Scoville 2nd Edition Rulebook

Page 1


RULEBOOK

1 to 6 players • 60-90 minutes

THE (REAL) STORY OF SCOVILLE

Wilbur Scoville was born on January 22nd, 1865. The world would never be the same. In 1912 Scoville developed the Scoville Organoleptic Test (SOT), which was used to measure the “hotness” of peppers. Scoville’s test is still used to measure the capsaicin in a pepper, expressed as Scoville Heat Units. Ever since, people have tried to breed hotter and hotter peppers.

THE (FAKE) STORY OF SCOVILLE

The town of Scoville was founded in Wilbur’s honor as a home for those who believe that the hottest peppers are the best peppers. Every year around this time, the town hosts the Scoville Chili Pepper Festival. The festival includes fundraising auctions for the local high school (Go Flames!), a huge Farmers’ Market, incredible prizes for growers who plant the fieriest peppers, and the world famous Scoville Chili Cookoff, where competitors try to scorch their way to victory with the wildest concoctions. The festival only lasts one day and the grower that can generate the most heat will take home this year’s trophy.

Are you ready to feel the burn?

COMPONENTS

1 GAME BOARD

You will assemble the board jigsaw-puzzle style from the five segments.

6 PLAYER SCREENS

For hiding your stuff from other players.

64 AUCTION CARDS

Players bid on these for extra peppers. 30 from the Morning and 34 from the Afternoon batches.

12 AWARD PLAQUES

Players can win these for extra points by planting the pepper color shown.

SOLO MODE & LABS EXPANSION

Solo Mode: There are 30 Objective cards and 40 Flame tokens that are used for solo gameplay. Labs Expansion: There are 12 Market cards, 12 Recipe cards, 6 Lab boards, and 6 Bonus tiles that are part of the Labs Expansion.

Return these components to the box unless you are playing with the Labs Expansion or Solo Mode.

MANY* PEPPER TOKENS

The peppers are everything. Plant them, harvest them, crossbreed them, cash them in for points in a variety of ways!

*Peppersaretechnicallyunlimitedinthe game.Ifyourunoutofacoloryouneed, youcanusepepperchitsasasubstitute.

6 FARMERS

These guys move around to harvest peppers.

Players may freely trade in pepper tokens for a chit of the same value. 6 DISCS

Players can sell peppers for varying rewards involving cash, peppers, and points. 24 each from the Morning and Afternoon batches.

A BUNCH OF COINS

Cash, in a variety of denominations. Use coins to bid for turn order and earn points for your bankroll at the end of the game.

PEPPER CHITS

55 RECIPE CARDS

Big points are available at the Chili Cookoff by trading in the displayed combination of peppers.

18 BONUS ACTION TILES

Use these special actions on your turn to get an edge on the competition, or save them for extra points at game end.

6 BREEDING CHARTS

Keep these handy to remind yourself how peppers combine to produce hotter and more valuable peppers! There’s a player aid on the back, too.

RED
TAN BLUE CHARCOAL
ORANGE YELLOW WHITE GREEN PHANTOM PURPLE

SETTING UP

A. General: Assemble the board in your play area. Make piles (separated by color) of the peppers nearby. Make a coin bank as well.

B. Players: Give each player a Screen and the farmer and disc in their color, one of each Bonus Action tile, $10 worth of coins, and three peppers: red, yellow, and blue. Players should set up their screens to hide their stuff behind them during play.

C. Farmers’ Market: Shuffle the Morning deck of Market cards, then draw a number of cards according to your number of players as shown on the board; lay them on the board face up on each market stall space. Return the remainder of the Morning deck to the box. Shuffle the Afternoon deck and keep it on the board where shown. (On the back of the truck.)

D. Chili Cookoff: Shuffle the deck of Recipe cards, then draw a number of cards according to your number of players as shown on the board; lay them beside the board face up, overlapping them as shown to save room. It’s a good idea to order them by score from lowest to highest as shown. Return the remainder of the Recipe deck to the box.

E. Auction House: Shuffle the Morning and Afternoon Auction decks individually and place them face down on the Auction House. Draw cards equal to the number of players from the Morning deck and place them face up in the slots on the board.

F. City Hall: Separate the Award Plaques by pepper color and stack them in the matching spots on the roof of City Hall, making sure that higher-valued plaques are on top of lower-valued plaques. If this is a 2p or 3p game, remove one plaque (the most valuable plaque) from each stack and return those to the box.

