Santa Monica - General game info
Santa Monica
2-4 players, 35-40 minutes, 14 years and older
AuthorJosh Wood
IllustratorsJeremy Nguyen
Josh Wood
Published bySkellig Games
Alderac Entertainment Group
Online since 2023-02-18
Developed byAdrian Kügel (ak15)
Boardgamegeek298065
Yucata.de owns a license for the online version of this game. A big "thank you" to the copyright owners (publisher and/or author and illustrator) who make it possible to have this game for free online here!
Note: This online implementation uses slightly changed rules!
Santa Monica - Rules
If you are reading these rules for the first time, ignore the text along the right hand side. These rules serve as a summary to help you quickly familiarize yourself with the game.

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Santa Monica

In Santa Monica, you are trying to create the most appealing oceanfront in Southern California. You can choose to create a calm, quiet beach focusing on nature, a bustling beach full of tourists, or something in between to appeal to the locals. Each turn, you will draft a feature card from the display to build up either your top-row beach or your bottom-row street. These feature cards will work together with chains and adjacencies to gain you victory points (). The player with the most points at the end of the game wins.

Game Components
78
Feature Cards

These represent the beach and street locations that may be built in the game.

4
Reference Cards

Cards given to each player to remind them of rules.

6
Starting Feature Tiles

Each player will start with one of these tiles in their city. They are as large as two feature cards on top of each other.

4
Sand Dollar Tiles

These double-sided tiles feature different actions that players may pay sand dollars to use during the game.

3
Scoring Objective Tiles

These tiles list different scoring objectives for each game.

30
Locals

These blue tokens represent the local residents of your city.

30
Tourists

These orange tokens represent the visitors that come to Santa Monica.

8
VIPs

These green tokens represent Very Important Persons who want to visit certain types of locations. Each player receives one or two at the beginning of the game, as noted on their Starting Feature Tile.

28
Footprint Tokens

These cardboard tokens are used to mark the places that your VIP has visited.

25
Sand Dollars

These wooden tokens are earned throughout the game and can be spent to carry out the actions on the Sand Dollar Tiles.

4
Sand Dollar Multipliers

These cardboard tokens can be used if the Sand Dollar supply is running low.

1
Food Truck Token

This token moves beneath the display and provides bonuses for choosing cards.

1
Foodie Token

This token moves beneath the display and provides bonuses for choosing cards.

1
Start Player Token

This cardboard token is a reminder of which player started the game. It stays with that player.

1
Scorepad

This is used at the end of the game to help total each player’s points and determine the winner.

1
Rulebook
Setup

Shuffle the Feature Cards to form a face-down deck, and deal out 2 rows of 4 cards each face-up. These back and front rows form the display of feature cards that are available to take during the game. Place the remaining deck above the back row of the display.

Randomly select and place 2 of the Sand Dollar Tiles to the left of the display. These will be the 2 Sand Dollar Actions available in this game.

Randomly select 1 of the 3 Scoring Objective Tiles and place it face-up to the right of the display. For your first game, we recommend using the blue scoring objective card.

Place the Locals, Tourists, Sand Dollars, Sand Dollar Multipliers, and Footprint Tokens in piles somewhere near the display so that all players can reach them.

The player who has most recently visited a beach becomes the Starting Player. Give them the Start Player Token.

The Yucata implementation determines the startplayer randomly.

Randomly draw Starting Feature Tiles equal to the number of players and place them on the table. In reverse player order (beginning with the last player in the turn order and moving counter-clockwise), each player chooses a starting feature tile.

Give each player their starting feature tile’s Placement Bonuses, and a Reference Card if they would like one.

The last player in the turn order places the Food Truck Token under any of the 4 display columns of their choice. The Foodie Token begins 2 spaces (cards) away.

The starting player can now begin the game.

Game Overview

Players’ turns will consist of choosing and placing new feature cards for their city, then taking placement actions to gain sand dollars, attract new visitors, and move people around their city. All players will begin the game with 3 common scoring goals, and a starting tile with 1 or 2 VIPs. The VIPs offer each player a unique scoring objective, and as you move them around the city, they will drop footprint tokens that will grant points at the end of the game. In addition, individual feature cards that are selected by players will expand the range of possibilities for scoring with activity rings for people to move to, points for adjacent and chained location symbols, and more.

