RULES FOR ZONING • To zone, draw its symbol in an white empty square. • You may not zone the blue reserve spaces. • You may not zone a space is already zoned. • You must draw the entire arrangement dictated by the third die result. • The entire arrangement must be in the borders of your city. PLACING AN X If you wish to ignore the dice results this turn or cannot use the dice results this turn, you must write an X into one white empty space in your city instead. You may have a maximum of three Xs in your city. Otherwise, if you can zone, you must zone. 2020 EDITION: PIPSBURG & INKSTANBUL LAST UPDATED MAY 4, 2020 Welcome to Pencil Park 2020! It’s a dice place to visit! Design the best urban space for the community of Pencil Park. The committee members make a new request each turn. SET UP A GAME 1. You need three standard six-sided dice. Keep them handy. You’ll roll them a lot. GAME END When you are unable to use any dice results and have used all three of your Xs, then your game is over. Proceed to scoring. SCORING Each zone card scores in a different way at the end of the game. See the zone description for more details and examples. Your goal is to become an elected official by scoring points exactly within the goal ranges of the city. 2. You need a pencil and one of the city sheets in this document. Scoring conditions commonly use the terms Adjacent and Group. HOW TO PLAY You’ll play the game over a series of turns. To start a turn, roll the dice. This represents the Committee giving their guidelines and budget for what you may build this turn. Adjacent: Zones are only considered adjacent to something above, below, to the left, or to the right. Diagonals are not adjacent. Choose two dice results and add them together. That number determines which zone you will draw this turn. The third die result is how many and the arrangement of zones you may build. Each die face uses pips as the literal arrangement that your zones must be in when you place them this turn. See diagram below for reference. Group: A contiguous area of adjacent zones of the same type. One zone is considered a “group” of one. OR Once you have zoned, proceed to the next turn. Nevertheless, the committee wants you to zone as close to these reserves as you can for the enjoyment of all citizens. You earn bonus points at the end of the game if you surround a reserve on all adjacent sides with zones or Xs. The bonus points are noted within the reserve. The larger reserve in this example is considered surrounded, because every orthogonally adjacent space has been filled with a zone or an X. OR 1 If you were to zone the orange space above, you would merge the pink and purple groups together to form one group of thirteen zones. 14+ 15’ Game Design: Daniel Solis Stock Art: Shutterstock 122375728, 163175840 Playtesting: Atomic Empire regulars, Game Designers of Carolina DANIEL SOLIS Proofing: Nate McMichaen, Fin Coe, Mike Schröder, and Matthew Gravelyn Special thanks: Adam McIver for sticking with it. x A A A A The smaller reserve here has not been surrounded because the space below it has not yet been filled. 9 A A A A A A 4 A OPTIONAL DISTRICT RESTRICTIONS Each city map includes special restrictions that present an additional challenge to advanced players. You may ignore these restrictions during your learning game. Just know they’ll be waiting for you. Taunting. Non-Residental District: This space may not contain a 6, 7, or 8 zone. The pink squares to the right are all one contiguous group containing seven zones. The purple squares to the right are one group with four zones. OR A A Each of the red zones A A are individual groups. A A A A A A A A A A A A NATURAL RESERVE The blue spaces represent pristine natural and cultural attractions that must remain unzoned for the entire game. Specialty District: These spaces must have matching zones. # Mandatory District: Lose the noted number of points if this space is not zoned at the end of the game. Arts District: All of the highlighted spaces must have different zones. Energy District: If you write an X in this space, you may draw one zone of your choice anywhere in the city. ©2020 SMART PLAY GAMES This edition of Pencil Park is free to download, print, and copy for personal use. Do not redistribute or resell it. Drop a buck in support at patreon.com/danielsolis. 2-3: Park Zone Parks should be next to scenic vistas! 9-10: Score 3 points for each group of Business zones that are a unique quantity. Score 1 point for each Industry zone in the largest group of Industry zones. Pollution Penalty: Lose 1 for each other Industry zone outside of that group. Businesses should be unique! If a Park zone is adjacent to a blank space or a reserve, it scores you 1 point. If adjacent to both, it scores you 3 points. (Note: X’s are not blank.) This Park zone is adjacent to a reserve and a blank space, so it scores 3 points. 6: $ Business Zone 3 1 X X 0 1 1 1 X Industry should be concentrated! You have three scoring groups of Business zones: • a one-zone group These Park zones are only adjacent to blank spaces, so each scores 1. $ • a three-zone group 3 • a four-zone group. Each of these scores you 3 points. Since you have two 2-zone groups, neither will score any points. Industry Zone $ $ $ $ $ If you have only two groups of Industry zones tied for largest, only score one of them. The other group will be considered Pollution. $ $ $ $ However, you also have three other Industrial zones elsewhere in your city. These will lose you 3 points total. 3 0 $ $ 0 3 Your largest group of Industrial zones has six zones, so you score 6 points total. This Park zone is adjacent to neither reserves or blank spaces. It scores no points. 7: Residential Zone 11-12: Residents should be diverse! 4-5: Monument Zone When you draw this zone, choose whether to draw Residents as circles, triangles, or squares. All residents from the same roll must be the same shape. Monuments should stand apart! Score 2 for each group of Monument zones. Score 4 points per type of Resident zone you have the fewest of. (It is possible to score 0 points.) This example shows three groups of Monument zones. One group has six zones. 2 The rest each have just one. The size of a group doesn’t matter, though. All that matters is that each group is separate from each another. These three groups score a total of 6 points. 2 2 Here you have six circle residents, six square residents, and 3 triangle residents. Three is the fewest of either of the types of residents, scoring you 12 points total. 8: O O 12 OO OO Civic Zone -1 1 1 1 1 1 1 -1 School Zone Schools should support lifelong education! A group of two contiguous school zones are a Primary School. A primary school scores 0 points. A group of three, four, five, or six contiguous school zones are High School. A High School must be supported by a Primary School being zoned somewhere in your city. Score 1 point for each supported High School zone. A group of seven or more contiguous school zones are University. A University must be supported by a High School somewhere in your city. Score 3 points for each supported University zone. A primary school can support any number of high schools. A high school can support any number of universities. On the left is a Primary School. It scores 0 points, but is important for the higher levels of education. In the middle is a High School which scores 1 point per zone because you have a Primary School. Civic zones should support the residents! At the end of the game, each Civic zone turns any one Resident zone into a smiley face. Each smiley face scores 3 points. -1 OO OOO 3 3 3 3 You have five Resident zones and four Civic zones. This means you have four happy faces in your city, scoring you a total of 12 points. On the right is a University which scores 3 for each zone because you have a High School. 3 3 1 1 3 3 3 3 1 1 3 3 3 3 Pipsburg GOALS: 40-49: Clerk 50-59: Council 60: Mayor 61-70: Council 71-80: Clerk 2-3: 4-5: 6: 4 7: 10 2 8 $ O 8: 9-10: 11-12: # Inkstanbul 2 GOALS: 60-69: Clerk 70-79: Council 80: Mayor 81-90: Council 91-100: Clerk 2 2 4 2-3: 4-5: 6: 2 7: 6 $ O 8: 9-10: 11-12: 2 4 2 5 2 #