Welcome to your new city!
As the mayor of a new town, you decide where and what gets built. Place buildings and roads to fulfill the requirements of Plans. As you grow, so do your progress tracks, granting you rewards the higher the go. Do your best to build the best city, as the player with the most prestigious city wins the game!Scribble City is a city-building drawing game for 1 to 4 players that plays in 60 minutes.
Customize your experience!
To play Scribble City, you need three things: A city deck, a map pack, and colored pencils.You can mix and match city decks and map packs for different gameplay experiences. Each city deck and map pack comes with their own unique mechanics and features, offering a variety of ways to play.Not sure where to start? Check out our handy product guide below!
Buildings
Buildings are a type of card that are used to build buildings and roads on the map. Each card has the following elements:(1) Type (and color)
(2) Name
(3) Era
(4) The building's shape
(5) Benefits
(6) Placement bonuses (if any)
(7) A set of roads.At the start of each Era, players are dealt three building cards each. Any leftover cards are returned to the box. During each round of the game, players will choose two cards from their hands, one to build a building, one to build a set of roads. The remaining, unselected card is reserved.To build a building, take the coloured pencil matching the type/color of the building, then draw the indicated shape into your city. Important: Buildings must always be built adjacent to a road.Players may rotate their shapes, but they cannot flip them. Mistakes or misplacements made in the current round may be corrected, but you cannot redo or build over buildings and/or roads from previous rounds.Once built, gain any benefits and placement bonuses shown, if any.A player must build a building when instructed to, even if it would force them to build over features. If unable to because of space limitations, they instead build a residence.
Tags: Buildings
Setup
To setup a game of Scribble City, perform the following steps in order:(1) Separate all cards by their card backs. Shuffle each deck.(2) Choose a map to play on, and give each player one sheet.(3) From the plan cards, randomly choose one from each type (City, Development, Route) and reveal them. Return the rest to the box, they will not be used in this game.(4) Give each player three landmarks, one each from decks 1, 2 and 3. Return the rest to the box, they will not be used in this game.(5) Give each player one black pencil, then place the other coloured pencils in a central position within reach of all players.(6) Give each player a set of reference cards. Each map and deck comes with it's own reference card.Setup is now complete! Start the game by proceeding to Era A.Note: Some rules are modified for solo play.
Tags: Gameplay
Eras
A full game of Scribble City consists of three eras, starting from era A, then progressing to B and C. The building cards are divided into three decks, one for each era, indicated on both the fronts and backs of each building card.Each Era consists of the same steps that are played simultaneously by all players:(1) Deal three building cards to each player, from the deck matching the current Era.
(2) Each player starts a new road on the edge of their city.
(3) Play four rounds.
(4) Discard all building cards of the current Era and return them to the box.
(5) Proceed to the next Era with the matching deck of building cards.
- If currently in Era C, proceed to scoring.Note: Some rules are modified for solo play.
Tags: Gameplay
Scoring
At the end of Era C, players perform scoring to determine the winner. To do so, they perform the following steps, in order.(1) Count all the prestige you scored during the game.
(2) For each scoring bonus, count the prestige scored.
(3) Add all scored prestige together to determine your final score.The player with the highest final score wins the game! If tied, all tied players share the victory.Note: Some rules are modified for solo play.
Tags: Gameplay
Rounds
During each era, four rounds are played. Each round is played simultaneously by all players, without any turns. Rounds consist the following phases, played in order:(a) Choose two cards from your hand, then reserve the third card.
(b) Build the roads on one of your chosen cards.
(c) Build the building on your other chosen card.
(d) Gain benefits from your built building(s), and rewards.
(e) Score plans, if any.
(f) Pass your two chosen cards to player to your left. Add the cards you receive to your reserved card to form a new hand for the next round.Note: Some rules are modified for solo play.