Turn Order

Play begins with the starting player, and moves clockwise around the table. The game will continue until one player has placed 14 feature cards in their city, which triggers the final round. On each player’s turn, they will take actions in the following order:

  1. Select and Place Feature Cards
  2. Take Placement Actions
  3. Refresh the Display

1. Select and Place Feature Cards

Select 1 (or 2 when using a certain sand dollar action) feature cards and place them in your city.

To begin your turn, you will either select one feature card from the display or use a sand dollar action to acquire cards in a different way. However you acquired the cards, you will place them in your city.

A1. Select a Feature Card From the Display

The display has a front row and a back row. You must select one card from the front row and place it in your city. The back row shows which card will slide down and be added to the front row when you refresh the display, but is not otherwise selectable. Selecting a feature card may enable you to claim rewards from the foodie or the food truck. An explanation of these rewards is here.

Or A2. Use a Sand Dollar Actionn

If you have Sand Dollars that you have gained on previous turns, you may spend these to use a Sand Dollar Action. This is done instead of normal selection, and may only be done once per turn. To activate a sand dollar tile, (1) pay the sand dollar cost indicated on the tile, then (2) follow the action that is written on the tile. If you use a sand dollar action to take a card that the foodie or food truck is on, you do not gain their bonuses and they will not move. A detailed explanation of the sand dollar actions is here.

If the Sand Dollar Action allows you to move or remove people, this is done in the phase "Take Placement Actions".

When placing feature cards, put beach cards into the top row and street cards into the bottom row. Every feature card must be placed with one of its sides aligned to another feature card or with your starting feature tile.

B. Place the Feature card(s) into your City

There are two types of feature cards:

beach cards which have the ocean at the top, and street cards, which have a wooden boardwalk and a street at the bottom.

When placing the feature cards in your city, 2 rules apply:

  1. Beach cards must be placed in the top row of your city, and street cards must be placed in the bottom row.
  2. Every feature card must be placed with one of its sides aligned to another feature card or with your starting feature tile. Feature cards placed diagonally are not adjacent to each other, and feature cards cannot be placed on top of other feature cards.

Some sand dollar actions will let you select and place 2 feature cards. As long as the 2 placement rules are obeyed, the cards can be placed in any order.

Some other sand dollar actions give you the option to swap the location of 2 of your feature cards. This must be done after placing the feature cards you selected this turn, and must obey the 2 placement rules. If there are any people or footprints on a feature card that is swapped, they are moved with the feature card.

Feature Card Breakdown

Each feature card is either a Beach Card or a Street Card, indicated by the art and the placement of the icons.

1

Placement Actions

These actions are taken after you place the card, such as gaining sand dollars and people tokens, or moving previously placed people.

2

Scoring Opportunities

These icons indicate how each card scores at the end of the game. Though there are several types of scoring opportunities (which are covered in detail here), there are two types that are referenced on most of the cards:

Adjacencies grant points for location tags that are on the feature cards that are adjacent to the feature card. These score only once, even if there are multiple adjacent cards that fit the criteria.

Chains grant points for groups of same location tags that this card is part of. Chains only score if the minimum number of location tags is met in a single group. Some chains score a set number of points, and some chains score per location tag, allowing you to score more points if you exceed the minimum number of needed tags.

3

Location Tags

These icons indicate the card’s type, and are e.g. used for gaining points from your VIP and scoring at the end of the game (depending on the Scoring Objective Tile). A location tag can appear on a card more than once, and it counts as many times for chains. The location tags on starting feature tiles only count for the lower part of the card. The types of locations are:

Local Spots: These are the places where locals live or the places they like to gather. Sure, tourists are allowed in these areas—that is, if they know about them.


Tourist Spots: Locations where tourists like to gather. These sometimes represent the areas and restaurants that are recommended by all the travel books, while others represent the tourist traps that no local would ever go to.


