Boardgames

Tiny Towns

Build a prosperous forest town on a 4×4 grid, using scarce resources wisely before wasted spaces cost you victory points.

60
minutes

1 - 6
player(s)

Medium

Tiny Towns board game cover

About this board game

Tiny Towns is a town-building board game for 1–6 players, playable in about 60 minutes. As the mayor of a tiny forest town, you will help build a hidden civilization for the smaller creatures of the woods.

Your town is represented by a 4×4 grid, and space is limited. Resources are scarce, so every material matters as you plan where to place resource cubes and which building layouts to complete.

Construct buildings by arranging resources in their required patterns. Each building scores victory points in its own unique way, making careful planning essential as you develop your small settlement.

  • Place resource cubes in specific layouts.
  • Construct buildings that score in different ways.
  • Manage limited space in your 4×4 town grid.
  • Avoid unfinished spaces, which are worth -1 VP each at the end.

In Tiny Towns, you must take the building materials available to you and use them as effectively as possible. A promising plan can quickly become difficult when your grid fills with resources that do not contribute to a useful building.

The game ends when no player can place any more resources or construct any more buildings. After scoring the buildings in each town, empty squares count against their owner, and the player with the most victory points wins.

With its compact grid and distinct building scoring, Tiny Towns challenges you to turn scarce materials into the most prosperous settlement possible.

Board Game Rules for
Tiny Towns

Download official rules (EN)

You are the mayor of a tiny town in the forest, where the smaller creatures of the woods have created a civilization hidden away from predators. This new land is small and the resources are scarce—you take what you can get and never say no to building materials. Cleverly plan and construct a thriving town, and don’t let it fill up with wasted resources!

Whoever builds the most prosperous tiny town wins!

Objective

Your town is represented by a 4×4 grid, on which you will place Resource cubes in specific layouts to construct buildings. Each building scores Victory Points (Victory point) in a unique way. When no player can place any more resources or construct any buildings, the game ends, and any squares without a building are worth -1 Victory point.

The player with the most Victory point wins!

Contents

  • 1 rulebook
  • 6 player boards
  • 25 Building cards
  • 15 Monument cards
  • 15 Resource cards
  • 1 scorepad
  • 126 wooden buildings
  • 1 wooden Master Builder hammer
  • 6 wooden monuments
  • 90 wooden Resource cubes

A game by Peter McPherson, for 1–6 players, ages 14 and up.


  1. Give each player a player board.
  2. Leave the Resource cards in the box (unless you are playing the Town Hall rules or Solo variant).
  3. Place the Cottage card (with the Cottage symbol on the back) face-up in the center of the table.
  4. Sort the remaining Building cards into separate piles by the symbols on the back.
  5. Shuffle each pile of 4 cards.
  6. Draw 1 card from each pile and place them face-up next to the Cottage card, so they are visible to all players.
  7. Place the remaining Building cards back into the box – they will not be used for this game. For your first game, it is recommended to use the set of Building cards shown on the right.
  8. Place the wooden Resource cubes and buildings (but NOT monuments) in a general supply where all players can reach them.

    There are 5 different resources: WOOD (brown), WHEAT (yellow), BRICK (red), GLASS (teal), and STONE (gray).

  9. The starting player is the player who most recently constructed something (in real life). Give that player the Master Builder hammer.
  10. Shuffle the Monument cards and deal each player 2 Monument cards face-down, which they should look at but keep secret. Players should select 1 Monument card to keep and discard the other to the box, face-down.
  11. Give each player 1 wooden monument (Monument token), which they should keep next to their Monument card. Return any remaining monuments to the box—they will not be available to players in this game. For your first game, you may want to play without monuments.
Recommended cards for first play (Cottage, Chapel, Farm, Tavern)
Recommended cards for first play (Cottage, Chapel, Farm, Tavern)
Recommended cards for first play (Well, Theater, Factory)
Recommended cards for first play (Well, Theater, Factory)
Game setup diagram part 1
Game setup diagram part 1
Game setup diagram part 2
Game setup diagram part 2

Building Card Anatomy

Building Card Anatomy diagram
Building Card Anatomy diagram
  • A. Card Title
  • B. Building Type
  • C. Art
  • D. Resource Build Pattern
  • E. Building Ability / Scoring

  1. The Master Builder names a type of resource: Wood, Wheat, Brick, Glass, or Stone.
  2. All players MUST take a cube of this resource and place it in an empty square in their town grid. Players do this simultaneously.

