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Revision as of 18:39, 22 February 2026 by TimboTimeLLC (talk | contribs) (Created page with "<H1>Chandigarh – Rules Summary</H1> <H2>Overview</H2> Players act as urban planners constructing the city of Chandigarh. Over the course of the game, players move their Architect, construct Buildings, complete Sectors, acquire Specialists, and score Project Cards for Prestige Points (PP). The player with the most PP at game end wins. <H2>Core Concepts</H2> <B>Sector</B>: One of 16 tiles forming a 4×4 city grid. <B>Plot</B>: A space within a Sector where a Building...")
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Chandigarh – Rules Summary

Overview

Players act as urban planners constructing the city of Chandigarh. Over the course of the game, players move their Architect, construct Buildings, complete Sectors, acquire Specialists, and score Project Cards for Prestige Points (PP). The player with the most PP at game end wins.

Core Concepts

Sector: One of 16 tiles forming a 4×4 city grid. Plot: A space within a Sector where a Building may be placed. Plaza: The center of each Sector (used for Supervisors and Specialists). Street: The border between Sectors. Junction: An intersection of Streets; Architects stand here. Perimeter: The outer edge Streets of the city grid. Buildings: Four types/colors (Shops, Amenities, Temples, Parks). Architect: Player movement piece. Supervisor: Marker placed when a Sector is completed. Project Cards: Provide movement steps and scoring patterns. Prestige Points (PP): Victory points.

Setup (Condensed)

In turn order, each player drafts:

1 Project Card

2 Buildings of different colors

Randomly determine starting player.

Game End

The game ends at the end of the round in which the last Building of any one color is taken from the General Reserve.

Turn Structure

On your turn, choose ONE action:

Move and Build

Add a Project Card and Score

Action 1: Move and Build

Movement

Add the movement steps shown on your Project Cards (0–2 per card).

Move your Architect one Junction per step.

You may use fewer steps than available.

Restrictions:

No immediate backtracking.

You may not end your movement on a Junction occupied by another Architect.

Passing through is allowed.

Building

You must move at least 1 step before building.

For each step moved, you may place 1 Building.

Buildings must:

Come from your Personal Reserve.

Be placed on a vacant Plot adjacent to your Architect’s current Junction.

Completing a Sector

When the final vacant Plot in a Sector is filled:

Place one of your Supervisors in the Plaza.

You now supervise that Sector.

The player placing the final Building gains supervision.

If a Specialist is present in the Plaza, relocate it.

Supervision is used in end-game Street scoring.

Specialists (Optional)

Acquiring

To gain a Specialist:

Build a Building matching the Specialist’s color in the Sector where it is located.

Take one Specialist Token.

Move the Specialist to another vacant Plaza.

Each player may obtain only one token per Specialist.

Using

May be activated once per turn.

Some apply only to Move and Build.

Others apply only to Add and Score.

Flip the token when used; reset at end of turn.

Some Specialists grant end-game PP.

Action 2: Add a Project Card and Score

Adding a Card

Take one of the 4 available Project Cards.

Add it to either end of your Project row.

Gain Buildings shown where the new card connects to the adjacent card.

Buildings are taken from the General Reserve.

Personal Reserve limit: 6 Buildings (discard excess).

Scoring (Triggered at 4 Cards)

If adding a card brings your total to 4:

Score the card at the opposite end from where you placed the new card.

Remove the scored card from the game.

Your Project row returns to 3 cards.

Scoring Formula: PP = (Stars on card) × (Number of pattern matches in the city)

Pattern Rules

Shape and Building colors must match exactly.

Patterns may be rotated.

A Building cannot count more than once per scoring.

Specialist Pawns do not count as Buildings.

After resolving, refill the Project Reserve to 4 face-up cards.

Common Pattern Types

Project Cards may require:

Buildings on opposite sides of the same Sector.

Buildings across the same Street.

2 or 3 consecutive Sectors (horizontal/vertical).

3 diagonal Sectors.

Buildings surrounding a central Sector.

Buildings adjacent to the Perimeter.

Buildings along both sides of a Street.

All patterns may be oriented in any direction unless otherwise specified.

End Game Scoring

After the final round:

Score one remaining Project Card.

Score PP from Specialists.

Score each Street:

Player supervising the most adjacent Sectors gains full PP.

Ties receive the bracket value shown.

Score the Perimeter Street Tile for most Sectors along the outer edge.

Player with the most total PP wins. Ties are broken by turn order (earlier wins).

Key Definitions

Adjacent to the Perimeter: A Building placed on a Plot touching the outer border of the city grid.

Supervision: Control of a Sector gained by placing the final Building in it.

Perimeter: The outermost Streets forming the city’s border.