Businesses: Locations where your visitors spend their money on trinkets, equipment, or food. You know, a business.


Sports: Locations where your visitors can work out, surf, or play sports. Sometimes this tag also represents places where people can buy sporting goods .


Nature: Locations that show off the natural beauty of your city or that simply have beautiful plants or palm trees near them.


Waves: These are the locations that are good for swimming, surfing, or just admiring the ocean view. These places get some killer waves that surfers get stoked about.

4

Activity Rings

To score the indicated points, you must fill the activity ring on the card with the right combination of people by the end of the game. The symbol shows the type and exact number of people a ring can hold. Any people not in activity rings are considered to be unplaced.

5

Footprint Scoring

Each starting feature tile has a unique way to score points for footprint tokens placed during the game. When your VIP visits a location with the desired attribute(s), you will place a footprint token on that card. At the end of the game, each feature card with a footprint token on it can be scored accordingly.

2. Take Placement Actions

The placement action on your feature card may show symbols that will either add people to your city, give you sand dollars, or allow you to move people that you placed on previous turns. Not every card will have a placement action, but many of them do.

If you have bought a sand dollar action, you may get (depending on the action) additional actions which you can perform in this phase. The placement action "Gaining Tokens" is always performed first, additional actions can be performed in any order.

Gaining Tokens

This symbol tells you to take a certain number of sand dollars from the supply. The number next to the symbol tells you how many sand dollars you can take. The sand dollars may be placed anywhere in front of you, but they are not actually part of your city; they are currency that you may spend on future turns to take sand dollar actions or possibly turn into points at the end of the game.

Symbols like this will show you which type of person and (as specified by the number next to it) how many people must be added to the card. This is not optional.

Moving People

This symbol will show you a color, a number, and a movement number, indicating how many people can be moved and how far. This is an optional action. In this example, you would be able to move up to 4 different tourists up to two spaces each. These people can be moved independently; they do not need to start or end on the same card. You cannot move the same person twice.

The multi-colored symbol is a wild, and allows you to move any person in your city: local, tourist, or even a VIP. It cannot, however, be used to move the foodie. In this example you can move any two persons up to two spaces each. You can also choose two different kind of persons.

When moving people, you can only move them up, down, left, or right— diagonal movement is not allowed. Each card counts as one space, and the starting feature tiles count as two (one beach space and one street space). People cannot be moved onto empty spaces; they can only move onto placed feature cards. Activity rings are not a separate space on the card; if a person is on the card, it can be added to or removed from the activity ring at any time.

VIPs and Footprints

If you moved a VIP, you may be able to add a footprint token to your city. Check your starting feature tile to see which location attributes your VIP is trying to get to. If you moved to or through a feature card with one of those attributes, place a footprint token on the card. Note that a footprint token will score for each matching attribute on the feature card, but there can only be one footprint token per card, even if the VIPs visit multiple times.

The Foodie and the Food Truck

There is another way that you can gain and move pieces on your turn. Underneath the display, there are two wooden tokens: a Food Truck and a Foodie. If you made a regular feature card selection, and you chose the card above one of these tokens, you will get an additional reward. If you used a sand dollar action, you do not get the reward.

The rewards are as follows:

Food Truck: The food truck increases the value of a feature. Take one sand dollar from the supply.

Foodie: The foodie allows you to move any one person (local, tourist, or VIP) by one space.

Foodie and Food Truck: When the foodie catches up with the food truck, and you chose the card above these two tokens, it is a happy day. You may take one sand dollar and move one person, or you may choose to double either action, taking two sand dollars or moving up to 2 people by one space each or 1 person twice.

When you gain a reward from the foodie or food truck, the token will move one space to the right. If you’re at the edge of the display, the movement wraps around, and you place the token under the leftmost display card. If the feature card you selected was directly above both the foodie and the food truck, instead of moving each token one space to the right, only move the food truck two spaces to the right.

3. Refresh the Display

If the front row has any empty spaces, fill those spaces in with the back row card immediately above it. Then, deal new cards from the feature deck into any blank spaces, starting with the front row cards. The next player may now take their turn.

