---- WHAT'S IN THE TUBE ----
---- OBJECTIVE ----
Take over NYC! Occupy all neighborhoods on the Map by systematically booting out all other players by rolling higher dice values.
---- ALTERNATIVE OBJECTIVE ----
(For shorter game play)
---- GAME PLAY ----
Add more player cubes to the Map
At the start of every turn, you need to determine how many new player cubes you are allowed to add to your neighborhoods on the Map. For quick and easy reference to the ABC’s below pass around the “Player Cube Counts” card included in the deck. Add the new player cubes to any neighborhood(s) you occupy at your discretion.
A. Count how many neighborhoods you occupy, divide by 3, the resulting whole number (round down) is how many player cubes you get just for existing. Minimum 3.
B. Do you occupy any boroughs? If so, add:
Manhattan = 10
C. Do you have a set of neighborhood cards to turn in?
Each player is awarded 1 new neighborhood card from the pile after each turn if they occupy at least 1 new neighborhood. You may exchange a 3 card set (3 of a kind, or 1 of each pest) for more player cubes. The River Wild cards can be used for any pest you need to complete your set. The number of player cubes increases each time a player turns in a set of cards. . .so keep track.
First set = 4
Start taking over the Empire, or die trying.
D. Determine which neighborhood adjacent to yours you want to try to take over. Remember - neighborhoods connected by bridges, tram or subway are considered adjacent. You must have at least 2 player cubes in your own neighborhood in order to attempt to occupy a neighbor. This is a rule because if you win the occupation you must leave at least 1 cube in the original neighborhood. No neighborhood may be empty of a player cube at any point in the game. Tell the player occupying your targeted neighborhood that you want to try to take it over, and also identify the bordering neighborhood you occupy and are fighting from.
E. Time to roll for it! You need to determine how many dice (up to 3) you can and want to roll against the target/defender. You, as the instigator, must have 1 more cube in your neighborhood than number of dice you roll. So if you have 3 cubes, you can only roll 2 dice, and if only 2 cubes, only 1 die. This is a rule because if you win the occupation of the neighbor you must move as at least as many cubes as dice you rolled into that space, leaving at least 1 cube in the neighborhood you rolled from. The defender may roll 2 dice if he/she has 2 or more cubes in the neighborhood that is being targeted, but may only roll 1 die if only 1 cube occupies the neighborhood. OK, give that re-read. . .then both you and the defender roll dice at the same time.
F. See who won the roll. The highest die of the instigator is matched to the highest die of the defender; whomever’s is higher wins and the loser must remove a cube from their neighborhood. If the defender rolled 2 dice, the next highest die is then matched, and the loser removes a cube from the Map. Defender always wins the tie.
G. You may keep rolling as many (or few) times as you like. If you successfully boot out all defender cubes from a neighborhood, move at least as many of your cubes into the newly vacated space as dice you rolled in the final winning roll. Make sure to leave at least 1 cube behind. You can instigate as many scuffles (repeating D-G) as you wish during your turn. When you’ve had enough, say so.
H. At the end of your turn, you get to make 1 free move of cubes from 1 of your neighborhoods to another adjacent neighborhood you occupy. And, if you’ve successfully occupied at least 1 new neighborhood, take a card from the pile. You may only have 1 card per turn even if you took over more than 1 neighborhood. Repeat A-H until there is a winner.