Rio Grande Games Board Games 5th Avenue User Guide

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Wilko Manz  
It is New York in the 1930’s. The building boom has reached its zenith.  
Above all, the skyscrapers on the famous Fifth Avenue  
tower over the city. But who will find the best building plots?  
Where are the fanciest boutiques and the choicest galleries?  
Who has the most sought jeweler in his neighborhood?  
In the end, victory points (VP) will decide the winner!  
OVERVIEW  
OVERVIEW  
Each player tries to earn the most victory points (VP).To earn victory points is  
not as simple as building the most skyscrapers. Rather, players score victory  
points by building skyscrapers in prestigious locations: those with many different  
businesses nearby.Thus, players will compete to build as many skyscrapers as  
possible in the best locations.This is the key to victory!  
the players try to score  
the most victory points  
by placing businesses  
and building skyscrapers  
The players are offered four options for each turn, including, for example, placing  
a business or scoring a district.They may also choose to take the very important  
bidding cards. Only players who have the right bidding cards will succeed in the  
auctions when they come. It is only during the auctions that players have the  
possibility to build skyscrapers - and without skyscrapers, there can be no victory.  
the players have four  
options for each turn  
the bidding cards are critical  
in the auctions and the  
building of skyscrapers  
The game requires careful planning, sharp tactics, timely cooperation with your  
opponents, and wise placement of skyscrapers to find success on Fifth Avenue!  
the player with the most  
victory points is the winner  
In the end, the player with the most victory points will be the winner!  
CONTENTS  
1 game board  
(showing Midtown Manhattan, with City Hall,  
7 districts, Central Park, a business supply  
row, and a scoring track)  
60 colored bidding cards (5 of 4, 4 of 5, and 3 of 6 in each of 5 colors)  
50 black bidding cards  
72 skyscrapers  
36 business tiles  
(20 of 4, 16 of 5, and 14 of 6)  
(18 of each player color)  
(9 each of boutique, jeweler, gallery, and  
perfume shop)  
4 summary cards  
2 commissioners  
(one per player)  
(to mark current districts)  
6 commissioner markers (to mark visited districts)  
2 building stop tiles (to mark the closed districts)  
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PREPARATION  
PREPARATION  
Place the game board in the middle of the table. It shows 7 districts, each divided  
into 5 different colored building plots. On the left is City Hall (the starting space  
for the commissioners with 4 white and 4 beige colored spots). On the right is  
Central Park (the ending space for the commissioners).The scoring track runs  
around the board.  
open up the game board  
Note: on the back side of the game board, the map shows 6 building plots in each district.  
This allows another way for players to play the game (see special rules for this at the end  
of these rules).  
Shuffle the business tiles face down, draw them one at a time, and randomly  
place one face up on one building plot in each district.When placing these  
business tiles, make certain at least one is placed on each plot color and none are  
placed so that more than two plots of a color are used.  
place 1 business tile per  
district and 20 on the  
business supply row  
Next, draw another 20 businesses, one at a time, and place them face up in the  
order drawn, from left to right on the 20 spaces of the business supply row near  
the upper edge of the board.  
Place the 9 un-drawn businesses face down back in the box, without looking at  
them. They will not be used in this game.  
Separate the colored bidding cards by color and shuffle each stack separately  
face down. Each player draws one card of each color as his starting hand.The  
players keep the cards in their hands secret from each other during the game.  
Next, place the remaining colored cards face up in 5 separate stacks next to each  
other near the game board. Place the stacks so only the top-most card in each  
stack can be seen.To be safe, you can also place the stacks face down, turning the  
top-most card face up each time one is taken.  
Each player takes:  
z 1 bidding card per color  
z 4 black bidding cards  
(place the remaining cards in 6  
separate stacks next to each  
other: colored cards face up and  
black cards face down)  
Shuffle the black bidding cards face down. Each player draws 4 black cards,  
adding them to his hand. Place the remaining black cards in a face down stack  
next to the 5 colored stacks.  