Resource Placement

  • Resources may never be moved to a different square after being placed.
  • Resources can only be removed by constructing a building.
  • Only 1 resource or building may occupy a square.
  • When resources are removed from a board, they go back to the general supply.
  1. Players may construct any buildings for which they have the matching resources in the correct shape. Players do this simultaneously and should announce what building they are constructing.
  2. Once all players have placed their resources and constructed buildings, a new round begins. The Master Builder token passes to the player on the left.

The new Master Builder should always wait until all players are ready before naming the next resource. Players can show that they are still thinking by holding up their resource cube until they place it. After a resource has been placed, players have until the next resource is named to construct any buildings.

The Cavern Rule

Building a Tiny Town is difficult. If this is one of your first games, or if you want a little more flexibility in your town, we recommend that you play with the Cavern rule. Throughout the game, players have the option of placing up to 2 resources named by other players off to the side of their board. These resources score no points or penalties at the end of the game. Players must decide when it is most advantageous to use this special ability!


Building layouts may be mirrored/flipped and rotated, as long as the configuration of resources remains the same.

To construct a building:

  1. Remove the correct resources in the correct shape from your board and place them back in the general supply.
  2. Take the matching wooden building from the general supply.
  3. Place it in 1 of the squares that was occupied by the resources removed.

Construction Restrictions

  • A resource can only be used to construct 1 building—in other words, every building requires all of its resources.
  • Buildings do not have to be constructed as soon as its resources are in place. Players may wait as many rounds as they want to construct a building.
  • Players may construct multiple buildings at once.
  • Buildings may never be moved to a different square after being placed.
  • Any player can construct any of the buildings (except other players’ monuments). Building cards are not replaced when players construct buildings.
  • Players cannot construct a building immediately after a resource has been named without physically placing the resource cube in their town first.
Building construction step-by-step example (Chapel)
Building construction step-by-step example (Chapel)
Allowed rotations, mirrors and invalid configurations
Allowed rotations, mirrors and invalid configurations

Feeding Your Cottages

Remember! Cottages (Cottage token) must be fed by Farm token buildings to be worth 3 Victory point. Players may construct Cottages before or after constructing Farm token buildings, but unfed Cottages at game end score 0 Victory point.

Monuments

A monument is a special type of building that can only be constructed by the player holding that card. Players may only construct their monuments once. Monuments may be constructed in any round, just like a normal building (see Building Construction Rules).

Upon constructing a monument, the player should read the Monument card aloud, place it face-up in front of them, and resolve any immediate effects. If the card grants an ability, that ability takes effect immediately and only applies to the card’s holder. Scoring for Monument cards is resolved at game end. Monuments are not a part of the general supply.


Completing Your Town

When your town is filled with resources and you cannot (or choose not to) construct any buildings, your town is completed. You are out of the game and can start calculating your score. (You no longer take turns naming resources as the Master Builder.)

Note: A player may continue to place resources and name resources as the Master Builder as long as they have space for the resources in their town, even if it will not be possible for them to construct any buildings.

If only 1 player is left, that player can continue to name resources as the sole Master Builder until their town is completed.

Game End

When all players’ towns are completed, the game ends immediately. Remove all remaining resource cubes (except from Warehouses). Each empty square is worth -1 Victory point. Players add their Victory point for each building in their town and subtract any penalties to calculate their final score. The player with the most Victory point wins!

Tiebreakers

In the case of a tie, resolve in this order:

  1. The tied player who had the fewest turns as Master Builder wins.
  2. If there is still a tie, the player with the fewest empty squares wins.
  3. If there is still a tie, the player with the most Cottages wins.
  4. If there is still a tie, the tied players share the victory.

Additional Rules

  • Resource cubes and buildings are unlimited. If you run out, substitute some other marker.
  • Unfed Cottages at game end remain on the board but score no Victory point. Some other buildings (such as Wells) still score points from unfed Cottages.
  • “Adjacent” means up, down, left, and right.
  • It is possible to have a negative score.
  • Farm token never score Victory point on their own.

Scoring Example

Playing without monuments, this board would score:

  • 2 Wells: 1 Victory point for each adjacent cottage (fed and unfed) = 5 Victory point
  • 4 Fed Cottages: 3 Victory point for each fed cottage. 1 Farm only feeds 4 Cottages, so only 4 of the 5 constructed Cottages score Victory point = 12 Victory point
  • Chapel: 1 Victory point for each of the 4 fed Cottages and 0 Victory point for the 1 unfed Cottage = 4 Victory point
  • 3 Taverns: 9 Victory point for having constructed 3 Taverns = 9 Victory point
  • Bakery: 3 Victory point for being adjacent to a Farm = 3 Victory point
  • Warehouse: -1 Victory point for each resource it holds = -3 Victory point
  • 2 Empty Squares: -1 Victory point each = -2 Victory point
  • TOTAL: 28 Victory point
Scoring example board illustration
Scoring example board illustration

Town Hall Rules

Town Hall is a different way to play Tiny Towns that introduces the Resource deck and changes the way resources are selected during the game.

