ways.
gaining
The primary way players gain is by constructing
2 or more buildings in a single round. Certain
Building and Monument cards also allow players to
gain .
At the end of a round in which a player constructs 2
or more buildings by removing resources (as opposed
to constructing via monument abilities), that player
gains exactly 1 .
Consequently, players will be more likely to choose
not to construct a building immediately upon
placing resources in the correct shape, waiting until
a future round in which they can construct multiple
buildings.
Constructing more than 2 buildings in a single round
does not gain players additional .
Note: , like resource cubes and buildings, are
unlimited. If you run out, substitute some other
marker.
storing
Players may store up to a maximum of 4

at once.
Players should place any they gain into 1 of the
4 spaces on their Chest board.
If players already have 4

in their Chest and gain
another , too bad—they do not gain that
unless a constructed Monument card gives them
an extra space to hold 1

.
Some Monument cards have an extra space to
hold 1 , which becomes available once the
monument is constructed.
using
Each is worth 1

at game end.
Players can also spend 1

to the general supply
to place a different resource in their town than the
resource named by another player as Master Builder.
This does not affect what any other player places,
and any number of players may do this per round
(except the Master Builder).
Round Overview
1. The Master Builder names a type of resource.
2. All players MUST take a cube of this
resource and place it in an empty square
in their town grid OR spend 1 to the
general supply to place a different resource.
3. Players may construct any buildings for
which they have the matching resources
in the correct shape.
IMPORTANT: A player who is constructing
multiple buildings must construct those buildings
one at a time, resolving each building’s costs/
effects separately. The player chooses the order
in which those buildings are constructed.
4. AFTER all buildings are constructed and
their costs and effects are resolved,
players gain exactly 1
if they constructed 2
or more buildings
this round.
5. A new round begins.
The Master Builder
token passes to the
player on the left.
Coin Slot 2

---

Special Note
Whenever a building is placed by any means (such as with the monuments
Architect’s Guild, Grove University, and Opaleye’s Watch from the base
game), players still must spend for that building’s construction cost, if
there is any. Players also receive the benefits of constructing that building,
such as for Mine and Statue, or a Shed being able to be placed on any
empty square.
feeding your buildings
Remember! Just as in the base game, feeding buildings is resolved at the
end of the game. This means that any required for feeding buildings
must be spent at game end. Players cannot hold on to if they still have
unfed buildings they can spend to feed.
Game End
The game ends and is scored per normal Tiny Towns

rules, with the addition
of 1 for each leftover a player has.
Town Hall
When playing Town Hall with Tiny Towns: Fortune

, do not use Oddity Shop .
Players may spend 1 to place a different resource than the one drawn from
the Resource deck.
Solo Variant
When playing the Solo variant with Tiny Towns: Fortune

, do not use Oddity
Shop , Schoolhouse , or Southern Semaphore . With Jeweler ,
you must be able to spend 1 or you may not construct this building.
You may spend 1 to place a different resource than shown on the
Resource card you select. Place the card face-down on the bottom
of the draw pile as normal.
Building Clarifications
Root Cellar
At game end, you choose which
rows or columns you would like to
spend to feed. However, you
cannot hold on to if you still have
any unfed buildings you can
spend to feed. You must spend your
to feed buildings if you can.
Tithe Barn
A single building still costs 1
to feed. If you have 3 buildings,
it costs 2 to feed them all. If you
do not have enough to feed all
your buildings, you can choose
which ones remain unfed. However,
you cannot hold on to if you still
have any unfed buildings you can
spend to feed. You must spend your
to feed buildings if you can.
Statue
The Statue being constructed
counts toward the number of
you have. Therefore, if it is the third
Statue you built, you gain 1 .
Cathedral
A Cathedral adjacent to another
Cathedral is worth 0 .
If, because you don’t have 3 or
choose not to spend it, you remove
the Cathedral and construct a ,
you get the benefit of the
(for example, for Mine or Statue).
If you construct a Shed this way, you
may move it to any open space on
your board.
Parsonage
A Parsonage not adjacent to a fed
is worth 0 . You only need
to have 1 for each in your
town—you don’t spend the .
If you have no , you may construct
a Parsonage regardless of how many
you have. If you have more
than the number of you still
lose all of your .
Gamblers' Den
You do not spend the 1 .
Schoolhouse
If you and the player on your right
both have 0 at game end, you
do score the additional 2 .
A Schoolhouse not adjacent to a
fed is worth 0 and cannot
score the additional 2 for
at game end.
Jeweler
You must spend 1 if you have it.
If you don’t, all other players gain
1 at the end of the round,
including players whose towns
are already complete.
Teahouse
Teahouse does not count itself as
a unique building type. If there is
another Teahouse in the same row
or column, then that does count as
a unique building type. The most
you can gain from constructing
a Teahouse is 3 . If you are
counting the unique building types
in the same row as Teahouse, then
the buildings in the column are not
counted, and vice versa.
Museum
No matter how many Museums
you have constructed, you may only
return 1 resource to the general
supply for 1 per round.
The resources on each Museums
may be the same or different.
Oddity Shop
When another player names a
resource, you may place the resource
on Oddity Shop instead of placing it
on your board. At the start of a player’s
turn as Master Builder, that player may
take 1 resource from 1 other player’s
Oddity Shop, place it on their board,
and gain 1 from the general
supply before naming a resource as
Master Builder. You cannot construct
buildings immediately after placing a
resource from another player’s Oddity
Shop. If a resource from Oddity Shop
fills your board, your town is complete.
Resources taken from Oddity Shop
cannot be changed by spending .
denotes that this building can't be
used in Town Hall. 3