Each player takes one summary card, placing it face up in his play area (the area  
before him). On this side is a review of a player’s turn options, the victory points  
players earn during scoring and building stops, and a skyscraper supply.  
On the back side is an example of the movement of the commissioners.  
z one summary card  
Each player chooses a color and takes, in that color:  
z 6 skyscrapers  
z 1 skyscraper, placing it on the 0/80 space of the scoring track.  
z 2 skyscrapers, placing them on the game board using these rules: the  
youngest (or starting player, chosen in any way the players want) first places  
one of his skyscrapers on any empty building plot*. Next, his right neighbor  
places one of his skyscrapers on any empty building plot, and so on, until all  
players each have placed one skyscraper (in counter-clockwise order). Now,  
each player places his second skyscraper on the game board on any empty  
building plot, but this time in clockwise order, beginning with the player who  
placed his first skyscraper last.  
- one as scoring marker  
- two on building plots  
- three in his supply  
(place the remaining  
skyscrapers next to the  
board as a general supply)  
Example: 1st placing round:Anna - Kevin - Ken - Alfonzo  
2nd placing round:Alfonzo - Ken - Kevin - Anna  
z 3 skyscrapers, placing them on the supply space on his summary card.The  
skyscrapers in a player’s supply are always visible to all players, so all know  
how many each player has in his supply.  
* small tip: if possible, players  
should try to place their 2  
skyscrapers adjacent to the business  
tiles placed earlier  
Separate the remaining skyscrapers by color and place them next to the game  
board as a general supply.  
With fewer than 4 players, place the unchosen skyscrapers back in the box.  
place commissioners and  
markers on City Hall  
Place the 2 commissioners and the 6 commissioner markers on the  
appropriate colored spots on City Hall.  
Place the 2 building stop tiles next to the game board.  
place the building stop markers  
2
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Special rules for playing with 2 players  
Special rules for 2 players  
When playing with 2 players, use all the normal rules, but with the following  
changes: there is a third, imaginary player, that we have named Alea (=a lucky  
energetic adversary").  
in a game with 2 players, there  
is a third, imaginary player:  
Alea  
The preparation for 2 players is identical to that for 3 and 4 players. For Alea,  
there is no preparation, except that all the skyscrapers in one of the two  
unchosen colors are placed next to the board in the general skyscraper supply.  
These are Alea’s skyscrapers.  
Playing the game is nearly identical; only the auctions are played differently: and  
only here,Alea competes against the other players in each auction for building in  
the districts in the following way:  
1.) First, the player who triggered the auctions begins the auction or passes as  
in the 3 or 4 player game.  
all is the same except for the  
auctions, where Alea competes  
as a third bidder; he draws  
black cards until he draws a  
duplicate number - these cards  
are his total bid  
2.) Next, the second player makes his first bid or passes as in the 3 or 4 player  
game.  
Alea’s possible combinations:  
3.) Always, as the third bidder, comes Alea: for Alea’s bid, the players draw black  
cards, one after the other, placing each face up on the table until they draw  
and place a card with the same number as one already drawn and placed.  
This is Alea’s complete bid for the auction and will total between 8 and 21  
(see figure to the right). He will bid no higher!  
4.1)If Alea’s bid is less than or equal to the highest bid so far, he is out of the  
auction and the auction continues with the two real players as in the 3 or 4  
player game.  
4.2)If Alea’s bid is now higher than the previous high bid, the auction continues  
with the two real players as in the 3 or 4 player game. If the others both  
pass with Alea’s bid the highest,Alea wins the auction. If one (or both) real  
players overbid Alea’s bid, then Alea is out of the bidding for this auction.  