Assign 1 player to be the Mayor, who will draw Resource cards to determine which resource all players will place.

Gameplay

Shuffle the 15 Resource cards to form a draw pile, and discard the top 5 cards face-down to a discard pile.

  1. The Mayor starts the game by drawing the top Resource card from the draw pile and placing it face-up on the table. Players must place the resource shown on the card in their town.
  2. After all players have placed their resources, the Mayor places the Resource card on the discard pile and draws a new Resource card for the second round, placing it face-up on the table. All players once again place the indicated resource in their town, and the Mayor places the Resource card on the discard pile.
  3. In the third round, players individually choose 1 of the 5 resources from the supply to place in their town. (Players do this simultaneously.)

In subsequent rounds repeat this pattern, with the Mayor drawing 1 Resource card each for every first and second round, and players choosing a resource individually for every third round. When a Resource card needs to be drawn and the draw pile is empty, the Mayor shuffles the cards in the discard pile to form a new draw pile and again discards the top 5 cards face-down. Play continues until the end conditions of the standard game are met.

Note: In this mode, Building and Monument cards that refer to other players naming resources (Factory, Warehouse, Statue of the Bondmaker) apply to rounds in which the Mayor draws a Resource card. The ongoing effect of Bank applies to every third round, in which players have their choice of resource (that is, players can no longer choose from the supply in those rounds the resources placed on any of their Banks).

If a player builds the monument Fort Ironweed, that player may no longer take and place resources every third round, in which players have their choice of resource, unless that player is the only player remaining.

Solo Variant

There is no Master Builder in the Solo variant.

Setup

Remove the following cards from the game when playing the solo variant:

  • The Inn (Inn)
  • The Bank (Bank)
  • Fort Ironweed (Fort ironweed)
  • Opaleye’s Watch (Opaleyes watch)

Solo Rules

Shuffle the 15 Resource cards to form a draw pile and reveal the top 3 cards. You choose to place any 1 of the 3 resources shown in your town and construct buildings as normal. Then place the corresponding card face-down on the bottom of the draw pile and draw a new Resource card to replace it.

Note: In this variant, Building and Monument cards that refer to other players naming resources (Factory, Warehouse, Statue of the Bondmaker) apply to choosing resources from the resource deck.

The game ends as normal, when your town is completed (your town is filled with resources and you cannot or choose not to construct any buildings).

Skill Level Achieved

Victory Points (Victory point) Skill Level Achieved
38 or more Master Architect
32–37 Town Planner
25–31 Engineer
18–24 Carpenter
10–17 Builder’s Apprentice
9 or less Aspiring Architect

