Sunken City
- Basic Game
- Advanced Game (differences
from basic game underlined)
Back to Game Rules Index
Setup (Basic Game)
- Place buildings #1-9 in their spaces in the grotto (off the main
board); place #10 n the center of the board, with the Neptune token on
top of it.
- Choose the appropriate die, according to number of players;
return the rest to the box.
- Place x street tiles (depends on # of players) in street space #1
(of 6), face up. Place 1 street tile in each of spaces 2-5, face down.
- Give each player...
- their pawn (placed in the matched-by-color
village, on the board)
- 6 action cards (identical set per player)
- rules
summary
- 11 treasures (#1-10, and #12): place on their player mat
face down
- Youngest player is first.
Turn Sequence (Basic Game)
- Play one of your remaining unused Action
Cards in front of you
- Take actions allowed by the played action card (in any order)
- Play passes to left
- Continue until game end conditions met; finish that
round (all players get the same number of turns)
- Winner = player with most valuable treasure collection (sum of
numbers)
Details
- Action Cards
- Each card details 3 actions
- the # of
city pieces that will be raised (0-4, only one of which may be
a
building)
- the maximum # of spaces pawn may move
(3-7)
- the Neptune symbol - if present, may move
Neptune
- When a player has used all 6 cards, they pick them up and may
use them all over again.
- Raising city pieces
- Raising Streets
- may be raised
anywhere except for the center square
- tiles may not overlap other
tiles
- Raising Buildings
- only in the dark blue areas
- may not be adjacent (including corners) to other
buildings
- only 1 building per space
- no more than 1
building per turn
- Player Movement
- May move pawns orthoganolly (not diagonally) over street tiles
and/or buildings (not water!)
- Each street tile or building counts as 1
movement point
- Collecting Treasure
- When you enter a building, flip the matching treasure token
face-up on your play mat
- When you move your pawn back to your village, you move all
face-up treasures on your
adventure mat to the scored area - these are now safe from Neptune!
- Treasure #12
- There is no building #12. This treasure
(chest) is found in whichever building happens to be in the center
square of the board.
- You claim it (and the treasure for that specific #
building) by visiting that building.
- Neptune Movement
- same rules as player movement
- maximum distance depends on Neptune's starting location:
- in neutral
territory, you roll a die (use a different die depending on the # of
players)
- in a player's territory (each corner fo the board
has a large area that "belongs to" the player whose village is on that
corner): that player can move him 3 spaces (4 in a 2-player game);
other players still roll a die
- When
Neptune leaves a space
(street or building), that space sinks under
the sea again!
- If an adventurer was on that space, he is forced back to
his village and loses all the face up treasures he'd been carrying
(they're turned face down, and he'll have to go find them again). As a
consolation, he gets a Neptune chip (but only if another player moved Neptune).
These can be used in a later turn
(1 chip per turn) to enhance movement distance by the number of face
down treasures still on that players mat.
- Sunk buildings go back to the side of the board, and may be
raised again.
- Sunk streets go back to the discard area on the other side of
the board: see Timing (Game End)
Timing, Game End (Basic Game)
- Managing street tiles
- There are 6 street spaces for street tiles on the side of the
board.
- Raised streets are taken from the first face up pile (initially
#1).
- When streets are sunk, they are discarded to the next pile,
face down
(initially #2).
- Whenever the face up pile is exhausted, the next face
down pile is immediately (even in the middle of your turn) turned face
up, and becomes the next draw pile.
- In this way, you move through the 5
spaces
- The game ends at the end of
the round (everyone gets to play the
same # of turns) when either ...
- draw pile #5 (street tiles) is exhausted (sand timer becomes
visible) ---OR---
- someone collects all 11 treasures
- Game Winner: the player with the most valuable collection of
treasures
(sum of numbers on the treasure tokens)
Setup (Advanced Game)
- Place all 10 numbered
buildings in their grotto spaces (off the main board).
- Place Neptune next to
building 10; he is also considered to be in grotto space 10 (off the
main board).
- Place 14, 18 or 22
street tiles (for 2, 3 or 4 players, respectively)
in street space #1, face up. Place 1 street tile in each
of spaces
2-5, face down.
- Give each player:
- their pawn (placed in the matched-by-color
village, on the board)
- 6 action cards (identical set per player)
- rules
summary
- 11 treasures (#1-10, and #12): place on their player mat
face down<>
- Youngest player is first.
