Regels

Regels - Skyline
Skyline

The city is yours to build.

2–4 · 15 min · 10+

Dice and buildings

PenthouseXXXGGH
Middle floorDDDEEF
Ground floorAAABBC
A
DA
Low-rise1–2 floors
GB
GEB
GEEB
Mid-rise2–4 floors
HFC
HFFC
HFFFC
HFFFFC
High-rise3–6 floors

Your turn

Take any three dice from the yard or all dice from the abandoned district. Roll them all. Use at least one die before rerolling any nonempty selection of the remaining dice. Or end your turn and return unused dice to the yard.

Three actions

Build: start with a ground floor or extend an unfinished building in the same colour. Abandon: move chosen dice to the district. Demolish: spend one die to remove one of your buildings, even a completed one.

Building heights

Purple: 1 or 2 floors; an upper floor completes it. Blue: 2–4 floors including a penthouse. Orange: 3–6 floors including a penthouse. Completed buildings cannot grow further.

End and scoring

Finish round nine, or the round in which a six-floor building is completed. All Nine Rounds always lasts nine rounds. Only completed buildings score; a lone purple ground floor scores 1, other unfinished buildings score 0. Ties go to more completed buildings.

1 / 2 / 3 / 4 / 5 / 6 floors → 1 / 4 / 9 / 16 / 25 / 36 points

Aim

Build the highest-scoring skyline. Completed buildings score the square of their height. The player with most points wins; ties go to the player with more completed buildings. Equal scores and building counts remain tied.

Setup

For 2–4 players. Choose a start player and play clockwise. The start player receives a high-rise ground floor, the second player a mid-rise ground floor, the third a low-rise ground floor. The fourth player receives nothing. Put one die of each type in the abandoned district. Begin round 1.

PenthouseXXXGGH
Upper floorDDDEEF
Ground floorAAABBC

Your turn

  1. Take dice. Choose any three dice from the construction yard, or take every die in the abandoned district. If you take the district, immediately refill it with one die of each type.
  2. Roll. Roll all the dice you took.
  3. Resolve at least one die. Build with it, abandon it or use it to demolish a building. You may resolve more dice before continuing.
  4. Continue or stop. Reroll any nonempty selection of your remaining dice, then resolve at least one die again. Or end your turn and return all remaining dice to the construction yard. With no dice left, end your turn.

Three actions

Build

Start a new building with a ground floor, or add a matching upper floor or penthouse to an unfinished building. Dice must match the building’s colour and can only be added on top.

Abandon

Move one or more chosen dice to the abandoned district. They become available to later players.

Demolish

Return one chosen active die and one of your buildings to the construction yard. You may demolish an entire unfinished dice column or a completed building.

Building heights

A low-rise is complete when an upper floor is added. Mid-rises and high-rises require a penthouse. Replace a completed column with a building tile of the same height and return its dice to the yard. Completed buildings cannot be extended. There is no limit to the number of buildings in your skyline.

Low-rise

A
1
DA
4

Mid-rise

GB
4
GEB
9
GEEB
16

High-rise

HFC
9
HFFC
16
HFFFC
25
HFFFFC
36

End of the game

Every round gives each player exactly one turn, always beginning with the same start player. The standard game ends after round nine, or at the end of the round in which a six-floor high-rise is completed, whichever comes first. Finish that entire round. With the invitation option “Play all nine rounds”, a six-floor building does not end the game early.

Final scoring

Replace unfinished low-rise ground floors with height-one tiles. Discard all other unfinished buildings. Add your completed tiles’ points. One to six floors score 1, 4, 9, 16, 25, 36 points respectively. More completed buildings break a points tie.

Ready to play?