Building Clarifications

  • Cottage: Unfed Cottages remain on the board but do not score points on their own. Some other buildings, such as Wells, treat fed and unfed Cottages the same. You may construct Cottages even if you don’t yet have a Farm token.
  • Farm: Farms feed 4 Cottage token anywhere on the board.
  • Granary: Granaries only feed Cottage token in the 8 immediate surrounding squares (up, down, left, right, and diagonal), for a maximum of 8 Cottage token.
  • Greenhouse: Greenhouses feed 1 contiguous group of Cottage token that are adjacent (up, down, left, and right) to each other. This group does not have to be adjacent to a Greenhouse.
  • Orchard: Orchards will always feed a maximum of 6 Cottage token, no matter where they are placed.
  • Fountain: Fountains cannot score more than 2 Victory point. Adjacent refers to up, down, left, and right, not diagonal.
  • Millstone: Millstones cannot score more than 2 Victory point, even if they are adjacent to multiple Farm token or Granary token.
  • Shed: Sheds are not restricted to being placed in the 2 squares their resources came from when constructed, but may be placed in any empty square on the board.
  • Well: Adjacent refers to up, down, left, and right, not diagonal. Adjacent fed and unfed Cottage token score 1 Victory point.
  • Abbey: Abbeys like to be isolated. If an Abbey is adjacent (up, down, left, and right) to any of Tavern token, Inn token, Feast hall token, it is worth 0 Victory point.
  • Chapel: Score Chapels individually. A town with 3 fed Cottage token and 1 unfed Cottage token will make each Chapel worth 3 Victory point. (Chapels do not earn Victory point for unfed Cottage token.)
  • Cloister: Cloisters not placed in a corner will still score 1 Victory point for each other Cloister placed in a corner. The maximum a Cloister can score is 4 Victory point.
  • Temple: Temples are worth 0 Victory point if they are not adjacent to at least 2 fed Cottage token.
  • Almshouse: The maximum Almshouse score is 26 Victory point. If you construct more than 6 Almshouses, the total Almshouse score is still 26 Victory point.
  • Feast Hall: If you tie with the player to your right, your Feast Halls are only worth 2 Victory point. In a 2-player game, Feast Halls are worth 3 Victory point to the player with the most and 2 Victory point to the player with the least, or 2 Victory point if tied.
  • Inn: Inns in the same row or column are worth 0 Victory point.
  • Tavern: Taverns score points as a group. For example, 4 Taverns are worth 14 Victory point total (but can be anywhere on the board). Any Taverns constructed after the 5th Tavern do not increase your Tavern score.
  • Bakery: Adjacent refers to up, down, left, and right, not diagonal.
  • Market: Markets score for either a row or column, but not both. Markets always score 1 Victory point for themselves in addition to any other Markets in the same row or column, for a maximum score of 4 Victory point.
  • Tailor: Tailors not constructed in the 4 center squares are still worth 1 Victory point plus 1 Victory point for each other Tailor in the 4 center squares. The maximum a Tailor can score in total is 5 Victory point.
  • Theater: A Theater’s score is the total number of unique building types besides Theater that share a row or column with that Theater, for a maximum score of 6 Victory point. If there are buildings of the same type in both the same row and column as Theater, that building type only counts once toward Theater’s score. Monument counts as a unique building type (unless it is Barrett Castle, which counts as 2 Cottage token).
  • Bank: You cannot construct more than 5 Banks, since there would be no resource for them to hold.
  • Factory: You may choose for multiple Factories to hold the same resource, but it offers you no advantage.
  • Trading Post: Trading Posts can be used in the layout of any future buildings. When you construct a building that used a Trading Post as a resource, you do not remove the Trading Post from its square. You can use multiple Trading Posts to construct a single building, but at least 1 non-Trading Post resource must be used.
  • Warehouse: You can store up to 3 resources with a Warehouse by physically placing the cubes on the building. When another player names a resource that you do not want, place the resource on your Warehouse. You may remove a resource from your Warehouse and place it in an empty square on your board when you do this. You can never remove a resource without placing a new resource on the Warehouse. As a result, the number of resources on a Warehouse will never decrease.

Monument Clarifications

  • Architect’s Guild: You may choose not to use the ability of the Architect’s Guild, but you cannot use it later. The buildings you place may be the same type or 2 different types. You cannot change buildings into monuments, since they are not in the general supply.
  • Archive of the Second Age: It does not matter where buildings are located for scoring this monument.
  • Barrett Castle: For all building scoring, Barrett Castle counts as 2 Cottage token and not a monument token (Monument token).
  • Cathedral of Caterina: This applies only to empty squares on your own board.
  • Fort Ironweed: Once this monument is constructed, you may not be Master Builder and must pass the token to the player on your left, unless you are the last player in the game.
  • Grove University: You cannot place a monument after constructing Grove University since monuments are not in the general supply.
  • Mandras Palace: Adjacent refers to up, down, left, and right, not diagonal.
  • Opaleye’s Watch: You may not choose monument as a building type for this card, since it is not in the general supply.
  • Shrine of the Elder Tree: If this is the 7th or later building you construct, it still only scores 8 Victory point.
  • Silva Forum: A contiguous group refers to buildings that are adjacent to one another.
  • The Starloom: You score the full points for 1st, 2nd, or 3rd if you complete your town in the same round as (tie with) another player.
  • Statue of the Bondmaker: Resources on squares containing Monument token cannot be used to construct buildings.

  • Design: Peter McPherson
  • Development Lead: Josh Wood
  • Project Lead: Nicolas Bongiu
  • Production: David Lepore
  • Art: Gong Studios
  • Graphic Design: Matt Paquette
  • Writing: Andre Chautard

©2019 Alderac Entertainment Group.
Tiny Towns and all associated marks are ™ and © Alderac Entertainment, Inc.
555 N El Camino Real #A393, San Clemente, CA 92672, USA.
All rights reserved. Printed in China.

Special Thanks

Peter McPherson is a freelance writer and game designer from upstate New York. Tiny Towns is his first game.

Thank you to Indiana Nash for her endless encouragement and for being the first playtester. I would also like to thank my family: Dad, Mom, and Griff.

Thank you to Alan Barrett for his work on the first prototype.

Thank you to John Zinser for believing in this tiny game, and to Josh Wood for all of his input, ideas, and general design wisdom.

Tiny Towns is dedicated to the memory of Bill Dawes.