G. Starting Plots: Take a red, a yellow, and a blue pepper into your hand. Randomly choose two of those to place on the Starting Plots of the pepper field (marked with green outlines). Return the third pepper to the supply.

H. Turn Order: Take each player’s disc and randomly place them onto spots on the Turn Order Track. Do not use any spots on the track numbered higher than the number of players. (For example in a 3p game, don’t use the 4, 5, and 6 spaces; you might want to place a coin on unusable spaces as a reminder.)

I. Breeding Charts: Keep these handy so that players can refer to them.

The example shows a setup for a 3-player game.

Throughout the rules examples, we will call our Green player “Greg”, our Purple player “Peggy”, and our Yellow player “Yuri”.

Scoville City Hall
Auction House
Chili Cookoff

GAMEPLAY

Each game of Scoville consists of a variable number of rounds. Each round is made of these five phases:

1. AUCTION (Players bid for turn order and claim Auction cards.)

2. PLANTING (Players plant peppers and can win Award Plaques.)

3. HARVESTING (Players move their Farmers up to 3 steps, breeding peppers as they go.)

4. FULFILLMENT (Players may fulfill a Market card, fulfill a Recipe, and sell one pepper color.)

5. TIME CHECK (Check if Morning has progressed to Afternoon... or Afternoon to Endgame.)

1. AUCTION

In the Auction phase, all players bid coins for choice of turn order, then in turn order they claim Auction cards.

BIDDING FOR TURN ORDER

Note: There is no bid for turn order in the very first round of the game; turn order was randomly established during Setup. In all other rounds, players will be bidding for turn order.

First slide the discs off the turn order track up onto the baskets above, preserving the turn order from the previous round.

To bid, each player secretly selects any amount of their own coins (including possibly zero) and holds it in their hand. When all players are ready, everyone simultaneously reveals their bids.

The player who bid the highest chooses their spot on the turn order track and moves their disc there, then the next highest bidder, and so on until everyone has chosen their spot. Players pay their bids into the bank as they go.

• In the event of a tied bid (of greater than zero), the tied player who was earlier in the previous turn order chooses first.

• Players who bid zero do not get to choose their spot on the track. After every player who bid greater than zero has chosen, zero-bidders drop down (in previous turn order) into the available spaces on the track, from lowest-numbered to highest.

CLAIMING AUCTION CARDS

In the new turn order, each player chooses one of the cards currently in the Auction House. The player takes the pepper(s) shown on the card from the supply and discards the card.

After all players have chosen, draw new cards from the deck to refill the Auction House. (Use the Morning deck if it’s still Morning, Afternoon deck if it’s Afternoon.) In the rare event that the deck runs out, shuffle the discards (of the appropriate deck) to form a new deck.

EXAMPLE:

Example: The bids are revealed. Greg bid 7 while Peggy and Yuri both bid 5. Greg chooses first. He wants to lead in the Harvesting phase—which works in reverse turn order—so he chooses space 3.

Peggy and Yuri’s bids tied, so they choose in the previous round’s turn order. Peggy chooses space 1, so Yuri (left with no choice) ends up in space 2.

The new turn order is Peggy, Yuri, Greg. Peggy chooses the purple pepper card, then Yuri chooses the yellow + blue pepper card, then Greg takes the remaining red pepper card. Each player discards their card and takes the shown pepper(s) from the supply. Then the Auction house is refreshed with three new cards from the Morning draw deck.

2. PLANTING

In the Planting phase, all players (in turn order) must plant one pepper. To plant a pepper, the player selects any pepper from their own supply and places it in an empty plot of the pepper field.

• A player’s pepper may only be planted in a plot that is horizontally or vertically adjacent to a plot that already has a pepper in it.

• A player may plant one extra pepper by using a certain Bonus Action tile. (See Bonus Action Tiles for details.)

EXAMPLE:

Peggy goes first. She could plant one of her peppers in any of the spots marked with a checkmark. The spots with red Xs on them are not legal because they are not horizontally or vertically adjacent to a planted plot.

Peggy eventually decides to plant her purple pepper in the spot shown.

3. HARVESTING

In the Harvesting phase, each player (in reverse turn order) moves their farmer up to three steps along the plot paths, earning a pepper for each step ending between two planted plots.

• In the first round, each player on their turn first places their farmer on the star, (facing either direction) then begins their movement. In later turns, farmers begin their movement from wherever they sit.

