Rules to Towering
A 2 player game
10 and up
The sky's the limit! Or 10. It might be 10.
In towering players construct towers in a variety of landscapes from barren ice lands to rich forests to urban centers. Their goal is to build the tallest and best buildings.
Starting construction on a tower is no small feat though and if one commits to building a tower it is going to cost them. But as long as the tower is big enough by the end of the game it should pay itself back.
Contents
- 78 cards:
- 54 building cards (9 cards for each of the 6 towers)
- 24 material cards (4 for each tower)
Preparation
The game is played in a series of 3 rounds.
Remove 2 material cards of each color for the first round.
Remove 1 material card of each color for the second round.
For the final round use all 4 material cards.
Shuffle and deal 8 to each player face down. The remaining cards face down near the board as the draw pile.
Braille Notes:
The cards have a letter to represent the color of the card.
b for blue
r for red
y for yellow
g for green
x for black
p for purple
Overview
Each player builds one or more towers and then uses cards to build their towers as high as they can.
Before starting a tower players may collect materials to increase their risk and potential reward. You cannot build lower levels after the higher levels and cards must always increase in a given tower. The cards show the height of the tower numbered 1-10. At the end of the round the players towers are scored based on how high they got and how many materials they used.
Gameplay
Choose a start player. On their turn, a player first plays a card from his hand, and then must draw one card to replace it.
Play a card -
The player has two choices when playing a card from his hand:
Add a card to an tower :
The player can start a new tower or build onto a tower they started on a previous turn. P
To start a new tower, the player simply places a card from that tower face up in front of them. To build another level to the tower, the player places a new card from the tower covering part of the previous card from that tower. You may only place cards that are a higher value than previous played cards on the tower. The only exception to this are material cards which can be played on top of each other, but only before the first numbered tower card is played of that tower.
Discard a card :
If a player does not want to play one of their cards on the tower they may instead discard a card. Discarded cards are played face up between the two players creating a different stack for each of the six colors.
The piles are face up with only the most recently discarded card of that color showing, although the previous cards are public information and can be investigated.
Draw a card -
After playing or discarding a card the player chooses to draw a card from the draw pile or to choose the top card from any of the discard piles. That card is then added to their hand.
End of round and scoring
• The round ends when a player takes the last card from the draw pile. Players do not get a chance to play after that card is taken. The amount of cards left in the pile is public information.
• Then the players sum up their scores. Each player scores their towers separately. They add the numbered cards in each expedition together and subtracts 20 from the value to represent the cost of the tower. This total is the value of each tower. However, if a player plays no cards to a tower, its value is zero instead of –20.
• The player then multiplies the value of each of his towers (positive or negative) by the number of material cards that player played on that expedition plus 1. The multiplier will be 2, 3, or 4, when the number of material cards is 1, 2, or 3, respectively. When an expedition has only material cards, it is worth –20 multiplied by the number of material cards plus 1. (e.g. -40, -60, or -80)
• In addition, each tower that contains at least eight cards, earns a fixed bonus of 20 points, added after the multiplier.
• The score is added from previous round(if any).
Cards are shuffled for another round of play unless it was the third round in which case the
Remember the second round has 1 material of each color removed and the last round doesn't have any materials removed.
The player with the most total points so far in the game begins play for the next round.
The game ends after the third round.
EXAMPLE
Yellow | Blue | Purple | Green | Red | |
---|---|---|---|---|---|
Cards | 5,8,10 | none | material | imaterial,3,5,7 | material, material,2,3,5,7,8,10 |
Sum | 23 | 0 | 0 | 15 | 35 |
Cost | -20 | no cost | -20 | -20 | -20 |
sub-total | 3 pts | 0 pts | -20 pts | -5 pts | 15 |
multiplier | x2 | x2 | x3 | ||
Total | 3 pts | 0 pts | -40 pts | -10 pts | 45 pts |
Bonus | +20 pts. bonus |
Notice: the player loses 40 points in the Purple expedition for playing only a single investment card, doubling his loss.
Note: as shown in the example, it may be costly to begin an expedition if one is not confident of a positive result. A player starting an expedition with insufficient cards risks great losses if he does not draw them later.
The player scores 18 points. 3+0-40-10+45+20 (bonus)=18