Tags: Gameplay
Landmarks
Landmarks are a type of building represented by Landmark cards. Each card has the following elements:(1) Type (and color)
(2) Name
(3) The landmark's number
(4) The building's shape
(5) Benefits
(6) Placement bonuses (if any)During setup, each player receives three Landmark cards, one of each number. Landmark cards are kept face-down and hidden until they are built.A player builds a Landmark when they receive the relevant reward. Landmarks must be built in order, starting from (1), then (2) and lastly (3). Like buildings, Landmarks must be built adjacent to a road.Once built, gain any benefits shown, and leave the Landmark card face-up beside your map.If unable to build a Landmark due to space limitations and/or lack of roads, the reward is forfeited, and the Landmark card is discarded.
Tags: Buildings
Residences
Residences are a special type of building that are not built from cards. Instead, they are built when a player receives the relevant reward.To build a residence, take the green coloured pencil, and draw a single square (1x1) on any empty space in your city. Residences do not have to be built adjacent to a road.
Tags: Buildings
Reserved Card
At the start of each Era, players are dealt three building cards each. During each round of the game, players will choose two cards from their hands, one to build a building, one to build a set of roads. The remaining, unselected card is reserved. Reserved cards are set aside face-down.The effects on some rewards interact with reserved cards.At the end of each round, all players pass their chosen cards to the player to their left. They then add their reserved card to the cards they received to form a new hand of three cards.
Tags: Gameplay
Roads
Roads are found on building cards, and come in several different types:- Single road
- Junction
- Bus stop
- Bridge
- TunnelPlayers can build any road as a single road instead.To build a set of roads, take a black pencil, then draw the roads shown on the card in any order of your choosing. Important: Roads must always be built connected to an existing road in your city.Mistakes or misplacements made in the current round may be corrected, but you cannot redo or build over buildings and/or roads from previous rounds.Building roads is optional, and players may choose not to build roads or to build fewer roads then what they were entitled to.You do not get benefits from building roads.At the start of each Era, players build a new road. They draw a single road on any empty space along the edge of their city. Players are free to choose either a straight road or a turn, and must connect the road to the edge.
Tags: Roads
Single road
A road that connects one edge to another. Can be a straight road or a turn.
Tags: Roads
Junction
A road that connects all four edges to each other.
Tags: Roads
Bus Stop
A straight road with a bus stop. Each map has a scoring bonus that scores prestige for bus stops.
Tags: Roads
Tunnel
A straight road consisting of two parts that can skip up to 3 spaces. Start by building the entrance, then skip up to 3 spaces in a straight line, then build the exit. Label both the entrance and exit so they are connected.Like single roads, you may choose to bend the roads coming out of the entrance and/or exit.You may skip over any spaces when building tunnels, including those containing buildings and features. Empty spaces between the tunnel entrance and exit can be built on normally, but they do not count as roads or count towards the length of the road. The tunnel entrance and exits do not limit building placement; you may place buildings adjacent (orthogonally) to any side of the tunnel entrnace and exits, as per the rules for building placement.If you choose to build a Tunnel as a single road, both entrance and exit must be built as single roads, you cannot build an entrance or exit by themselves.
Tags: Roads
Tracks & Rewards
Each Map has several tracks that represent the development indexes of their city.Players rise on each track when they gain benefits. Doing so triggers rewards that grant one-time effects for the player that triggered them.Refer to the rewards for each map below:
- Waterway
Tags: Rewards
Rewards (Waterway)
Increase a step on a track of your choice, except Prestige.
Build the roads on your reserved card.
Build the building on your reserved card, then gain any benefits from building it.
Build a residence anywhere on your map. Residences are single squares that occupy one empty space, drawn in a green color.
Improve an end-game scoring bonus. Cancel the value on the left of the box, and fill in the faded-out value on the right. If during scoring, this reward causes a decimal value, round it down to the nearest whole number.
Tags: Rewards, Waterway
Scoring Bonuses
Scoring bonuses are found on each map, and grant additional ways to score Prestige.The rewards for completing a Plan is determined by the Scoring bonus. Each map has different scoring mechanics and rewards.Refer to the scoring bonuses for each map below:
- Waterway
Tags: Scoring Bonuses
Scoring Bonuses (Waterway)
Plans
The Plans scoring bonus gives prestige for completing Plans.When a player completes a plan, if they were the first (or tied for first) to complete it, they circle the 8 Prestige space in the appropriate column to indicate that. All other players strike out the 8 Prestige space in that column. When they score the same plan later, they circle the 5 Prestige space.At the end of the game, for each space circled, players gain the indicated Prestige and add it to their final score.
