Rules & Instructions
Section 1: Setup & Objective
PARKSCAPE
Goal: Have the most Visitors in your parks after the Final Round.
SETUP
- Decks: Shuffle the Park Deck and Action Deck separately.
- Deck Prep: To ensure balanced play, remove random cards from the Action Deck
(before dealing) based on player count, place removed cards in the game box:
- 4 Players: Use all 104 cards. (8 Turns total)
- 3 Players: Remove 12 cards. (9 Turns total)
- 2 Players: Remove 24 cards. (11 Turns total)
- Market: Deal 5 Parks face-up in the center.
- Players: Deal 5 Action Cards from the Action Deck to each player. NOTE: Any Event Cards dealt must be shuffled back into Action Deck, and new Action Cards drawn to replace them.
- First Player: The last person to visit one of the parks in the market. Play proceeds clockwise.
- Park Limits: 2p: Max 6 | 3p: Max 5 | 4p: Max 4.
CARD ANATOMY
Parks: Capacity, Amenities, Cost ($1-3).
Action Cards: Each card has a Discard Value (Coin 1-3) and an Action Type:
- Visitors: Placed in parks to score points.
- Utilities: Helpful effects or "Cures" for Blocks.
- Upgrades: Add Amenities to your parks.
- Attacks: Used to hinder opponents (e.g., cause Blocks).
- Events: Special cards that trigger immediately when drawn.
Section 2: Turn Structure
ON YOUR TURN
- ACTIONS: Perform exactly 2 Actions (see Section 3).
- DRAW: Draw 3 Cards from the Action Deck to end your turn.
Events: If you draw an Event, it triggers immediately (see Section 4).
Game End: If the deck is empty after you draw, the Final Round begins with the following players turn.
FREE BOOST
At any time during your Actions phase, Discard $3 worth of cards to gain +1 Action this turn. (Repeatable).
MARKET REFILL
The Market must always have 5 Parks. When one is bought, immediately reveal the top card of the Park Deck to replace it.
Section 3: Actions
Perform 2 Actions in any combination:
A) BUY A PARK
Discard cards from hand where total Coin Value >= Park Cost. You do not receive change when paying
extra.
Place the Park in your play area and refill the Market.
B) PLAY A CARD
- Visitor: Place on top of a Park (must match Amenities). Max: Capacity.
- Upgrade: Slide under the top of a Park to add new features.
- Utility/Attack: Resolve text, then discard.
Section 4: Events & Game End
GLOBAL EVENTS
Trigger: When drawn at the end of a turn, play it immediately to the Active Event Pile.
Stacking: If you draw multiple Events at the same time, choose which one stays on top as the "Active" rule; others are tucked underneath.
BLOCKS
Effect: Rotate Park 90°. It cannot gain new Visitors. Existing Visitors still count for points.
Cure: Play an unblock Utility Card to rotate the Park upright.
GAME END
- The Final Round is triggered once all Action Cards have been drawn from the deck.
- The player who drew the last cards finishes their turn.
- Starting with the next player, everyone takes one final turn using only the cards remaining in their hand.
- Winner: Count Total Visitors across all your parks. Highest score wins!