• Farmers may move up to three steps but must move at least one step. One step consists of sliding the farmer along the paths between the plots until the farmer is in the notches directly between two plots (or in the notch beside a plot if traveling along the outside edge of the field). It is irrelevant whether the plots are planted or not.

• Farmers may not pass through nor stop on an opponent’s farmer. (In the rare case that a farmer is totally blocked and can not move even one step, the player must skip their turn in this Harvesting phase.)

• A farmer may be pivoted at the start of a turn to start moving in any direction and may turn left or right during their movement, but once it has begun movement it may not be “turned around” to face the opposite direction. Because of this it will not be possible to move along any portion of path already traveled this turn.

• When a farmer’s step ends between two planted plots, the farmer harvests a pepper. The player collects a pepper (or peppers) according to the Breeding chart.

AWARD PLAQUES

If a player plants a pepper of a color for which any Award plaques still remain on City Hall, the player may collect the most valuable of those plaques. (Plaques should be stacked with the most valuable on top.)

• The plaques with three peppers on them refer to the planting of a Purple or Orange or Green pepper.

• A maximum of one plaque may be earned by each player per round, even if the player uses the Bonus Action tile to plant a second pepper that would also qualify for a plaque.

• A player may earn more than one plaque of the same color, providing that they are earned in different rounds.

EXAMPLE:

Peggy planted a purple pepper, and there are still purple/orange/green plaques on City Hall.

Peggy claims the most-valuable matching plaque, earning herself an easy two points!

EXAMPLE:

It’s Greg’s turn, and it’s the first round.

He places his farmer pawn on the star and begins.

(This initial placement on the star is not a “step”; the player doesn’t harvest anything.)

2 3 A B plot paths notch directly between plots A and B

Step 1 takes him between an empty plot and a yellow pepper, so he harvests nothing.

Step 2 takes him between an orange and purple pepper, so he checks the Breeding chart; he harvests a white pepper!

Step 3 takes him between two orange peppers. Checking the chart again, he sees that this earns him a charcoal pepper!

Next round, his farmer will begin movement from that spot between the two orange peppers.

• See Crossbreeding on the next page to learn how to read the Breeding chart to harvest better and hotter peppers!

CROSSBREEDING

When a farmer ends a step between two peppers, the player gets to crossbreed the peppers and collect the resulting pepper(s) from the supply.

Players will learn many of the combinations quite quickly, but its always good to check the Breeding chart to confirm the crossbreeding results.

To use the Breeding chart, find one of the peppers in the left column of the chart, then follow its row across until it reaches the other pepper’s column. The place where the row and column meet displays the result of the crossbreed.

• Most combinations result in a single pepper for the player.

• Some combinations result in two peppers for the player.

• Some combinations (all involving tan peppers) result in an X on the chart, which means the player collects no pepper.

4. FULFILLMENT

In the Fulfillment phase, all players (in turn order) may perform any or all of the following actions. The player may perform his or her actions in any order, but may only perform each action at most once per round.

VISIT THE FARMERS’ MARKET

The player may choose one Market card available in the Farmers’ Market display. The player pays the peppers shown on the “wanted” portion of the card to the supply, and earns the reward(s) shown on the other portion. The player keeps the Market card behind his or her screen.

EXAMPLE:

COMPETE AT THE CHILI COOKOFF

The player may choose one Recipe card available in the Chili Cookoff display. The player pays the combination of peppers shown on the card to the supply, then keeps the Recipe card behind his or her screen.

Example 1: Your farmer is between two blue peppers. The blue column and the blue row meet where shown; you collect two blue peppers!

Example 2: Your farmer is between an orange and purple pepper. The orange column and purple row meet where shown; you collect a white pepper!

Example 3: Your farmer is between a tan and orange pepper. The tan column and orange row meet where shown; you collect nothing!

SELL A BATCH OF PEPPERS

The player may sell at most five of one color of held peppers to the supply. Each sold pepper earns $1 for every two of that color pepper currently planted in the pepper fields.

EXAMPLE:

EXAMPLE:

Yuri chooses this Market card from the display. He pays the wanted yellow and orange peppers to the supply, takes a tan pepper and $3 from the supply, and keeps the Market card behind his screen. It’ll be worth 1 point at the end of the game as shown.