In any case,Alea’s bid cards are put on the bottom of the black stack after the  
auction.  
if Alea wins a district auction,  
he builds  
If Alea wins in Central Park, he does not build. If Alea wins in a district, he builds  
in the district using his skyscrapers from the general supply with these rules:  
z Alea always builds 1 skyscraper on a building plot, rega rdless of the number  
of skyscrapers shown on his bid cards.  
z always only 1 skyscraper  
in a building plot  
z Alea always builds on an empty building plot, even if he has already built  
skyscrapers in this district with a previous auction. As an exception to the  
real players, Alea may build in different building plots in a district.  
z Alea always chooses the most valuable building plot (the one that would  
score the most points) to build his skyscraper. If there is more than one  
building plot that would tie for highest score, he builds 1 skyscraper in each  
such building plot!  
z always in an  
empty building plot  
z always in the most  
valuable empty  
building plots  
Example: Alea [red] would build as shown above.  
fig.13  
z If Alea wins an auction for a district with no empty building plots, he  
declares a building stop in this district.The 2 real players score points as in  
the 3 or 4 player game.  
Note: Alea never scores victory  
points, neither when scoring  
districts, a building stop, nor at  
game end.  
When a player wins an auction, he pays and builds as in the 3 or 4 player game.  
When a player declares a building stop in a district, he scores Alea’s skyscrapers as  
well as those of the 2 real players.  
The game ends as in the 3 or 4 player game when the business supply row is  
empty or the second building stop is completed.  
11  
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GAME END  
GAME END  
The game ends when one of the following two situations occurs:  
the game ends immediately  
when the business supply row  
is empty or the second  
1) A player places one of the last two businesses from the supply row on a  
building plot and, of course, places the last business in the area below Central  
Park.The game ends immediately (the player does not take his 2nd and 3rd  
actions).  
building stop is complete  
2) A player selects building stop and it is the second building stop in the game.  
The building stop is played through completely (with scoring, recording, etc.).  
The game ends immediately with no further auctions or other player actions.  
In both cases, the players then execute a final scoring:  
Each district, without a building stop marker, is now scored as described under  
“Scoring districts".  
all skyscrapers in all districts  
without a building stop marker  
are scored once  
Next, the players score the skyscrapers in the area below Central Park.To score  
Central Park, the players first turn all business tiles in the area below Central Park  
face down and shuffle them.Then, the players turn over three of these face down  
tiles. Finally, the players score their Central Park skyscrapers as described under  
“Scoring districts”, using the three face up businesses to determine the number of  
different business types when calculating the value of each skyscraper (lowest is  
2 and the highest is 5).  
turn over 3 business tiles: each  
skyscraper in Central Park  
scores points based on these 3  
businesses  
= 2 VP  
= 3 VP  
= 5 VP  
The player with the most victory points is the winner. If players are tied with the  
most, the player among them with the most remaining cards in his hand is the  
winner.  
10  
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PLAYING THE GAME  
PLAYING THE GAME  
The following rules are for 3 or 4 players.The special rules for 2 players are on page 11.  
The starting player begins and play continues from there in clockwise order. On a  
player’s turn, he has four choices (A, B, C, or D), of which he must execute one  
completely on his turn: first, the 1st action, then, the 2nd action, and finally, the  
3rd action.  
on a player’s turn, he takes one  
of four sets of actions (A, B, C,  
or D)  
A
B
C
D
take 3  
skyscrapers  
from the  
supply  
each player takes one of these  
sets of three actions  
place a  
business  
take a black card and  
move a commissioner  
1
score a district  
2
3
take 2 black cards  
take 2 colored cards (different colors)  
move a commissioner  
the 1st action  
A) take 3 skyscrapers  
the 1st action:  
The player takes 3 skyscrapers in his color from the general supply and  
places them in his supply on his summary card.There is no limit (except  
piece limit in the game) to the number a player can have in his supply.  
A) he take 3 skyscrapers  
from the general supply  
and adds them to his  
supply  
B) place a business  
The player takes one business from the supply row near the edge of the  
board and places it on any building plot of his choice (see more on this  
under The businesses").  
B) he takes a business from  
the supply row and places  
it on any building plot  
C) take a black card and move a commissioner  
The player takes the top-most card from the black stack, adding it to his  
hand without showing it to the other players. Next, he moves one of the  
two commissioners (see more on this under “The 3rd action").  