End of the Game

The game ends at the end of the round in which a player has placed their 14th feature card (not counting the starting feature tile).

Now, each tourist and VIP can be moved 1 space, each local up to 3 spaces.

When one player has placed their 14th feature card, starting feature tile not included, it triggers the end of the game. Continue the round until the last player in turn order has finished their turn, at which point the game will end.

Players will then take the “final movement” on all of their people. Each tourist and VIP will be able to move 1 space, and each local will be able to move up to 3 spaces. When all players are done moving their people, players will score their cities and determine the winner.

Scoring the Cards

There are two scoring types that reference location tags and other icons on your cards, and one that lets you score on unspent sand dollars.

Adjacency

The adjacency symbol shows two things, a point value and a pictured location tag. If there are one or more cards with this tag next to this card, you gain the number of points listed. Tags on the same card as the adjacency do not count.

In this example, you would gain 2 points if it was adjacent to at least one card with a tourist spot location tag. Adjacencies do not stack. Even if two adjacent cards have the pictured tag, you still only score the points once.

Adjacencies are not limited to location tags. Some adjacencies reference other attributes, such as a sand dollar or a person.

For all of these, the scoring trigger is the symbol on the adjacent card from the placement actions, and not the physical pieces that can move around.

Chain

Like adjacencies, a chain symbol pictures a location tag inside a box with a number, and how many points it is worth. If this card is in a chain of tags that meets or exceeds the number on the left, you get the points.

Chains do not need to be in a straight line. They can weave around your city, as long as each card in the chain is adjacent to at least one other card with the tag.

Sometimes, the chains will have a continuous scoring condition. When this happens, you will gain the number of points per tag in the chain.

In the example above, you would need this card to be in a chain of at least five nature tags to score, and you would gain 1 point per nature tag, for 5 points. If you had a chain of seven nature tags, it would be worth 7 points. If you had four nature tags, you would not fulfill the minimum chain requirement, and would score 0 points.

Unspent Sand Dollars

Cards that have this symbol will give you points for groups of unspent sand dollars at the end of the game.

In this example, you would gain 1 point for every 2 remaining sand dollars. These abilities stack; you can count your remaining sand dollars for each card that has this ability. So, for example, if you had four sand dollars, one card with 2:1, and one card with 1:1, then you would get 2 points from the 2:1 and 4 points from the 1:1, totaling 6 points.

Miscellaneous

Santa Monica is a colorful, lively place, and some of the feature cards do not easily fit into boxes. Please reference the Symbol Explanations section for anything not covered in the main scoring types.

Scoring the activity Rings

Each ring symbol will picture a number of people and victory points. If, at the end of the game, the ring contains exactly the pictured number of people, it will score the points. The ring may only hold the pictured number of people, and no more.

In this example, 1 tourist in the ring will score 3 points. If the icon is multi-colored, then the ring can be filled by a local, tourist, or VIP.

Two cards in the game feature the “Any Number of People” symbol.

For this card, you must have at least 1 person to score, and it will get you 3 points. After that, you may place as many people as you like in this ring. However, it still only scores 3 points.

The implementation does not distinguish in the display which persons are located inside or outside an activity ring. You will have to count yourself, how many of the persons on the card fit into the ring and which ones don't, and count therefore as unplaced. However the activity ring has a checkmark if there are enough persons on the card to fill the activity ring.

Scoring the Footprints

Your starting tile will allow you to score on your footprint tokens. For each card with a footprint token, count up the number of matching attributes on that card. You will get points for each attribute.

Scoring the Objectives

The objective card is chosen during setup, so you will know the objectives for the whole game. Each objective card will list 3 things:

  1. A wave bonus
  2. A miscellaneous bonus
  3. A penalty for people that end the game outside of a ring

These are detailed in the Scoring Objective Tiles section.

Tally Your Scores

Go around the table tallying up each line on the scorepad. Then add each player’s score together. The player with the most victory points is the winner. In the event of a tie, the tied player with the most leftover sand dollars is the winner. If the players are still tied, the player with the longest chain of tags is the winner. If players are still tied, the next player to write “I WIN” into sand is the winner.

