Purpose of the Game
Architects gradually develop their three streets by building houses, identified by their numbers.
Houses will be grouped into housing estates, but only fully-completed ones count at the end of the game.
Parks and pools help to improve the neighborhood.
Architects can raise the quality of their constructions in order to promote their estates’ value.
All of this while trying to be the first to complete the City Plans!
Finally, by increasing recruitment through temp agencies, architects can hasten the construction and get in the mayor’s good graces.
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a House Number and an Effect. These combinations are used to perform actions.
Players take turns simultaneously. Each player individually chooses one of the three combinations available to perform an action on their sheet. Multiple players can pick the same combination.
Each player must write the number from the chosen combination in a house on one of the three streets on their sheet. Numbers must always be written in an empty house and must be written in ascending order from left to right. The same number can never appear twice in the same street (except for the "Bis" effect).
When filling in houses, players may leave as many empty houses between two built houses, and then fill them in later. Numbers must still be in ascending order. Also, players may skip numbers when filling in houses, like placing a 10 directly after a 7.
If a chosen house number cannot be played because the it cannot fit anywhere while preserving ascending order, this is marked as a building permit refusal.
The player’s chosen combination also allows them to perform an effect. Players may perform the effect only if they did not receive a building permit refusal.
Note: performing an effect is optional.
Once all players have built their houses and carried out effects, a new turn begins.
Allows the player to build a fence between two houses on the same street. To build a fence, choose any available, white-dotted space and draw a line on it.
Permanent fences are present on both sides of each street. Fences determine the boundaries of housing estates. A completed housing estate is a row of 1 to 6 neighboring houses, all numbered (no blank spaces between them) and built between two fences.
Score: Completed housing estates are necessary to fulfill City Plans and may be split further, as long as they have not previously fulfilled a City Plan).
Real Estate Agent
Promotes and increases the value of completed housing estates. To use the Real Estate Agent, choose a Real Estate column and cross off the top-most, lowest-numbered space.
Score: At the end of the game, each completed estate (size 2, 3, 4, etc...) scores as many points as the smallest, unchecked number from its corresponding column.
Allows the player to build a park.
Score: The player crosses off one of the trees at the end of the street. Parks must be crossed off on the same street that the house number is written. Parks are crossed off, left-to-right in ascending order.
Allows a player to score points when building houses that have a planned pool.
Score: If a player writes the house number associated with the Pool Manufacturer effect in a house with a planned pool, then the pool is built. Cross off the top-most, lowest-numbered space in their pools column.
Allows the player to add or subtract 1 or 2 to the house number they are building. The Temp Agency allows the player to write numbers from 0 to 17.
Score: For each use of the Temp Agency, cross off one box from the Temp Agency column. At the end of the game, the player who crossed off the most Temp Agency boxes scores 7 points. The next highest scores 4 points, and the third-highest scores 1 point. In case of a tie, players score the same amount of points.
Allows the player to duplicate a house number on any street. The new house must be directly adjacent, to the left or right of the house with the same number. Duplicate houses can never be separated by fences. When duplicating a number, write "bis" next to the number in the new house. A house can be duplicated multiple times, and the duplicated number does not have to be associated with the number/effect combination.
Score: Cross off the top-most, lowest-numbered space in the "bis" column. At the end of the game, subtract the smallest, unchecked number from the final score.
A City Plan presents a goal set by the City to its architects, as in building a certain number of housing estates with mandated sizes.
The first player(s) who meet the required conditions of a City Plan during the same turn immediately score the points indicated. Write the higher amount from the "Project" side of the City Plan card in the corresponding box (n°1, 2, or 3) in their Plans column. Turn over the City Plan to its "Approved" side.
A player can only score each City Plan once.
Other players who later achieve the same City Plan score the lower point amount.
The first player who completes a goal can choose to reshuffle the 81 Construction cards and deal three new stacks of cards as in game setup.