C) he takes a black card and  
moves a commissioner  
D) score a district  
The player scores a district (see more on this under “Scoring of districts”).  
D) he scores a district  
the 2nd action:  
the 2nd action  
A/B/C) take 2 colored cards  
If the player has chosen as his 1st action either take 3 skyscrapers, place a  
business, or take a black card and move a commissioner, he must take as  
his 2nd action take two colored cards.That means, he chooses any two of  
the 5 face up colored cards, takes them, and adds them to his hand. He must  
take cards of two different colors. He may not take a black card!  
A - C) he takes 2 colored cards  
and adds them to his hand  
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D) take 2 black cards  
D) he takes 2 black cards  
and adds them to his  
hand  
If the player has chosen as his 1st action to  
score a district, he must take as his 2nd  
action take 2 black cards. He takes the top-  
most 2 cards from the face down black  
stack and adds them to his hand, without  
showing them to the other players.  
all players with no  
skyscrapers in the scored  
district take 1 black card  
Note: additionally, each player, who has no  
skyscraper in the scored district, now takes one  
black card from the face down black card stack,  
without showing it to the other players.  
Blue scores this district. He takes 2  
black cards plus a third black  
card, as he has no skyscraper in  
this district. Green also takes 1  
Note there is no hand card limit.A  
player may have as many black or  
colored cards as he can draw in  
his hand.  
black card.  
fig.01  
the 3rd action  
the 3rd action:  
A - D) move a commissioner  
A - D) he moves one of the  
two commissioners  
z to the next district or  
to Central Park or  
Regardless of which action a player has  
chosen as his 1st action, he must move a  
commissioner as his 3rd action.When a  
player moves a commissioner, he moves  
either of the two, as he chooses.The  
players move the commissioners from  
left to right from City Hall,  
z from Central Park  
back to City Hall  
the players move the  
commissioners from City Hall,  
through three adjacent  
districts, and finally to  
Central Park  
through the city to Central Park. On  
each move, the player either moves the  
fig.02  
chosen commissioner to the next (adjacent) district or Central Park (when  
that is next). If there are two or more possible adjacent districts (from City  
Hall, 34th Street East or West, and Times Square), the player may choose  
freely among them.After moving a commissioner from a district, the  
player places a matching commissioner marker (from City Hall) in  
the district just moved from to mark which districts the commissioner has  
visited.  
Instead of moving a commissioner in the direction of Central Park, a player  
may move a commissioner already in Central Pa rk (and only in such a  
case), back to City Hall.When this occurs, the normal game flow is  
immediately broken.The players now bid on building plots in the districts  
that were visited by the just moved commissioner (the commissioner  
markers show which ones) and build skyscrapers there (see more on this  
under The auctions”).  
when a player moves a  
commissioner from a district,  
he places a matching  
commissioner marker  
in the district  
when a player moves a  
commissioner from Central  
Park back to City Hall, he  
triggers several auctions  
A player may move a  
commissioner to any adjacent  
district, even if the other  
commissioner is there or if a  
marker for the other  
commissioner is there.  
In other words: players are  
not restricted in their choice  
of paths for a commissioner  
because of the presence or the  
path taken by the other  
commissioner.The two  
commissioners operate  
independently from each  
other.  
The player may either move the white  
commissioner from Central Pa rk back to  
City Hall or the beige commissioner to  
Central Pa rk.  
fig.03  
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Building stop  
When all building plots in a district have skyscrapers or businesses on them before  
the auction, the winner of the auction may choose to either add buildings (also,  
fewer than allowed as normal) to his building plot in the district (if he has one) or  
to declare a building stop in this district.  
... or declares building stop  
If the winner has no skyscrapers in the district, he must declare a building stop in  
this district.  
When a player declares a building stop, the  
following occurs:  
z He earns 1 victory point for each  
skyscraper (his and opponents’) in the  
district.  
the player who declared the  
building stop scores 1 point for  
each skyscraper in the district  
z The other players earn half (rounded  
down) the victory points they would  
score if this district were scored  
normally (option D, 1st action).  
all other players score half  
(rounded down) the normal  
points for scoring a district  
Each player moves his scoring marker on the  
scoring track to record his victory points  
earned.  