Yucata does not use the rule that as last tie-breaker the player wins who can first write “I WIN” into sand. In such a case, the tied players share the corresponding place in the ranking list.
Action and Ability Guide

Symbol Explanations

Move
Chain
Adjacent
Sand dollar
Victory point
Local
Tourist
VIP
Any Type
Any number any type
Abilities that show connected adjacency tags mean that the card must be adjacent to 2 or more of that tag. Otherwise, it scores 0 points.
This card must be adjacent to all four attributes in order to score. 0 points are gained for one to three attributes.
When adjacency tags are printed side-by-side, it means you can score for either or both. This card will let you score 2 points for a nature adjacency and/or 2 points for a tourist spot adjacency.
This scoring opportunity is an either/or. Gain 3 points if this is adjacent to only one wave tag. Gain 5 points if it is adjacent to two or more.
If this card is adjacent to any card with a scoring ring, whether it is filled or not, you gain points.
If this card is NOT adjacent to a card with a scoring ring, you gain points.
To score, this card must be adjacent to a card that gives a sand dollar through its placement actions.
This card gives negative points if it is adjacent to a feature card on any of its three sides that gives people through its placement actions.
Gain 1 point for every two Tourist spot location tags anywhere in your city.
You may move 3 people of any type(s) directly onto this space, regardless of distance.
This card signals the end of your beach, and must be the leftmost beach card. When this feature card is placed, this is considered a third placement rule for the rest of the game. Therefore, this card may never be swapped with another feature card.

Sand Dollar Actions

To use this action you must pay 4 sand dollars to the supply. Take 2 feature cards from the front row and place them into your city. You may also move up to 1 person of any type 1 space.
To use this action you must pay 4 sand dollars to the supply. Take 1 feature card from the front row and the feature card behind it and place them both into your city. You may also move 1 person of any type 1 space.
To use this action you must pay 2 sand dollars to the supply. Take a feature card from anywhere in the display as long as it has a Local Spot or Tourist Spot Tag. You then may move up to 2 people of any type 1 space each.
To use this action you must pay 2 sand dollars to the supply. Take a feature card from anywhere in the display as long as it contains a Business, Nature, or Sports tag. You may then move up to 2 people of any type 1 space each.
To use this action you must pay 3 sand dollars to the supply. Take a feature card from the back row of the display. You may then move up to 4 people of any type 1 space each.
To use this action you must pay 2 sand dollars to the supply. Take a feature card from the front row of the display. Then you may swap any 2 feature cards in your city. You may then move up to 2 people of any type 1 space each.
To use this action you must pay 2 sand dollars to the supply. Take a feature card from the front of the display, then swap 2 feature cards in your city, then finally you may return up to 2 people in your city back to the supply.
To use this action you must pay 1 sand dollar to the supply. Take a feature card from the front row of the display. Then you may move up to 3 tourists 1 space each.

Scoring Objective Tiles

2 per in your longest chain

Find your longest group of tags. You will gain 2 points per in it. A chain is a contiguous group of 1 or more . If you have 2 chains of equal size, you only score one of them.


2 per tag in your largest

Find your longest chain of non-wave location tags, and gain 2 points per tag. If you have 2 or more that are tied for longest chain, only count one of them. A chain is any group of contiguous tags of the same type.

You do not need to have a card with the for it to count.

The player with the most unplaced gets -4 , 2nd -2

Unplaced people are people that end the game outside of a ring. Have players compare who had the most unplaced people. That player will lose 4 If two or more players are tied for most unplaced people, all of those players lose 4 and there is no 2nd place.

If you have no unplaced people, you also don't lose any

3 for each separate chain

For this objective, you want to spread your waves out as far as possible, placing other feature cards between them. A chain is a contiguous group of 1 or more .


3 for each of your chains of 3 cards or more tags of the same type

Any time you have three or more of a single non-wave location tag in a chain, gain 3 points. If you have six or more location tags chained together, it still only counts as one chain. Just like the waves, spread out your tags for maximum scoring.