Playtesters: Courtney Maki, Josh Beauregard, Mark J. Minick, Jenna Townsend, Lucas Roby, Jesse Bisceglia, Adam Schuurmans, Nick Wilsey, Faith Hardin, Nick Painter, Jenny Ritz, Ben Ritz, Andrew Couperus, Danielle Schissler, Josh McCabe, Kevin Root, Jeff Warrender, Kevin Gibson, Quentin Hudspeth, Dean Howard, P.D. Magnus, Brian Neugebauer, Sam LaFleche, Kevin Piala, Jed Moody, Martin Glazer, Emily Garrick, Jon “Ouch!” Luke, and all of the others who played this game.


Introduction & Components

You are the mayor of a tiny town in the forest, where the smaller creatures of the woods have created a civilization hidden away from predators. This new land is small and the resources are scarce—you take what you can get and never say no to building materials. Cleverly plan and construct a thriving town, and don’t let it fill up with wasted resources!

Whoever builds the most prosperous tiny town wins!

Objective

Your town is represented by a 4×4 grid, on which you will place Resource cubes in specific layouts to construct buildings. Each building scores Victory Points (Victory point) in a unique way. When no player can place any more resources or construct any buildings, the game ends, and any squares without a building are worth -1 Victory point.

The player with the most Victory point wins!

Contents

  • 1 rulebook
  • 6 player boards
  • 25 Building cards
  • 15 Monument cards
  • 15 Resource cards
  • 1 scorepad
  • 126 wooden buildings
  • 1 wooden Master Builder hammer
  • 6 wooden monuments
  • 90 wooden Resource cubes

A game by Peter McPherson, for 1–6 players, ages 14 and up.


Setup

  1. Give each player a player board.
  2. Leave the Resource cards in the box (unless you are playing the Town Hall rules or Solo variant).
  3. Place the Cottage card (with the Cottage symbol on the back) face-up in the center of the table.
  4. Sort the remaining Building cards into separate piles by the symbols on the back.
  5. Shuffle each pile of 4 cards.
  6. Draw 1 card from each pile and place them face-up next to the Cottage card, so they are visible to all players.
  7. Place the remaining Building cards back into the box – they will not be used for this game. For your first game, it is recommended to use the set of Building cards shown on the right.
  8. Place the wooden Resource cubes and buildings (but NOT monuments) in a general supply where all players can reach them.

    There are 5 different resources: WOOD (brown), WHEAT (yellow), BRICK (red), GLASS (teal), and STONE (gray).

  9. The starting player is the player who most recently constructed something (in real life). Give that player the Master Builder hammer.
  10. Shuffle the Monument cards and deal each player 2 Monument cards face-down, which they should look at but keep secret. Players should select 1 Monument card to keep and discard the other to the box, face-down.
  11. Give each player 1 wooden monument (Monument token), which they should keep next to their Monument card. Return any remaining monuments to the box—they will not be available to players in this game. For your first game, you may want to play without monuments.
Recommended cards for first play (Cottage, Chapel, Farm, Tavern)
Recommended cards for first play (Cottage, Chapel, Farm, Tavern)
Recommended cards for first play (Well, Theater, Factory)
Recommended cards for first play (Well, Theater, Factory)
Game setup diagram part 1
Game setup diagram part 1
Game setup diagram part 2
Game setup diagram part 2

Building Card Anatomy

Building Card Anatomy diagram
Building Card Anatomy diagram
  • A. Card Title
  • B. Building Type
  • C. Art
  • D. Resource Build Pattern
  • E. Building Ability / Scoring

How to Play

  1. The Master Builder names a type of resource: Wood, Wheat, Brick, Glass, or Stone.
  2. All players MUST take a cube of this resource and place it in an empty square in their town grid. Players do this simultaneously.

Resource Placement

  • Resources may never be moved to a different square after being placed.
  • Resources can only be removed by constructing a building.
  • Only 1 resource or building may occupy a square.
  • When resources are removed from a board, they go back to the general supply.
  1. Players may construct any buildings for which they have the matching resources in the correct shape. Players do this simultaneously and should announce what building they are constructing.
  2. Once all players have placed their resources and constructed buildings, a new round begins. The Master Builder token passes to the player on the left.

The new Master Builder should always wait until all players are ready before naming the next resource. Players can show that they are still thinking by holding up their resource cube until they place it. After a resource has been placed, players have until the next resource is named to construct any buildings.

The Cavern Rule

Building a Tiny Town is difficult. If this is one of your first games, or if you want a little more flexibility in your town, we recommend that you play with the Cavern rule. Throughout the game, players have the option of placing up to 2 resources named by other players off to the side of their board. These resources score no points or penalties at the end of the game. Players must decide when it is most advantageous to use this special ability!


