Manual in English

Tiny Towns: Villagers — Rules Manual

Alderac Entertainment Group, GaGa Games, White Goblin Games · Board game · 2020
1–6 · best 3 Solo 45 min Weight 2.0/5 Official PDF 4 pages
— rating Ludopedia
7.3 rating BGG

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4 pages
Full manual text available to read Open text

In Tiny Towns: Villagers™, word has spread far and wide of a thriving little civilization in the forest. Creatures with incredible talents—from engineers to merchants—have come to visit these towns and decide where they will make their new homes. They offer the most astute town mayors their skills, which can transform buildings, control the influx of resources, and perform impressive architectural feats. The world of Tiny Towns is getting a bit bigger!

contents
• 1 rulebook
• 6 Lodge boards
• 20 villager meeples
• 18 Building cards
• 5 Monument cards
• 7 Villager cards

an expansion for tiny towns™
by peter mcpherson and josh wood,
for 1 to 6 players, ages 14 and up

Setup
1. Give each player a Lodge board, which they should place beside their player board from the base game.
2. Give each player 3 villager meeples. (It does not matter what animal they represent.)
3. Players should place each villager meeple in a different corner square of their player board.
4. Sort the new Building and Monument cards by the symbols on the back and shuffle them into the setup piles of cards from the base game.
5. Separate the Villager cards that have a cost of 1 from the cards that have a cost of 2 or more. Shuffle the 2 piles face-down. Draw 1 card from each pile and place the 2 cards face-up in the middle of the table so that all players can see them. (Note: Do not use the card titled Solicit unless you are also playing with the Tiny Towns: Fortune™ expansion.)
6. Place the remaining Villager cards back into the box—they will not be used for this game.
7. Follow the normal Tiny Towns™ setup rules.

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villager examples
Laura has a villager where she hopes to construct a cottage. This time, constructing a cottage on the same square as the villager would not be a great move for Laura. The Master Builder names wheat—she’s ready to make a cottage. She gets the glass she needs for the cottage. BLAM! She makes a cottage on the same square as the villager. Now the villager is working in that cottage and can be used to activate abilities. After she is done constructing, her villager does not move because it is not in the same square as a resource cube.

Overview
In Tiny Towns: Villagers™, the Villager cards detail the special abilities that villagers offer to players to maximize their scores. However, to activate those abilities, villagers must be working in buildings on a player’s board.

villager placement and movement
A villager cannot occupy the same square as a resource at the end of a round. When a player places a resource on the same square as a villager, 3 situations can occur:
1. If the resource is not used to construct a building that round, the villager must move at the end of the round to an orthogonally adjacent empty square. If there is no such empty square, the villager is placed on the player’s Lodge board.
2. If the resource is used to construct a building, but the player chooses to place that building on a different square from the villager, then that villager does not move.
3. If the resource is used to construct a building, and the player chooses to place that building on the same square as the villager, then the villager and the building occupy the same square. That villager is now working in that building and can be used for activating abilities.
Thus, players should strategize to place or move villagers onto squares that they think will be both the square that holds the final resource needed for a building layout and the square where they will choose to place the building.
Following the end of each round, in the Cleanup phase, players must take all villagers on their Lodge board and place each of them in an empty square on their player board. If there are not enough empty squares, players should place as many villagers as possible and keep the rest on their Lodge board.

activating villager abilities
Each special ability has a cost of 1, 2, or 3 villagers, as indicated on the Villager card.
To activate an ability, a player must remove a corresponding number of villagers working in buildings on their player board. Those villagers are then placed on the player’s Lodge board.
An ability may be activated at any time following the placement of the resource that round, unless the Villager card states otherwise.
Players may activate any number of abilities per turn and may activate the same ability more than once, if they can pay the costs. However, a player cannot activate more than 1 ability (or the same ability more than once) in constructing a single building. Each ability and its effect on a building’s construction must be fully resolved before activating another ability.