Red wins the auction and chooses  
building stop in this district (he could  
also have chosen to add skyscrapers to  
his building plot, but did not).  
Red earns 4 VP, Yellow earns 5/2 = 2VP,  
and Blue earns 6/2 = 3 VP.  
Very important: the player who declares a  
building stop may not decide to score half the  
victory points for his skyscrapers instead of 1  
point for all the skyscrapers in the district.  
fig.10  
Next, all skyscrapers and businesses in this district are  
removed from the board and returned to the box - out of the  
game.The player then places a building stop marker on the  
district. For the remainder of the game, nothing more can  
occur in or to this district. It is as though it was never there.  
Commissioners will skip over it as they move through the  
city, no auctions can be held there, and no more skyscrapers  
or businesses may be built there.  
after the building stop is  
complete, remove all  
skyscrapers and businesses  
from the district and place a  
building stop marker in the  
district; this district has no  
further role to play in the game  
fig.11  
Note: if the other commissioner is in the district, he remains until he is moved, but no  
commissioner marker is placed there when he does.Also, if the other commissioner  
marker is in the district, it is returned to City Hall without effect.  
Auction in Central Park  
The last auction in each set is for building in the area below Central Park.This  
auction differs somewhat from the district auctions.As with other auctions, the  
player who triggered the auction begins.This player begins the auction, as the  
others by selecting a colored card and playing it face up in his play area. He may  
follow this card with any number of other cards in this color and  
any number of black cards for his starting bid.The other players  
now follow in clockwise order, making their bids by playing  
cards in their play areas. However, for Central Park, all players  
must use the same colored cards as the starting player if they  
want to participate in the auction. If the triggering player does  
not want to bid, his left neighbor may start the bidding by  
selecting a color and so on.  
in a Central Park auction, all  
players bid using the same  
colored bidding cards  
skyscrapers in Central Park  
earn player victory points only  
at game end (2 - 5 VP each)  
As with district auctions, the player winning the auction returns  
his cards to the stacks and passing players take their bid cards  
back into their hands.The winning bidder now builds up to the  
normal maximum (based on the cards he bid) of skyscrapers,  
Note: during the game, each player  
m ay build any number of  
skyscrapers (based on his bids) in  
the area below Central Pa rk; to keep  
track of their numbers, skyscrapers  
of the same color should be  
grouped together.  
placing them from his supply in the area below Central Park.  
fig.12  
Players with skyscrapers in the area below Central Park will earn victory points  
only at game end. During the game, there is no scoring in the area below Central  
Park.Also, a player cannot choose building stop in the area below Central Park.  
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(2) The player has no skyscrapers in this district and there is at least one empty  
building plot in the district:  
z or empty  
In this case, he can may only choose one of the colors that matches one of  
the empty building plots in the district. Of course, he can always use black  
cards in addition to the colored cards. He may choose a color for the auction  
even if another player is bidding with the same color.  
(when the player has no  
skyscrapers in the district)  
(3) The player has no skyscrapers in the district and there are no empty  
building plots in the district:  
z or with businesses  
In this case, he may choose one color that matches one of the building plots  
with businesses. He may never choose a color that matches the building plot  
where another player has skyscrapers. In this case, he is bidding for a  
building stop (see more on this under “Building stop”). Of course, he can  
always use black cards in addition to the colored cards.  
(when there are no empty  
building plots and he has no  
skyscrapers in the district)  
Note each player may only build  
skyscrapers in one building plot  
per district in the entire game. On  
this building plot, he may build  
a ny number of skyscrapers.  
Red m ay only choose the orange color  
to bid. Yellow m ay only choose green.  
Blue and Green m ay only choose either  
the gray color or the brown color to  
bid (both can choose the same color).  
Violet is not allowed in this district. Of  
course, every player may use black  
cards in addition to the color he  
Red m ay only choose the orange color  
to bid. Yellow m ay only choose green.  