Commute
The Commute scoring bonus gives prestige for each bus stop. Bus stops are a type of road.
Largest Group
The Largest Group scoring bonus gives prestige equal to the number of buildings in the largest contiguous group in a player’s city.
Neglect
Neglect is a scoring penalty that deducts prestige for empty spaces in a player’s city.
Tags: Scoring Bonuses, Waterway
Benefits
Benefits are gained primarily from buildings. For each benefit gained, fill in one unfilled space on the appropriate track, starting from the bottom of each track (the space closest to the benefit icon). If you fill in a space with a reward, you immediately gain it.Some buildings may also have Placement bonuses, which grant additional benefits.From left to right, the benefits are Trade, Culture, Utilities, Residents, and Prestige.
Tags: Benefits
Placement Bonuses
Some buildings or landmarks grant additional benefits when placed adjacent to one or more specific features or building types (Note: Adjacency is only counted orthogonally, not diagonally).Example (top): When this building is built adjacent to a Cultural (Pink) type building, fill in one space on the Residents track.Example (middle): When this building is built adjacent to the corner of your city, fill in one space on the Utilities track.Example (bottom): When this building is built adjacent to an Infrastructure (Yellow) type building AND a Woods feature, fill in two spaces on the Prestige track.
Tags: Benefits
Plans
Plans are a type of card that come in three different varieties: City, Development, and Route. Plans are unique to each City deck.Each plan specifies a goal for players to achieve. During a round, after gaining benefits and rewards, all players declare if they have completed any plans. To complete the plan and gain their rewards, they refer to the scoring bonus of their current map.Refer to the plans for each deck below:
- Singapore
Tags: Plans
Tags: Plans, Singapore
Features
On each map sheet, within the city grid, there are several features found within the spaces that represent the natural features of the land.Features may affect buildings, roads, plans, scoring bonuses and placement bonuses.There are several types of features:
- Woods
- Mountains
- Rivers
Tags: Features
Woods
Woods can be built over with buildings and roads.Scoring bonuses grant prestige for woods, depending on which map you choose to play with.Note: There is no gameplay distinction between the different visuals for woods, it is purely an aesthetic touch.
Tags: Features
Mountains
Mountains cannot be built over.Note: There is no gameplay distinction between the different visuals for mountains, it is purely an aesthetic touch.
Tags: Features
Rivers
Rivers cannot be built over, except for bridges.Note: There is no gameplay distinction between the different visuals for rivers, it is purely an aesthetic touch.
Tags: Features
Solo Play
To play solo, several rules are modified:- At the start of each era, after dealing 3 cards to yourself, do not return the remaining cards to the box. Leave them in the play area.- At the end of each round, instead of passing cards, discard the two cards you chose and draw two new cards from the deck.- At the end of the game, compare your final score to the chart below to determine how well you played:
~49 | 50 ~ 59 | 60 ~ 69 | 70 ~ 79 | 80 ~ 89 | 90+ |
---|---|---|---|---|---|
Beginner | Experienced | Veteran | Expert | Master | Legend |
Deck or map specific rules:- For the Waterway map, at the start of both Era B and C, choose any one of the plan scoring bonuses that you have not yet scored and strike out the 8 Prestige value in that column. Skip this step if all plan scoring bonuses have been scored.
Tags: Solo
Welcome to your new city!As the mayor of a new town, you decide where and what gets built. Place buildings and roads to fulfill the requirements of Plans. As you grow, so do your progress tracks, granting you rewards the higher the go. Do your best to build the best city, as the player with the most prestigious city wins the game!
Setup
To setup a game of Scribble City, perform the following steps in order:
(1) Separate all cards by their card backs. Shuffle each deck.
(2) Choose a map to play on, and give each player one sheet.
(3) From the plan cards, randomly choose one from each type (City, Development, Route) and reveal them. Return the rest to the box, they will not be used in this game.
(4) Give each player three landmarks, one each from decks 1, 2 and 3. Return the rest to the box, they will not be used in this game.