visiting villagers
Squares that contain villagers but no buildings are considered to be empty for the purposes of building abilities (such as Citadel, Forge, and Travelers’ Center) or villager abilities (such as Forage).

notes
• A villager must always be placed in or move to an empty square.
• A villager cannot occupy the same square as another villager.
• Villagers can work in monuments.
• If a player must move more than 1 villager at the end of the round, the player chooses in which order to move them.
• Villagers can only work in buildings constructed using resources. Any buildings placed on squares with villagers through monument, building, or villager abilities cause villagers to move as normal at the end of the round to an orthogonally adjacent empty square or to a player’s Lodge board.
• Resources that are placed on buildings such as Warehouse do not cause villagers working in buildings to move.

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Round Overview
1. The Master Builder names a type of resource.
2. All players must take this resource and place it in an empty square or square containing a villager in their town grid OR activate a villager ability that prevents them from placing this resource.
3. Players may construct any buildings for which they have the matching resources in the correct shape.
4. Once all players have placed their resources, constructed buildings, and activated any villager abilities, the round has ended.
5. Any villagers that occupy the same square as a resource cube must move to an adjacent empty square, if possible. Otherwise, they are placed on the player’s Lodge board.
6. Cleanup: Each villager on a player’s Lodge board must be placed in an empty square in the player’s town grid, if possible.
7. A new round begins. The Master Builder token passes to the player on the left.
Scoring and Game End
The game ends per normal Tiny Towns™ rules. Squares that contain villagers but no buildings are considered to be empty for the purpose of scoring. Town Hall rules work as normal when playing Tiny Towns: Villagers™. The Solo variant rules work as normal when playing Tiny Towns: Villagers™, but the Folly Tower card should be removed.
Villager Clarifications
Cooperate: In constructing a building, you may remove resources from any square on your board. The building must be constructed on 1 of these squares.
Cut Corners: You may not construct the building on the square in the layout of the missing resource.
Forage: This resource is not considered to be named by a Master Builder and therefore you may not trigger any abilities that refer to this. For this ability, you may place a resource in a square that has a villager but not a building. If the resource is still there at the end of the round, the villager must move as normal.
Innovate: In constructing a building, you do not have to use resources matching the colors on the Building card. However, the resources you use must be of different colors (no 2 resources of the same color) and must correspond to the shape of the building layout.
Renovate: If replacing a building with a villager working in it, that villager will remain working in the new building.
Scrap: If you scrap a resource, you cannot trigger any abilities referring to resources named by other players as Master Builder. If playing Town Hall, this ability allows players not to place the resource drawn by the Mayor. If playing the Solo Variant, this ability allows the player not to place any of the 3 cards revealed. The player should choose 1 of the cards and place it on the bottom of the draw pile.
Solicit: Only play with this card if playing with the Tiny Towns: Fortune™ expansion.
3: Fill your chest with .
Solicit
2: Construct a building using resources anywhere on your board.
Cooperate
Cut Corners
1: Construct any building with 1 fewer resource than needed.
1: Place a resource of your choice in your town.
Forage
2: Construct a building with any unique resources in the correct shape.
Innovate
3: Replace any building in your town with any other building type. Neither building can be .
Renovate
1: Do not place a resource named by another player.
Scrap
3: Fill your chest with .
Solicit
Tiny Tears
This mode is only for the most experienced Tiny Towns™ players seeking the ultimate challenge! In Tiny Tears, villagers do not grant abilities. Instead, they help you place resources on your board. Tiny Tears can be used in regular Master Builder play or with Town Hall or the Solo Variant.
setup
Give each player 3 villager meeples and a Lodge board, as normal. However, players should strategically place their villagers in any 3 different squares on their player board.
gameplay
When a resource is named, it must be placed in a square containing a villager on each player’s board. Building construction works as normal. Note: Resources named by other players may also be placed on buildings that allow such placement, such as Warehouse, Outhouse, and Blacksmith.
Once all players have placed resources in squares containing villagers, each player must remove any villagers in the same square as resources and place them on their Lodge board. After all players have had an opportunity to construct buildings, each player must place any villagers on their Lodge board in an empty square on their player board, if possible. A villager cannot occupy the same square as another villager. If there are not enough empty squares, the player may place the extra villagers on their Lodge board and try to place them at the end of the following round.
If a player does not want to place a resource in 1 of the squares containing a villager, they may instead choose to discard a villager to the box for the rest of the game and place the resource in any empty square. A player may not choose to do this if they only have 1 villager remaining.
When a player places a resource on their board due to any building ability (such as Warehouse or Northern Semaphore), they must place it in a square with a villager.