Building & Monument Construction

Building layouts may be mirrored/flipped and rotated, as long as the configuration of resources remains the same.

To construct a building:

  1. Remove the correct resources in the correct shape from your board and place them back in the general supply.
  2. Take the matching wooden building from the general supply.
  3. Place it in 1 of the squares that was occupied by the resources removed.

Construction Restrictions

  • A resource can only be used to construct 1 building—in other words, every building requires all of its resources.
  • Buildings do not have to be constructed as soon as its resources are in place. Players may wait as many rounds as they want to construct a building.
  • Players may construct multiple buildings at once.
  • Buildings may never be moved to a different square after being placed.
  • Any player can construct any of the buildings (except other players’ monuments). Building cards are not replaced when players construct buildings.
  • Players cannot construct a building immediately after a resource has been named without physically placing the resource cube in their town first.
Building construction step-by-step example (Chapel)
Building construction step-by-step example (Chapel)
Allowed rotations, mirrors and invalid configurations
Allowed rotations, mirrors and invalid configurations

Feeding Your Cottages

Remember! Cottages (Cottage token) must be fed by Farm token buildings to be worth 3 Victory point. Players may construct Cottages before or after constructing Farm token buildings, but unfed Cottages at game end score 0 Victory point.

Monuments

A monument is a special type of building that can only be constructed by the player holding that card. Players may only construct their monuments once. Monuments may be constructed in any round, just like a normal building (see Building Construction Rules).

Upon constructing a monument, the player should read the Monument card aloud, place it face-up in front of them, and resolve any immediate effects. If the card grants an ability, that ability takes effect immediately and only applies to the card’s holder. Scoring for Monument cards is resolved at game end. Monuments are not a part of the general supply.


End of Game & Scoring

Completing Your Town

When your town is filled with resources and you cannot (or choose not to) construct any buildings, your town is completed. You are out of the game and can start calculating your score. (You no longer take turns naming resources as the Master Builder.)

Note: A player may continue to place resources and name resources as the Master Builder as long as they have space for the resources in their town, even if it will not be possible for them to construct any buildings.

If only 1 player is left, that player can continue to name resources as the sole Master Builder until their town is completed.

Game End

When all players’ towns are completed, the game ends immediately. Remove all remaining resource cubes (except from Warehouses). Each empty square is worth -1 Victory point. Players add their Victory point for each building in their town and subtract any penalties to calculate their final score. The player with the most Victory point wins!

Tiebreakers

In the case of a tie, resolve in this order:

  1. The tied player who had the fewest turns as Master Builder wins.
  2. If there is still a tie, the player with the fewest empty squares wins.
  3. If there is still a tie, the player with the most Cottages wins.
  4. If there is still a tie, the tied players share the victory.

Additional Rules

  • Resource cubes and buildings are unlimited. If you run out, substitute some other marker.
  • Unfed Cottages at game end remain on the board but score no Victory point. Some other buildings (such as Wells) still score points from unfed Cottages.
  • “Adjacent” means up, down, left, and right.
  • It is possible to have a negative score.
  • Farm token never score Victory point on their own.

Scoring Example

Playing without monuments, this board would score:

  • 2 Wells: 1 Victory point for each adjacent cottage (fed and unfed) = 5 Victory point
  • 4 Fed Cottages: 3 Victory point for each fed cottage. 1 Farm only feeds 4 Cottages, so only 4 of the 5 constructed Cottages score Victory point = 12 Victory point
  • Chapel: 1 Victory point for each of the 4 fed Cottages and 0 Victory point for the 1 unfed Cottage = 4 Victory point
  • 3 Taverns: 9 Victory point for having constructed 3 Taverns = 9 Victory point
  • Bakery: 3 Victory point for being adjacent to a Farm = 3 Victory point
  • Warehouse: -1 Victory point for each resource it holds = -3 Victory point
  • 2 Empty Squares: -1 Victory point each = -2 Victory point
  • TOTAL: 28 Victory point
Scoring example board illustration
Scoring example board illustration

Variants

Town Hall Rules

Town Hall is a different way to play Tiny Towns that introduces the Resource deck and changes the way resources are selected during the game.

Assign 1 player to be the Mayor, who will draw Resource cards to determine which resource all players will place.

Gameplay

Shuffle the 15 Resource cards to form a draw pile, and discard the top 5 cards face-down to a discard pile.