Blue m ay only choose brown. Green  
m ay only choose the violet color or the  
gray color, trying for building stop. Of  
course, every player may use black  
cards in addition to the color he  
chooses.  
fig.08  
fig.09  
chooses.  
The play of an auction  
An auction always begins with the player who triggered the auctions by moving a  
commissioner from Central Park to City Hall and continues from him in clockwise  
order until all players but one have passed. On a player’s turn to bid or add to his  
bid if he bid on a previous turn in this auction, he either bids a ny number of  
cards, placing the cards face up in his play area, or he passes, remaining out of this  
auction for this district.The first card bid by a player in an auction must always  
be a colored (not black) card. All further cards bid by the player in the auction  
(on this turn or subsequent turns) must be either cards of this color or black  
cards. He can play them in any combination he chooses.The value of a player’s  
bid is the sum of the numbers on all the cards he bid (in all turns of the auction).  
a player passes or plays any  
number of cards, so long as his  
total bid is higher than the  
previous high bid; when a  
player adds to his bid, the  
cards must match the first  
color he used or be black  
When a player bids or adds to a previous bid, he must play cards that give him a  
total bid that is higher than the previous high bid in this auction. If a player  
cannot (or chooses not) to raise the bid, he must pass, taking any previously bid  
cards from his play area back into his hand.A player cannot re-enter an auction  
after passing.  
The player bids 19 for the brown  
building plot.The next player must  
bid at least 20 or pass.  
The auction ends when all players but one have passed.The winner of the  
auction (the player with the highest bid) puts all the cards he bid face up under  
the corresponding color (or black) card stack*. He may now build (add)  
skyscrapers on the building plot matching his bid color in the district. He may  
build up to 1, 2, or 3 skyscrapers, depending on the limit indicated by the cards  
he bid. He takes the skyscrapers from his supply (not the general supply) and  
places them on the building plot, where they remain for the remainder of the  
game (exception: building stop).  
the auction winner puts the  
cards he bid back under the  
card stacks and  
... builds 0-3 skyscrapers in the  
corresponding building plot  
* As soon as the first face up card is  
encountered in the black stack, it is  
shuffled and placed face down. The  
colored stacks are never shuffled.  
Note: a player may choose to build fewer skyscrapers than he is allowed (even  
none!).This means that a player may participate in an auction even when he has  
no skyscrapers in his supply. If no player bids in an auction, that district is skipped  
and the auction for the next district begins.  
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Note:  
A player may not move a  
a building stopped district can  
no longer be visited by a  
commissioner, but is skipped  
over by a passing  
commissioner to a district with a  
building stop marker (see more on  
this under “Building stop").  
Instead, the player simply skips  
over the building stopped district  
(because of this, the path for a  
commissioner from starting space  
to Central Pa rk may be fewer  
than four turns).  
commissioner  
The player may move the white commissioner to  
Central Pa rk or to "52nd St.West". Or, he may move  
the beige commissioner to "42nd St.West" or "Times  
Square".  
fig.04  
The businesses  
the businesses  
For the taking of a business tile from the supply row, the following applies:  
the supply row consists of 8 sets of spaces, each of which has 2 or 3 spaces. From  
these, the current set is always the left-most set in the supply that has at least 1  
business tile in it.The player may take a ny business from the current set.  
As soon as the second to the last business is taken from a set, the player  
immediately takes the last business in the set and places it face up in the area  
below Central Park. Now, the next set to the right becomes the new current set.  
players may only place  
businesses from the current  
set on building plots  
when a player takes the second  
to the last business from a set,  
he immediately puts the last  
business in that set in the area  
below Central Park  
In other words:  
when a player places the 2nd  
business on a building plot from a 3  
set or the 1st business from a 2 set,  
he immediately places the last  
business (in each case) face up in the  
a rea below Central Pa rk.  