another villager If there are not enough empty squares the player may place the extra villagers on their Lodge board and try to place them at the end of the following round If a player does not want to place a resource in 1 of the squares containing a villager they may instead choose to discard a villager to the box for the rest of the game and place the resource in any empty square A player may not choose to do this if they only have 1 villager remaining When a player places a resource on their board due to any building ability such as Warehouse or Northern Semaphore they must place it in a square with a villager

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Building Clarifications
Adjacent always refers to up, down, left, and right, not diagonal. counts as a unique building type for Apothecary, Brewery, Cobbler, Grange, and Travelers' Center.
Grange
Multiple Granges can feed buildings adjacent to different building types.
Nectar Farm
If your town has an odd number of buildings, it is not possible to feed them with Nectar Farm.
Vegetable Patch
buildings adjacent to other buildings cannot be fed.
Folly Tower
Each constructed must be placed on top of your first , no matter the location of the building layout on your board. At game end, if you have the tallest Folly Tower in the game, you score 0. If players are tied for the tallest Folly Tower, they all score 0.
Hearth
You may not put a villager in a building that already has a villager working in it.
Outhouse
If a villager is working in Outhouse and a resource is placed on Outhouse, the villager does not move at the end of the round.
Monastery
Count the squares in between Monastery and the nearest fed orthogonally, not diagonally. Do not count the squares the Monastery or the fed are on.
Forge
Squares that contain villagers but no buildings are considered to be empty. If a is constructed using Forge and placed on a square with a villager, the villager must move at the end of the round because was not constructed using resources.
Citadel
Squares that contain villagers but no buildings are considered to be empty. If a building is constructed using Citadel and placed on a square with a villager, the villager must move at the end of the round because that building was not constructed using resources. It is possible to trigger 2 Citadels by constructing a building on a square between the 2 Citadels. It is also possible to construct the additional building triggered by the ability of Citadel adjacent to another Citadel, allowing a player to construct yet another additional building. Resolve any abilities or costs of buildings constructed adjacent to Citadel before resolving the ability of Citadel. You cannot construct an additional with Citadel.
Post Office
If a villager is placed in Post Office and resources are placed on Post Office, the villager does not move at the end of the round. A resource placed as a result of Post Office cannot be used with another Post Office since it is not a resource named by another player as Master Builder.
Brewery
A Brewery must be adjacent to at least 3 different building types to increase your Brewery score. A Brewery adjacent to another Brewery counts as a unique building type for both Breweries. Any Breweries beyond 4 that are adjacent to at least 3 unique building types do not increase your Brewery score.
Travelers’ Center
Squares that contain villagers but no buildings are considered to be empty. If a building is constructed using Travelers’ Center and placed on a square with a villager, the villager must move at the end of the round because that building was not constructed using resources.
Blacksmith
To use the resource on Blacksmith to construct a building, it must be correctly situated in the building layout as normal, and the constructed building, of course, cannot be placed on the same square as Blacksmith. If a villager is placed in Blacksmith and a resource is placed on Blacksmith, the villager does not move at the end of the round. You cannot construct a building using resources only on Blacksmiths. At least one resource must be in an empty square.
based on the number of in your town adjacent to at least 3 unique building types.