  1. The Mayor starts the game by drawing the top Resource card from the draw pile and placing it face-up on the table. Players must place the resource shown on the card in their town.
  2. After all players have placed their resources, the Mayor places the Resource card on the discard pile and draws a new Resource card for the second round, placing it face-up on the table. All players once again place the indicated resource in their town, and the Mayor places the Resource card on the discard pile.
  3. In the third round, players individually choose 1 of the 5 resources from the supply to place in their town. (Players do this simultaneously.)

In subsequent rounds repeat this pattern, with the Mayor drawing 1 Resource card each for every first and second round, and players choosing a resource individually for every third round. When a Resource card needs to be drawn and the draw pile is empty, the Mayor shuffles the cards in the discard pile to form a new draw pile and again discards the top 5 cards face-down. Play continues until the end conditions of the standard game are met.

Note: In this mode, Building and Monument cards that refer to other players naming resources (Factory, Warehouse, Statue of the Bondmaker) apply to rounds in which the Mayor draws a Resource card. The ongoing effect of Bank applies to every third round, in which players have their choice of resource (that is, players can no longer choose from the supply in those rounds the resources placed on any of their Banks).

If a player builds the monument Fort Ironweed, that player may no longer take and place resources every third round, in which players have their choice of resource, unless that player is the only player remaining.

Solo Variant

There is no Master Builder in the Solo variant.

Setup

Remove the following cards from the game when playing the solo variant:

  • The Inn (Inn)
  • The Bank (Bank)
  • Fort Ironweed (Fort ironweed)
  • Opaleye’s Watch (Opaleyes watch)

Solo Rules

Shuffle the 15 Resource cards to form a draw pile and reveal the top 3 cards. You choose to place any 1 of the 3 resources shown in your town and construct buildings as normal. Then place the corresponding card face-down on the bottom of the draw pile and draw a new Resource card to replace it.

Note: In this variant, Building and Monument cards that refer to other players naming resources (Factory, Warehouse, Statue of the Bondmaker) apply to choosing resources from the resource deck.

The game ends as normal, when your town is completed (your town is filled with resources and you cannot or choose not to construct any buildings).

Skill Level Achieved

Victory Points (Victory point) Skill Level Achieved
38 or more Master Architect
32–37 Town Planner
25–31 Engineer
18–24 Carpenter
10–17 Builder’s Apprentice
9 or less Aspiring Architect

Card Clarifications

Building Clarifications

  • Cottage: Unfed Cottages remain on the board but do not score points on their own. Some other buildings, such as Wells, treat fed and unfed Cottages the same. You may construct Cottages even if you don’t yet have a Farm token.
  • Farm: Farms feed 4 Cottage token anywhere on the board.
  • Granary: Granaries only feed Cottage token in the 8 immediate surrounding squares (up, down, left, right, and diagonal), for a maximum of 8 Cottage token.
  • Greenhouse: Greenhouses feed 1 contiguous group of Cottage token that are adjacent (up, down, left, and right) to each other. This group does not have to be adjacent to a Greenhouse.
  • Orchard: Orchards will always feed a maximum of 6 Cottage token, no matter where they are placed.
  • Fountain: Fountains cannot score more than 2 Victory point. Adjacent refers to up, down, left, and right, not diagonal.
  • Millstone: Millstones cannot score more than 2 Victory point, even if they are adjacent to multiple Farm token or Granary token.
  • Shed: Sheds are not restricted to being placed in the 2 squares their resources came from when constructed, but may be placed in any empty square on the board.
  • Well: Adjacent refers to up, down, left, and right, not diagonal. Adjacent fed and unfed Cottage token score 1 Victory point.
  • Abbey: Abbeys like to be isolated. If an Abbey is adjacent (up, down, left, and right) to any of Tavern token, Inn token, Feast hall token, it is worth 0 Victory point.
  • Chapel: Score Chapels individually. A town with 3 fed Cottage token and 1 unfed Cottage token will make each Chapel worth 3 Victory point. (Chapels do not earn Victory point for unfed Cottage token.)
  • Cloister: Cloisters not placed in a corner will still score 1 Victory point for each other Cloister placed in a corner. The maximum a Cloister can score is 4 Victory point.
  • Temple: Temples are worth 0 Victory point if they are not adjacent to at least 2 fed Cottage token.
  • Almshouse: The maximum Almshouse score is 26 Victory point. If you construct more than 6 Almshouses, the total Almshouse score is still 26 Victory point.
  • Feast Hall: If you tie with the player to your right, your Feast Halls are only worth 2 Victory point. In a 2-player game, Feast Halls are worth 3 Victory point to the player with the most and 2 Victory point to the player with the least, or 2 Victory point if tied.
  • Inn: Inns in the same row or column are worth 0 Victory point.
  • Tavern: Taverns score points as a group. For example, 4 Taverns are worth 14 Victory point total (but can be anywhere on the board). Any Taverns constructed after the 5th Tavern do not increase your Tavern score.
  • Bakery: Adjacent refers to up, down, left, and right, not diagonal.
  • Market: Markets score for either a row or column, but not both. Markets always score 1 Victory point for themselves in addition to any other Markets in the same row or column, for a maximum score of 4 Victory point.
  • Tailor: Tailors not constructed in the 4 center squares are still worth 1 Victory point plus 1 Victory point for each other Tailor in the 4 center squares. The maximum a Tailor can score in total is 5 Victory point.
  • Theater: A Theater’s score is the total number of unique building types besides Theater that share a row or column with that Theater, for a maximum score of 6 Victory point. If there are buildings of the same type in both the same row and column as Theater, that building type only counts once toward Theater’s score. Monument counts as a unique building type (unless it is Barrett Castle, which counts as 2 Cottage token).
  • Bank: You cannot construct more than 5 Banks, since there would be no resource for them to hold.
  • Factory: You may choose for multiple Factories to hold the same resource, but it offers you no advantage.
  • Trading Post: Trading Posts can be used in the layout of any future buildings. When you construct a building that used a Trading Post as a resource, you do not remove the Trading Post from its square. You can use multiple Trading Posts to construct a single building, but at least 1 non-Trading Post resource must be used.
  • Warehouse: You can store up to 3 resources with a Warehouse by physically placing the cubes on the building. When another player names a resource that you do not want, place the resource on your Warehouse. You may remove a resource from your Warehouse and place it in an empty square on your board when you do this. You can never remove a resource without placing a new resource on the Warehouse. As a result, the number of resources on a Warehouse will never decrease.