---

Monument Clarifications
Caterina’s Grotto
can share a square with a
resource cube. If there is already
a building on one of the center
squares (including Caterina’s
Grotto itself), you immediately gain
the that would be placed there.
If any are left in your town at
game end, remove them—
they do not count for .
Eraflage Vineyard
If there are buildings of the same
type in both the same row and
column as Eraflage Vineyard, that
building type only counts once for
-2 . Eraflage Vineyard does not
count itself when counting building
types in the same row and column.
Estival Festival
If you cannot spend 2 , you
cannot construct Estival Festival.
Leftover at game end are
worth 2 instead of 1 .
Hollow Hill
The placed on the Hollow Hill card
is only for keeping track of negative
. You may not spend this .
Masons’ Guild
You must spend the entire amount
of first. Then construct the
buildings one at a time, resolving
separately each building’s costs
and/or benefits.
The Petal Promenade
You may pay 1 to the general
supply to place a different resource
than the one named by another
player, as normal. That new resource
still must be placed on a square with a
and you gain that . You may
not place resources you name as
Master Builder on squares containing
. If you are the last player whose
town is not complete or if it is your turn
as Master Builder and you can't place
the resource you named on an empty
square without a , you may place it
on a square with a , gaining that .
The Prism Forge
For resource cubes that are part of
overlapping layouts of buildings
that are ready for construction,
The Prism Forge allows you
to use those cubes twice in the
same round to construct 2 unique
building types. Resolve the costs
and effects of each building
separately, as normal.
Southern
Semaphore
The additional resource from
Southern Semaphore must be
placed on an empty square in your
town and cannot be placed on or
swapped with resources on
buildings. This additional resource
cannot be changed into another
type of resource by any method.
With Factory , it is possible to
place a different type of resource
for the initial resource, but the
additional resource must be of the
type the Master Builder named. 4
Credits
Design
Peter McPherson
Josh Wood
Director of Projects
Nicolas Bongiu
Production
David Lepore
Developer
Josh Wood
Graphic Design
Stephanie Gustafsson
Rules
Andre Chautard
Editing
Andre Chautard
Peter McPherson
Josh Wood
Art
Gong Studios
Playtesters
Josh Beauregard, Chris Buskirk, Andre
Chautard, Sean Growley, AJ Harris, Adam
Hill, Dean Howard, Quentin Hudspeth,
Neil Kimball, Dave Lepore, Laura Lewis,
P. D. Magnus, Josh McCabe, Griffin
McPherson, John McPherson, Indiana
Nash, Sam Nazarian, Kaz Nyborg-Andersen,
Kevin Root, Todd Rowland, Taylor Shuss,
Catherine Stippell, Allie Tessier, Mike Trias,
Erik Yaple, John Zinser, and all of the others
who played this game.
©2020 Alderac Entertainment Group.
Tiny Towns: Fortune and all associated
marks are ™ and © Alderac Entertainment, Inc.
555 N El Camino Real #A393,
San Clemente, CA 92672, USA
All rights reserved. Printed in China.
Warning:
Choking Hazard! Not for use
by children under 3 years of age.
Questions?
email customerservice@alderac.com
www.alderac.com/tiny-towns

---