At this time, the player puts the boutique on a  
building plot and places the gallery face up in  
the area below Central Pa rk.The player could,  
of course, have chosen the opposite way. fig.05  
For the placing of a business tile on a building  
plot the following applies:  
A player may place a business tile on a ny empty  
building plot or on any building plot that has but  
one (identical or not) business.  
a player may place a business  
on any empty building plot or  
on a building plot with only  
one business  
A player may never place a business on a  
building plot with 2 businesses or with one or  
more skyscrapers.  
Once a business has been placed, it remains in  
that place for the remainder of the game  
(exception: building stop).  
A player may place a new perfume  
shop only on the brown or the gray  
building plot.  
fig.06  
Special scoring after the placing of certain  
businesses on building plots  
special scoring:  
Immediately after a player places the 3rd, 6th, or 9th business on a building plot  
(not the area below Central Park), there is a special scoring opportunity (these  
business numbers are also shown on the game board in the supply row):  
z After the third business is placed on a building plot (that is, the first two sets  
are completely empty), each player immediately earns 4 victory points if he  
has at least 1 skyscraper in each of at least three different districts (not the  
area below Central Park). He moves his victory point marker 4 spaces  
forward.  
z sets 1 + 2 empty:  
4 VP for each player with  
at least 1 skyscraper in at  
least 3 different districts  
5
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z After the sixth business is placed on a building plot (the first four sets are  
completely empty), each player immediately earns 6 victory points if he has  
at least 1 skyscraper in each of at least four different districts (not the area  
below Central Park). He moves his victory point marker 6 spaces forward.  
z sets 1 - 4 empty:  
6 VP for each player with  
at least 1 skyscraper in at  
least 4 different districts  
z After the ninth business is placed on a building plot (the first six sets are  
completely empty), each player immediately earns 8 victory points if he has  
at least 1 skyscraper in each of at least five different districts (not the area  
below Central Park). He moves his victory point marker 8 spaces forward.  
z sets 1 - 6 empty:  
8 VP for each player with  
at least 1 skyscraper in at  
least 5 different districts  
z After the twelfth business is placed on a building plot (all sets are completely  
empty), the game ends. Here, there are no extra points for players.  
Note: the area below Central Park is not a district. It does not count for the special  
scoring.  
Central Park is not a district!  
Scoring districts  
Scoring districts  
A player who chooses option D, must score a district as his 1st action. In the  
district he chooses, there must be at least one of the commissioners.A district  
with just a commissioner marker is not enough to be scored!  
a player may only score a  
district where there is a  
commissioner  
Neither City Hall nor the area below Central Part is a district, even though players  
may build in the area below Central Park. If one of the commissioners is either in  
City Hall or Central Park, a player choosing option D must score the district  
where the other commissioner is. If both commissioners are in City Hall or  
Central Park, a player may not choose option D.  
if both commissioners are in  
City Hall or Central Park, a  
player may not score a district  
small tip:it is often not possible for  
a player to score a district where he  
scores more than his opponents.  
Thus, players should grab such an  
opportunity when it presents itself.  
Example in fig. 03 (page 4), a player may score only "52nd St. East". In fig. 04 (page 5), a  
player may score either "34th Street West" or "Times Square".  
Each skyscraper in a scored district earns its owner victory points.The number of  
points earned is based on the number of directly adjacent different business  
types. If a skyscraper is adjacent to several businesses of the same type, only one  
counts toward the scoring.  