You do not need to have a card with the for it to count.

-1 per card with unplaced

Any card that contains one or more people outside of a ring scores -1 point. It doesn’t matter how many people are on the card, so try to group your unplaced people together.

Score each chain of 1 | 3 | 6 | 10

A chain is a contiguous group of 1 or more . Count up the number of in the chain, and get the corresponding . Each wave chain with 1 wave scores 1 point. Each wave chain with 2 waves scores 3 points. Each wave chain with 3 waves scores 6 points. Each wave chain with 4 or more waves scores 10 points.


1 for each set of street and ocean cards in your largest chain

Look in your city for columns that have an ocean card directly above a street card. This includes your starting feature tile. Count your largest unbroken chain of pairs of ocean/street cards and get 1 point for each pair.


1 for each activity ring you fill. -1 for every 2 unplaced

A filled activity ring is one that has the exact number of people as what is pictured for the scoring requirement. Gain 1 point per ring that you filled. Total up the number of unplaced people anywhere in your city, and for every 2 people, lose 1 point. People who are placed in an activity ring but do not “fill” the ring are not considered unplaced. The 2 “all people” rings are considered filled as long as there is 1 person inside.

Starting Feature Tiles

Placement Bonus: Place a VIP on the lower part of this starting feature tile. Take a sand dollar. Place a Footprint Token on the lower part of this starting feature tile.

Footprint Scoring: Each Location Tag "Tourist Spot" and "Local Spot" on a card visited by the VIP (i.e. a card with a Footprint Token) scores 1 point.

Placement Bonus: Place a VIP on the lower part of this starting feature tile.

Footprint Scoring: Each beach visited by the VIP (i.e. beach cards with Footprint Token) scores 1 point. The upper part of the starting feature tile can be scored as well, if the VIP is moved to this part of the starting feature tile.

Placement Bonus: Place two VIPs on the lower part of this starting feature tile.

Footprint Scoring: Each Location Tag "Sport" and "Nature" on a card visited by a VIP (i.e. a card with a Footprint Token) scores 1 point.

Placement Bonus: Place a VIP and two tourists on the lower part of this starting feature tile.

Footprint Scoring: Each Location Tag "Business" and "Tourist Spot" on a street card visited by the VIP (i.e. a street card with a Footprint Token) scores 1 point.

Placement Bonus: Place a VIP on the lower part of this starting feature tile. Take a sand dollar. Place a Footprint Token on the lower part of this starting feature tile.

Footprint Scoring: Each Location Tag "Business" and "Local Spot" on a street card visited by the VIP (i.e. a street card with a Footprint Token) scores 1 point.

Placement Bonus: Place two VIPs on the lower part of this starting feature tile.

Footprint Scoring: Each Location Tag "Wave" and "Sports" on a card visited by a VIP (i.e. a card with a Footprint Token) scores 1 point.

Player info

The player info shows in the upper right corner the points you would get if the game ends in this moment. The numbers inside brackets are the points for the 3 scoring objectives determined by the scoring objective tile, in the order Wave bonus / miscellaneous bonus / Penalty for people outside of a ring.

Directly below the points you can see the number of sand dollars which the player currently owns, and the number of feature cards they have played into their city. If a player has played 14 or more cards, this number is shown in red to indicate the coming end of the game.

In the lower left corner of the player info you can see how many persons the player has standing somewhere on feature cards in their city. Next to it, you can see how many of those persons are currently outside of a ring. Note that this is a temporary number that usually changes a lot with the movements directly before the end of the game, because it happens regularly that only with these last movements, persons are moved to activity rings.

If a player is awarded movement steps, the number of persons and the number of persons outside of a ring will be replaced by the still remaining movement steps.

You can click on the arrow in the player info to look at the city of this player. Initially when loading the window, it will automatically show the city of the active player. You can see which city is currently selected by checking which arrow is clearly visible (not faded).

Common display

The common display is to the right of the player infos and shows the feature cards which are currently available.

