Game Objective: Build the Perfect 1950s Neighborhood!
Welcome, future architects! In **Welcome To: Your Perfect Home**, we are American architects in the 1950s, in the midst of the "Baby Boom" era. But the competition is fierce! Our goal is to be the best at fulfilling the **City Plans**, creating the most charming and valuable neighborhoods on the three streets assigned to us. Will your luxurious **parks** and elegant **pools** be enough to earn you the title of Best Architect? Prepare your pen, because in this game, everyone plays simultaneously with the same cards, combining house numbers and their effects to become the greatest architect of tomorrow!Preparation (Setup): Building Your City
Let's set up the table and prepare the ground for your architectural masterpiece!- Each player takes a **pen or pencil** (not provided) and a **player sheet**.
- Distribute the **Player Aids** to each participant.
- Shuffle the **City Plan cards** and randomly choose 3 from the basic set: one number 1, one number 2, and one number 3. Place them with the "Blueprint" side face up, visible to everyone. The remaining cards return to the box.
- Shuffle the **Construction cards**. Form 3 equal piles of 27 cards each, with the house number side face up. Place them in a column, leaving space to the right for discarded cards.
The Game Turn: Building Your Dream
The beauty of **Welcome To** is that everyone plays simultaneously! Here's how it works:- At the beginning of each turn, flip the top card of each of the 3 piles of **Construction cards** and place them to the right, with the effect visible. This creates **three combinations**, each composed of a **House Number** and an **Effect**.
- Each player individually chooses one of the three available combinations to perform an action on their sheet. Multiple players can choose the same combination.
- The player must write the **house number** of the chosen combination in an empty house on one of the three streets on their sheet.
- Numbers must be written in ascending order, from left to right.
- The same number can never appear twice on the same street (except with the "Bis" effect).
- You can leave empty houses between two built houses and fill them in later, as long as the ascending order is maintained.
- If a player cannot follow the placement rules, they do not fill in a house number and receive a **building permit refusal**. Mark the highest and lowest numbered space in the refusal column.
- The chosen combination also allows the player to perform an **effect**. The effect is optional and can only be performed if the player has not received a building permit refusal.
- After all players have built their houses and performed the effects, a new turn begins.
- If the construction piles become empty, shuffle them and redistribute them as in setup.
The Effects: Bringing Your Neighborhood to Life
The effects are the soul of your project. Choose wisely!- Landscaper: Allows you to build a **park**. Mark one of the trees at the end of the street where the house was built. Parks must be marked from left to right, in ascending order.
- Surveyor: Allows you to build a **fence** between two houses on the same street. Choose an available space with white dots and draw a line. Fences delimit **housing developments**. A complete development is a sequence of 1 to 6 neighboring houses, all numbered (no blank spaces between them) and built between two fences. Complete developments are essential for fulfilling the **City Plans**.
- Real Estate Agent: Increases the value of complete **housing developments**. Mark the highest and lowest numbered space in the Real Estate Agent column corresponding to the size of the development. At the end of the game, each complete development (of size 2, 3, 4, etc.) scores according to the lowest unmarked number in its column.
- Pool Builder: Allows you to score by building houses that already have a **pool** planned. If you write the house number associated with this effect in a house with a pool, the pool is built. Mark the highest and lowest numbered space in the pool column.
- Temp Agency: Allows you to add or subtract 1 or 2 from the house number you are building, allowing numbers from 0 to 17. For each use, mark a box in the Temp Agency column. At the end of the game, whoever marked the most boxes wins 7 points, second place 4, and third place 1.
- "Bis": Allows you to duplicate a house number on any street. The new house must be adjacent (left or right) to the house with the same number. Duplicated houses cannot be separated by fences. Write "bis" next to the number on the new house. Mark the highest and lowest numbered space in the "Bis" column. At the end of the game, subtract the lowest unmarked number from your final score.
End of Game and Scoring: The Grand Opening!
The game ends immediately when one of the following conditions is met:- A player marks their third **building permit refusal**.
- A player completes all three **City Plans**.
- A player has built all the houses on their streets.
- **City Plans**: The first player to meet the conditions of a City Plan scores the highest score ("Blueprint"), flipping the card to the "Approved" side. Other players who complete it later score the lower score. A development used for a City Plan cannot be subdivided or used for another plan.
- **Parks** on each street.
- **Pools**.
- **Temp Agencies**.
- Complete **housing developments**.
Tips for Winning: Building with Strategy
Want to be the most renowned architect in the city? Keep an eye on these tips:- Plan Your Developments in Advance: **Housing developments** are key to many points, especially for **City Plans**. Think about what sizes of developments you need and use the **Surveyor** to create fences in the right places. Remember that a development that has already fulfilled a City Plan cannot be subdivided!
- Keep an Eye on the City Plans: Being the first to fulfill a **City Plan** guarantees the highest score. Monitor your opponents' progress and prioritize the plans you are closest to completing. Sometimes, it's worth focusing on a specific plan to secure those extra points.
- Manage Your Permit Refusals: Each **building permit refusal** subtracts points at the end of the game. Try to avoid them as much as possible, but don't be afraid to accept one if it means securing a crucial move that will give you many more points in another area. Always weigh the cost-benefit!
In English
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Basic & Advanced Rules (6 Minutes)
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