Each player with skyscrapers in the scored district calculates his victory points  
and moves his scoring marker accordingly on the scoring track.The victory points  
per skyscraper are:  
each skyscraper in a scored  
district earns its owner victory  
points based on the number of  
adjacent different business  
types:  
z 0 adjacent business types:  
z 1 adjacent business type:  
z 2 adjacent business types:  
z 3 adjacent business types:  
z 4 adjacent business types:  
1 VP  
2 VP  
3 VP  
5 VP  
8 VP  
z 0 types  
z 1 type  
z 2 types  
z 3 types  
z 4 types  
1 VP  
2 VP  
3 VP  
5 VP  
8 VP  
fig.07  
Blue earns 2 x 5 VP = 10 VP  
Yellow earns 1 x 8 VP = 8 VP  
Blue earns 2 x 2 VP= 4 VP  
Yellow earns 1 x 2 VP = 2 VP  
Blue earns 2 x 2 VP= 4 VP  
Yellow earns 1 x 3 VP = 3 VP  
Red earns 2 x 3 VP = 6 VP  
6
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The auctions  
The auctions  
When a player moves a commissioner from Central Park back to City Hall, the  
game is immediately interrupted for a set of auctions in the districts recently  
visited recently by this commissioner (shown by the matching commissioner  
markers) and Central Park.The auctions occur in the districts one at a time,  
starting with the first district visited, and continuing in the order visited until the  
Central Park auction.After each auction, the players return the matching  
commissioner marker from that district to the appropriate spot in City Hall. After  
the Central Park auction, the auctions end (for now) and the game continues from  
the point where it was interrupted.The moved commissioner and his markers are  
now back in City Hall and ready to be used again.  
when a commissioner is moved  
from Central Park back to City  
Hall, the game is interrupted  
for a set of auctions, which  
offer players the opportunity to  
build skyscrapers in the  
districts visited by the  
commissioner  
Note: when a player chooses option C and moves a commissioner from Central Pa rk to  
City Hall as his first action, his turn is immediately interrupted.This means that he does  
not take the 2 colored cards now, but must wait until the auctions he triggered are  
completed. Once the auctions are completed, the player continues with his 2nd and 3rd  
actions. If, as his 3rd action, he moves another commissioner from Central Pa rk to City  
Hall, he triggers another round of auctions.  
The players use their bidding cards to bid in the auctions.These cards contain  
three features relevant to the auctions:  
the bidding cards contain three  
features:  
(1) color  
z color  
There are colored and black cards. Each of the 5 colors match building plots  
in the districts.The black cards are jokers and can always be used with any  
colored cards without limit as to number of black cards.  
(2) number  
(corresponding to the  
building plot colors  
plus black = joker)  
z number  
The number on the card is the card’s value (4, 5, or 6) in an auction. If a  
player bids several cards in an auction, he adds the numbers on the cards  
together to determine his total bid.  
(all played bidding cards  
numbers are added)  
(3) skyscraper(s)  
z skyscraper(s)  
Each number 6 card has 1 skyscraper pictured on it. Each number 5 card has  
2 skyscrapers pictured on it. Each number 4 card has 3 skyscraper pictured  
on it.The number of skyscrapers shown on the card with the fewest in his  
bid, is the maximum number of skyscrapers the winner of the auction may  
build.The player does not add the skyscrapers shown on the cards together.  
He must use the card, among all the cards in his bid with the fewest  
skyscrapers.  
(the bidding card played  
with the fewest number of  
skyscrapers shown is the  
maximum number of  
skyscrapers the winning  
player may build)  
In other words: if a player has only number 4 cards in his bid, he may  
build up to 3 skyscrapers. If he has at least one number 5 card (and no  
number 6 cards), he may only build up to 2 skyscrapers.And, if he has at  
least one number 6 card, he may only build up to 1 skyscraper.  
Examples:  
- Blue wins an auction with 2 gray and 2 black number 4 cards: he may build up to  
3 skyscrapers on the gray building plot in the district.  
- Yellow wins an auction with 2 violet number 4 cards, 1 black number 5 card, and  
2 black number 6 cards: he may only build up to 1 skyscraper on the violet building  
plot in the district.  
each player may use only  
one color (+ black cards)  
in an auction  
When a player wants to participate in an auction, he must decide which one  
bidding plot color he will use in bidding.With this color choice, he also decides  
which building plot in the district he will build on if he wins the auction.With  
this choice, there are three situations:  
the building plot for this color  
is either...  
(1) The player already has at least 1 skyscraper in this district:  
In this case, he may only choose to bid with the color of the building plot  
where he already has skyscrapers in the district. Of course, he can always  
use black cards in addition to the colored cards.  
z occupied with at least one  
skyscraper in this player’s  
color  
7
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