(5) Give each player one black pencil, then place the other coloured pencils in a central position within reach of all players.
(6) Give each player a set of reference cards. Each map and deck comes with it's own reference card.
Setup is now complete!Solo Play: Some rules are modified for solo play. They are highlighted for your reference.
How to win
The goal of Scribble City is to score the most prestige. You gain prestige from buildings, landmarks, plans, and scoring bonuses.
Buildings & Landmarks
Buildings and landmarks give you benefits and rewards. You may gain more benefits if you fulfill specific placement criteria.
Plans
You score plans by completing the requirements stated on them. Rewards gained from plans differ depending on the chosen map.
Scoring Bonuses
On each map, there are several scoring bonuses that award prestige. There are also penalties that deduct prestige.IMPORTANT: Scoring bonuses are different for each map! Check the rules glossary if you’d like to refer to the specific scoring bonuses for your map.
The game ends after 3 Eras. The player with the most prestige wins! Tied players share the victory.
Game Structure
The game is played over 3 Eras, each consisting of several steps:(1): Deal 3 building cards to each player.
(2): Start a new road on the map’s edge.
(3): Play 4 rounds.
(4): Discard all building cards.
(5): Proceed to the next Era, or perform scoringIMPORTANT: Note that unless otherwise specified, there are no turns while playing Scribble City - all players play simultaneously!Now, let’s look at all the steps in detail.
(1) Deal 3 building cards to each playerFrom the buildings deck matching your current Era, deal 3 cards to each player. Return any remaining cards to the game box, they will not be used.Solo play: Do not return the remaining cards to the game box, keep them aside, you will draw cards from it later.
(2) Start a new road on the map’s edgeNow, let’s build our first road! At the start of each Era, all players build a new road. Draw a single road on any empty space along the edge of your city. Players are free to choose either a straight road or a turn, and must connect the road to the edge.
(3) Play 4 roundsDuring this step, we perform 4 rounds of play. Each round consists of several phases, detailed below.
(3A) Choose cards from handFrom the 3 cards in your hand, select two of them. From one of these two cards, you will build the roads depicted at the bottom of it, and from the other card, you will build the building shown in the middle. The unchosen card is reserved and set aside for now.
(3B) Build roadsLook at the cards you chose, each of them has a set of roads you can build. There are several different types of roads available. (Note that the types of roads available differ depending on which City deck you are playing with.)Once you select which set of roads to build, take your black pencil and draw those roads onto your map, in any order.IMPORTANT: All built roads must connect to an existing road on your map.You can choose to build any of your given roads as a single road instead. If you choose to build a Tunnel as a single road, both entrance and exit must be built as single roads, you cannot build an entrance or exit by themselves.
Single road
A road that connects one edge to another. Can be a straight road or a turn.
Junction
A road that connects all four edges to each other.
Bus stop
A straight road with a bus stop. Each map has a scoring bonus that scores prestige for bus stops. Cannot be a turn.
Bridge
A straight road that crosses a river. Cannot be a turn.
Tunnel
A straight road consisting of two parts that can skip up to 3 grids. Start by building the entrance, then skip up to 3 grids in a straight line, then build the exit. Label both the entrance and exit so they are connected. The road leading out of the entrance and exit may be drawn as a turn.
(3C) Build a buildingNext, we shall build a building! From your other chosen card, check the shape and color of your building, then draw it beside one or more of your roads in the corresponding color.IMPORTANT: Players can feel free to rotate their shapes, but they cannot flip them. You can correct mistakes made this round, but you cannot redo or build over roads and/or buildings from previous rounds!Players must build a building, if they can, even if it means drawing over a feature that can be built over, like the Woods. If unable to build, they draw a residence instead (more about residences below, in the benefits & rewards section).
(3D) Gain benefits & rewardsAside from filling your map, buildings grant benefits! Below the building shapes, you will find one or more benefits listed. You do not get benefits from roads.Some buildings may also have Placement bonuses. If you built that building beside a specific building type or feature, you gain the bonus benefits indicated.For each benefit gained, fill in one space on the appropriate track, starting from the bottom of each track. If you fill in a space with a reward, you immediately gain it! There are many different rewards, and each does something different. (Note that the types of rewards available differ depending on which map you are playing with.)IMPORTANT: Players can choose the order in which they gain their benefits and rewards. Once gained, benefits and rewards are received immediately and cannot be stored for future rounds.