When an estate or a house has been used for a Plan, it cannot fulfill another City Plan. The player marks out the fence above each house to indicate it has already fulfilled a City Plan. However, a pool used for a City Plan does not invalidate its corresponding house for another plan.
Housing Estates Plans
To fulfill these City Plans, the player must complete all of the required housing estates.
The estates do not have to be in the same street. There is no restriction to the location of a Plan’s estates.
The game ends immediately when:
- A player crosses off their third Building Permit Refusal
- A player achieves all three City Plans
- A player has built all of the houses on their streets.
Add up the points for City Plans, parks on each street, pools, temps, and completed estates. Then subtract the points from the "Bis" column and the Building Permit Refusal column.
The player with the most points wins!
In case of a tie, the player with the most completed estates wins. In case of another tie, the player with the most 1-house estates wins, then 2-house, etc... In case of another tie, (seriously?) players play another game of Welcome To.
Distribution of cards
Effect side of cards:
- 9x Pool Manufacturer cards
- 9x Temp Agency cards
- 9x "Bis" cards
- 18x Landscaper cards
- 18x Real Estate cards
- 18x Surveyor cards
House Number side of cards:
- 3x 1,2,14,15
- 4x 3,13
- 5x 4,12
- 6x 5,11
- 7x 6,10
- 8x 7,9
- 9x 8
Expert Rules and advanced variant:
1. The Roundabout is an additional action. By placing a roundabout on your street, you can have one set of numbers to the right of the roundabout (0 to 17) and one set to the left (0 to 17). Creating a roundabout uses a house space, and automatically adds a gate to the right and left of the roundabout. You can build up to two roundabouts, and fill in the lowest scored circle in the red section of the scorepad marked with an asterisk—roubdabouts incur negative points.
2. In the advanced variant, you only see the 3 cards with numbers on them. choose one and you will then be presented with the actions listed on the other two cards and you can choose one.
Ice Cream Truck
Own the best ice cream truck in the neighborhood! Score the most points by filling house numbers in the order that the truck moves.
There is one ice cream truck for each street; any truck can move on a turn. The top street's truck moves from right to left. The middle street's truck moves from left to right. The first time you number a house on the bottom street, you can choose which direction the bottom street's truck moves.
An ice cream truck drives only once through their street, and all missed ice cream orders are therefore lost.
When you write a number in a house, the truck drives from its current location to that house, unless it has already passed it. This is represented by a line in the street from the ice cream truck's starting point to that house. If the house just numbered has an ice cream cone, circle it and cross off any other ice cream cones passed on the truck’s trip.
You earn one point for each scoop of ice cream circled during the game.
If you are the first to circle or cross off the last ice cream cone on a street, you earn a bonus of one point for each ice cream cone circled in that street. All other players must cross off this bonus, but can keep selling ice cream cones on that street.
When you start numbering the bottom street, pick the ice cream truck you want on either side and cross off the other. Only one bonus applies for this street, even if different players move in opposite directions.
Decorate the streets for Christmas with the longest lights possible.
To decorate the houses, you must write numbers in consecutive order in the streets. When two adjacent numbers are consecutive, you can connect them with a string of Christmas lights.
A Bis number is considered consecutive to the identical number next to it.
You can have multiples strings of lights in one street but at the end of the game, only the longest string of lights in each street will score additional points.
For each street, earn as many points as there are houses connected by the longest string of lights.
2 4 [empty] 6-7-8-8bis-9 11-12-13
This would end up scoring five points for the six through nine chain of lights and nothing for the 11-13.
Build two estates of three houses without any string of lights.
Build two estates of six houses connected to each other by a single string of lights.
Connect all the houses of one street with a single string of lights.
Spring (Easter Eggs)
Find eggs and circle them with a number to collect them.
6,9,16 - circle one egg
0,8,10 - circle (up to) two eggs
To collect an egg, write a 0, 6, 8, 9, 10, or 16 on the house containing the egg(s).
Count the total number of eggs collected:
- 6 eggs: 5 points
- 10 eggs: 10 points
- 14 eggs: 20 points
- 18 eggs: 25 points