Each card has a magnifying glass symbol. If you click on that symbol, you can see a magnified version of the card in a popup, so that you can better see the details on the card.

Below the lower row of available feature cards you see the Food truck and the Foodie. The Food truck is always below the right side of the card to which it is currently assigned. The Foodie is always below the left side of the card to which it is currently assigned.

Available sand dollar actions

To the right of the common display you can see the two sand dollar actions which are available in this game. Note that the text on these tiles is in german!

A click on the question mark opens a popup with an extract of the rules for these sand dollar actions. This explains in english what the action allows you to do.

Scoring objective tile

To the right of the available sand dollar actions you can see which scoring objective tile is used for this game. Note that the text on this tile is in german!

A click on the question mark opens a popup with an extract of the rules for this scoring objective tile. This explains in english what the three different scoring objectives are.

Reference Card

To the right of the scoring objective tile you see a reference card that contains explanations of the symbols which are used e.g. on the feature cards. Note that the text on this card is in german!

A click on the question mark opens a popup with an extract of the rules that explains in english these symbols and additional symbols for which there was no space on the reference card. You can also get the explanation for the only two feature cards here that contain german text.

City display

In the lower half of the window you can see the cards that a player has played into their city. Only the city of one player is displayed at a time, it is the one of the player who has a clearly visible (not faded) arrow in their player info.

On the right and on the left there are small arrows which you can use to scroll the city display to the left or to the right.

Persons on cards are displayed in a way to save space. They are shown within a stripe with a background of the same kind as the one on the bottom of street cards. The number on the left side of a certain person kind shows how many persons of this kind are on the card. Note! This display does not distinguish between persons inside of an activity ring and outside of an activity ring. The game logic determines automatically, how many and which persons on the card can be assigned to the activity ring. If the requirements of the activity ring are fulfilled, a checkmark is displayed next to the ring.

If the scoring conditions of a card are met, the points you will score with this card are displayed in a corner of the card. However this score does not include the points from activity rings. These points are already shown separately on the card. If you will score these points, there is a checkmark next to it.

Whenever you have to play a feature card into your city, there will be arrows on cards next to possible empty spots for the card. The direction of the arrow indicates that the new card can be placed directly next to that card in that direction. If you click an arrow, the new card will be placed there. With this selection mechanism you can also choose an empty spot which is not in the current view, so you may not have to scroll to the right or to the left.

Moving persons

VIPs are special: each one of their steps matter, because they can place footprint tokens on a card even if they only pass through it. Therefore when you move a VIP, you can click on arrows to select in which direction the VIP should do their next step. One exception to this is the movement that you get as a placement bonus of the card "The Turf". If you use one of these movements for a VIP, they will be moved directly to the card "The Turf", and no path to this card is determined. This is according to a clarification of the author.

For all other persons, all destinations that can be reached with the number of available steps will be highlighted, and you select the destination where the person should end their movement.

Movements at the end of the game (each Local up to 3 steps, all other persons 1 step) can be performed automatically. The game logic first optimizes the number of points that you score through activity rings. If there are several possibilities for this, it also minimizes the number of persons which cannot be assigned to an activity ring. At the end of the automatic movement action there are only movements of persons remaining which cannot be moved to an activity ring that still has room for additional persons of this kind. If you are playing with the green scoring objective tile, it might be benefitial to group these people on cards in order to minimize the number of cards with unplaced persons. This optimization is not done automatically. In other cases you can just skip the remaining movements by clicking the "Pass" button.

There are special cases where this kind of optimization may not maximize your final score. For example it could be better to move the VIP to a card in order to place a footprint token instead of moving them to an activity ring. Or maybe it is better to optimize first the number of unplaced persons before optimizing for the maximum score from activity rings. In such cases you can also move some persons yourself and let the automatic movement only handle the remaining movements.

Final score

The gamelog shows how your final score is calculated. It starts with the 3 scoring objectives from the scoring objective tile, followed by the points scored from the cards in your city in the order beach from left to right, then street from left to right. If you hover over the score from a card, the corresponding card will be highlighted, provided it is currently visible.

 
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