Turn Sequence (Advanced
Game)
- Play one of your remaining unused Action Cards in front of you
- Game Phases
- Game starts in Raising Phase
- Switch to Sinking Phase
immediately when the last street from the current street space is used;
unused Building Points immediately become Neptune Movement Points
- Switch back to Raising Phase when Neptune is returned to a
grotto space; unused Neptune Movement Points immediately become
Building Points
- Raise city pieces (Raising
Phase), move Neptune and
sink city pieces (Sinking
Phase), and move Adventurer
tokens/collect treasure; actions
may be intermingled (e.g., raise a piece, move your pawn, raise another
piece, etc.)
- Play passes
to left
- Continue until game end conditions met; finish that
round (all players get the same number of turns)
- Winner = player with most valuable treasure collection (sum of
numbers)
Details (Advanced Game)
- Action Cards
- When a player has used all 6 cards, they pick them up and may
use them again.
- Each card has 2 numbers (ignore the Neptune symbol, if
present)
- Top Number
- in the Raising Phase, Building Points - the # of
city pieces that will be raised (0-4, only one of which may be
a
building; the rest are streets)
- in the Sinking Phase, Neptune Movement Points - the number
of spaces Neptune will move
- Bottom Number: Movement Points - the maximum # of spaces pawn
may move
(3-7)
- Player Movement
- In Raising Phase, when
you move your pawn onto/over the building whose grotto space Neptune is
currently in, you may move Neptune to a different grotto space
- Otherwise, same in both
Raising and Sinking Phases
- May move pawns orthoganolly (not diagonally) over street tiles
and/or buildings (not water!)
- Each street tile or building counts as 1 Movement Point
- Collecting Treasure
- when you enter a building, flip the matching treasure token
face-up on your play mat
- Treasure #12
- There is no building #12. This treasure
(chest) is found in whichever building happens to be in the center
square of the board.
- You claim it (and the treasure for that specific #
building) by visiting that building.
- When you move your pawn back to your village, you move all
face-up treasures on your
adventure mat to the scored area
- Raising
Phase (pieces do not sink, only rise)
- Unused Neptune Movement Points immediately become Building
Points
- Raising Streets
- May raise anywhere except for the center square
- Tiles may not overlap other
tiles
- Raising Buildings
- Only in the dark blue areas
- They may not be adjacent (including corners) to other
buildings
- Only 1 building per space
- No more than 1
building per turn
- May only raise the
building next to which Neptune is standing (in the grotto)
- Sinking
Phase (pieces do not rise, only sink)
- Neptune immediately appears
at the building of the grotto space he is located in; if that building
has not been raised, he appears at the highest numbered raised building
- Unused Building
Points immediately become Neptune Movement Points
- Neptune Movement
- Same as player movement
- Use 1 Neptune Movement
Point per space - must use all points on played Action Card
- If Neptune becomes
isolated (cannot move) and has Neptune Movement Point(s) left:
- Spend 1 Neptune
Movement Point to banish Neptune to any grotto space
- Sinking Phase
ends; begin a new Raising Phase
- When
Neptune leaves a street or
building (including when he
is banished), that space sinks under
the sea again!
- If an adventurer was on that space, he is forced back to
his village and loses all the face up treasures he'd been carrying
(they're turned face down). As a
consolation, he gets a Neptune chip (optional rule).
These can be used in a later turn
(1 chip per turn) to enhance movement distance by the number of face
down treasures still on that players mat.
- Sunk buildings go back to the side of the board, and may be
raised again.
- Sunk streets go back to the discard area (street spaces):
see Timing (Game End)
Timing, Game End (Advanced Game)
- Managing street tiles
- There are 6 street spaces for street tiles on the side of the
board.
- Raised streets are taken from the first face up pile (initially
#1).
- When streets are sunk, they are discarded to the next pile,
face down
(initially #2).
- Whenever the face up pile is exhausted, the next face
down pile is immediately (even in the middle of your turn) turned face
up, and becomes the next draw pile.
- In this way, you move through the 5
spaces
- The game ends at the end of the round (everyone plays the
same # of turns) in either of these ways:
- When draw pile #5
(street tiles) is exhausted (the sand timer becomes visible), the last
Sinking Phase begins; game ends when this Phase is over
- Someone collects all 11 treasures
- Game Winner: the player with the most valuable collection of
treasures
(sum of numbers on the treasure tokens)