Increase a step on a track of your choice.
Build the roads on your reserved card.
Build the building on your reserved card, then gain any benefits and rewards from building it. All rules that apply to buildings apply.
Build your next landmark. Landmarks must be built in order, starting from Landmark 1, then 2 and 3. Like buildings, Landmarks must be built adjacent to a road. Once built, gain any benefits and rewards from building it. If unable to build a Landmark due to lack of available space, this reward is forfeited, and the Landmark card is discarded.
Build a residence anywhere on your map. Residences are single squares that occupy one empty space, drawn in a green color.
Improve an end-game scoring condition. Cancel the value on the left of the box, and fill in the faded-out value on the right.
(3E) Score plans, if anyRemember those plans we revealed at the start of the game? Each of them has a specific condition that must be fulfilled before they can be scored.Example (above): To score ‘City hubs’, a player must have a contiguous group of 5 buildings.Players check if they have completed any of the available plans. If they did, they announce that to all players, and then check their reference cards for how to score them.IMPORTANT: The scoring for plans is different for each map! Check the rules glossary if you’d like to refer to the specific scoring type for your map.
(3F) Pass cardsPass both of your chosen cards to the player on your left. Take any cards received, and your previously reserved card, to form a new hand of 3 cards.Solo play: Discard your chosen cards and draw 2 new ones instead.
And that’s the end of an entire round! If this is the 4th round, proceed to the next step. Otherwise, repeat the phases we went through (3A to 3F) to play another round.
(4) Discard all building cardsNow that we’ve completed 4 rounds in our current Era, we’re ready to proceed to the next one! All players discard the cards in their hands, returning them to the box.
(5) Proceed to the next EraIf you’re currently in Era A, take the Era B deck and place it in the middle of the play area, ready for the next Era. If you’re currently in Era B, take the Era C deck instead.Solo play: If you are playing the Waterway map, choose any one of the plan scoring bonuses that you have not yet scored and strike out the 8 Prestige value in that column. Skip this step if all plan scoring bonuses have been scored.Now, play the next Era by repeating the steps we went through (1 to 5).If you’re currently in Era C, proceed to scoring instead!
Scoring
After 3 Eras, the game is over, and we calculate each player’s Prestige scores to determine the winner.
Refer to the bottom of your map sheet. For each scoring bonus, calculate the total Prestige gained for that bonus and write the number below.Then, tally all your numbers together with the Prestige gained during the game to get your final score. The player with the highest prestige wins! If tied, all tied players win together!IMPORTANT: Scoring is different for each map! The examples shown here are for the Waterway map. Check the rules glossary if you’d like to refer to the specific scoring for your map.You may also refer to the scoring example below:
Prestige: 12 (earned during the game)Plans: 8 x 2 = 16 (for scoring 8 prestige in 2 plans)Commute: 8 (for 8 bus stops)Parks: 18 (for 9 parks, multiplied by 2 thanks to a reward)Largest Group: 22 (for a group of 11 contiguous buildings, multiplied by 2 thanks to a reward)Neglect: -2 (for 5 empty spaces, divided by 2 and rounded down thanks to a reward)Final Score: 74
Solo play: Compare your score to the chart below to determine how well you did!
~49 | 50 ~ 59 | 60 ~ 69 | 70 ~ 79 | 80 ~ 89 | 90+ |
---|---|---|---|---|---|
Beginner | Experienced | Veteran | Expert | Master | Legend |
Credits
Created by: Isaac TanManufactured by: Launch Tabletop, Misil CraftsPlaytesters: Aleksandrs Labeckis, Alvin Wong, Daryl Soh, David Goh, Edmond Tan, Gabriel Tay, James Wong, Janina Labecka, Jojo Chia, Jovi Kartolo, Jun Cheng Ang, Listya, Raihaan, Samantha Chiam, Wan Yi, Wei Jin, Wen QiSpecial Thanks: Adel©2024 Nekomancy Games. All rights reserved.
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