Monument Clarifications

  • Architect’s Guild: You may choose not to use the ability of the Architect’s Guild, but you cannot use it later. The buildings you place may be the same type or 2 different types. You cannot change buildings into monuments, since they are not in the general supply.
  • Archive of the Second Age: It does not matter where buildings are located for scoring this monument.
  • Barrett Castle: For all building scoring, Barrett Castle counts as 2 Cottage token and not a monument token (Monument token).
  • Cathedral of Caterina: This applies only to empty squares on your own board.
  • Fort Ironweed: Once this monument is constructed, you may not be Master Builder and must pass the token to the player on your left, unless you are the last player in the game.
  • Grove University: You cannot place a monument after constructing Grove University since monuments are not in the general supply.
  • Mandras Palace: Adjacent refers to up, down, left, and right, not diagonal.
  • Opaleye’s Watch: You may not choose monument as a building type for this card, since it is not in the general supply.
  • Shrine of the Elder Tree: If this is the 7th or later building you construct, it still only scores 8 Victory point.
  • Silva Forum: A contiguous group refers to buildings that are adjacent to one another.
  • The Starloom: You score the full points for 1st, 2nd, or 3rd if you complete your town in the same round as (tie with) another player.
  • Statue of the Bondmaker: Resources on squares containing Monument token cannot be used to construct buildings.

Credits

  • Design: Peter McPherson
  • Development Lead: Josh Wood
  • Project Lead: Nicolas Bongiu
  • Production: David Lepore
  • Art: Gong Studios
  • Graphic Design: Matt Paquette
  • Writing: Andre Chautard

©2019 Alderac Entertainment Group.
Tiny Towns and all associated marks are ™ and © Alderac Entertainment, Inc.
555 N El Camino Real #A393, San Clemente, CA 92672, USA.
All rights reserved. Printed in China.

Special Thanks

Peter McPherson is a freelance writer and game designer from upstate New York. Tiny Towns is his first game.

Thank you to Indiana Nash for her endless encouragement and for being the first playtester. I would also like to thank my family: Dad, Mom, and Griff.

Thank you to Alan Barrett for his work on the first prototype.

Thank you to John Zinser for believing in this tiny game, and to Josh Wood for all of his input, ideas, and general design wisdom.

Tiny Towns is dedicated to the memory of Bill Dawes.

Playtesters: Courtney Maki, Josh Beauregard, Mark J. Minick, Jenna Townsend, Lucas Roby, Jesse Bisceglia, Adam Schuurmans, Nick Wilsey, Faith Hardin, Nick Painter, Jenny Ritz, Ben Ritz, Andrew Couperus, Danielle Schissler, Josh McCabe, Kevin Root, Jeff Warrender, Kevin Gibson, Quentin Hudspeth, Dean Howard, P.D. Magnus, Brian Neugebauer, Sam LaFleche, Kevin Piala, Jed Moody, Martin Glazer, Emily Garrick, Jon “Ouch!” Luke, and all of the others who played this game.