#1 2 3 4
3 7 12 18
Brewery
At game end, choose a building type (besides ). Feeds all buildings that are adjacent to that building type.
Grange
1. +1 for each square between and the nearest fed.
Monastery
Feeds all buildings in your town if you have an even number of buildings.
Nectar Farm
1. Holds 1 resource. When another player names a resource, you may place it on.
Outhouse
2. If is constructed with a villager working in it, construct any building (besides ) in an empty square in your town.
Travelers’ Center
When constructed, place 2 different resources on. When another player names either resource, you may instead place the other resource, gaining it from the supply.
Post Office
1 if there is no resource on. holds 1 resource. When a resource is named, you may place it on. You may use this resource in future building layouts.
Blacksmith
Feeds up to 6 buildings that are not adjacent to other buildings.
Vegetable Patch
1 per in your tower, unless you have the tallest tower. When constructed, if you already have a in your town, place the new on top of it. All in this tower are considered to be 1 building.
Folly Tower
When constructed, place 2 different resources on. When another player names either resource, you may construct a in any empty square in your town instead of placing the named resource.
Forge
When constructed, you may place a villager into any building in your town.
Hearth
Monument Clarifications
Clearfall Quarry
Squares that contain villagers but no buildings are considered to be empty for the purpose of scoring this card. Clearfall Quarry scores 5 only if it is adjacent to an empty square at game end, after all remaining resources are removed.
Halfmoon Library
You cannot construct new buildings through any means, including villager or building abilities.
Northern Semaphore
The resource must be placed in a square without a building or another resource. It may be placed in a square with a villager, but that villager must move at the end of the round if the resource is still there.
Once per round, when you construct a building, you may place a resource of your choice.
Northern Semaphore
5 if adjacent to an empty square.
Clearfall Quarry
5. After constructing, you may only construct building types you have at least 1 of in your town.
Halfmoon Library
1. Whenever you construct a building type adjacent to this that is not already adjacent to this, you may immediately construct another building of that type in any empty square in your town.
Citadel 4
Credits
Design
Peter McPherson
Josh Wood
Director of Projects
Nicolas Bongiu
Production
David Lepore
Developer
Josh Wood
Graphic Design
Brigette Indelicato
Rules
Andre Chautard
Editing
Andre Chautard
Peter McPherson
Josh Wood
Art
Gong Studios
Thank you to the playtesters:
Francisco Aguayo, Hideaki Asto, Ivan Coronado, Scot Eaton, Malcolm Eustis, Gerrod Garcia, Trish Gavin, John Goodenough, Dean Howard, Quentin Hudspeth, Michael Jaslrut, Jayson Jewett, Neil Kimball, Mark Minick, Indiana Nash, Vladimir Orellana, Rachel Reilly, Lucas Roby, Kevin Root, Kristen Root, James Salaway, Taylor Shuss, Thorin Tatge, Jay Vales
Thank you to Daniel Solis for the idea for Outhouse.
© 2020 Alderac Entertainment Group. Tiny Towns: Villagers and all related marks are ™ or ® and © where indicated Alderac Entertainment Group, Inc. 2505 Anthem Village Drive Suite E-521 Henderson, NV 89052 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

the playtesters Francisco Aguayo Hideaki Asto Ivan Coronado Scot Eaton Malcolm Eustis Gerrod Garcia Trish Gavin John Goodenough Dean Howard Quentin Hudspeth Michael Jaslrut Jayson Jewett Neil Kimball Mark Minick Indiana Nash Vladimir Orellana Rachel Reilly Lucas Roby Kevin Root Kristen Root James Salaway Taylor Shuss Thorin Tatge Jay Vales Thank you to Daniel Solis for the idea for Outhouse 2020 Alderac Entertainment Group Tiny Towns Villagers and all related marks are or and where indicated Alderac Entertainment Group Inc 2505 Anthem Village Drive Suite E 521 Henderson NV 89052 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

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