Yuri chooses this Recipe card from the Chili Cookoff display. He pays the 2 charcoal, 2 tan, and 2 red peppers shown on the card to the supply, and keeps the Recipe card behind his screen. This’ll be worth a huge 16 points at the end of the game!

Yuri could sell up to five of one color of peppers that he holds. Considering the peppers that are currently planted in the fields:

Red peppers are worth zero.

Purple peppers are worth zero.

Orange peppers are worth $1 each

Blue peppers are worth $1 each.

Yellow peppers are worth $2 each.

Yuri decides to sell 3 yellow peppers; he returns them to the supply and collects $6 from the bank.

5. TIME CHECK

The game is divided into Morning and Afternoon. The game starts in the Morning, which is why the Morning decks of Market and Auction cards were used during setup. The Time Check phase works as follows:

IF IT’S MORNING

First, count the number of Recipe cards remaining at the Chili Cookoff.

• If there are fewer cards than there are players (for example 2 or fewer in a 3-player game), then the Afternoon is skipped. One more round is played and the game ends after the Fulfillment phase of that round. Note: This does not often happen in the Morning, but it is possible.

Then, count the number of Market cards remaining at the Farmers’ Market.

• If there are at least as many cards remaining as there are players (for example 3 or more and it’s a 3-player game), then it is still Morning. Start a new round!

• If there are fewer cards than there are players, then the game progresses to Afternoon.

1. Discard any remaining morning Market cards from the Farmers’ Market, then Draw new Market cards from the Afternoon deck to refill the Farmers’ Market to the same number that the game started with; return the remainder of the Afternoon Market deck to the box.

2. Return the Morning Auction deck to the box, but leave the Auction cards currently in the Auction house where they are; Start a new round!

IF IT’S AFTERNOON

Count the number of Market cards remaining at the Farmers’ Market, and the number of Recipe cards remaining at the Chili Cookoff.

• If there are fewer cards than there are players in one of the two locations, then one more round is played and the game ends after the Fulfillment phase of that round.

• If there are fewer cards than there are players in both of the two locations, then the game ends immediately with no final round played.

Otherwise, start a new round!

MORNING EXAMPLE:

In this 3-player game it’s Morning and we see that the Farmers’ Market is down to 1 card. This means that next round is the start of Afternoon.

We’ll discard the remaining Market card, deal out 9 Afternoon Market cards from the deck (and get rid of the rest of the deck), and get rid of the Morning Auction deck.

AFTERNOON EXAMPLE:

In this 3-player game we see that the Farmers’ Market is down to 2 cards, while the Chili Cookoff still has 3. Since only one of the locations has fewer cards than there are players, we’ll play one final round and then end the game.

ENDGAME

When the game ends, each player totals their own points. Points are earned in five different categories:

Points on Market cards

Points on Recipe cards

EXAMPLE:

At endgame, this player has 8 points worth of Market cards, 21 points worth of Recipe cards, 7 points worth of Award plaques, 4 points for one unused Bonus Action tiles, 5 points for $17 in Coins

Points on Award plaques

Points on the back of unplayed Bonus Action tiles

Every $3 = 1 point (ignore remainders)

The player with the greatest point total wins the game!

In the event of a tie, the tied player with the most coins wins.

BONUS ACTION TILES

The player’s total is: 8 + 21 + 7 + 4 + 5 = 45 points

Is that enough to win the game?

(Probably not... we are showing a low score here so that the example’s math is clear... but it depends on what the other players scored!)

Each player gets 3 Bonus Action tiles to start the game. These tiles are kept behind the player screens. They may be played on the player’s turn to take advantage of the tile’s benefit, and are discarded when played. (Players should discard the tiles face up in front of their own player screen so that everyone will be aware of which tiles have been used.) A player may use multiple tiles on a turn if desired. Any tile still held at the end of the game is worth 4 points to the player. (Points are shown on the tile backs.)

Play during your turn in the Planting phase to plant a second pepper of your choice, following the normal planting rules. (Count the first pepper as an already-planted plot.)

If the first pepper earned you an Award plaque, then this second pepper is not eligible to earn you an Award plaque even if it would normally qualify. (You may only earn one plaque per round.) It is permitted to refuse a plaque from the first pepper in order to claim a plaque from the second one.

Play during your turn in the Harvesting phase to move a fourth step after you have already reached your limit of three steps. All normal movement and cross-breeding rules apply to this fourth step.

Theoretically this could allow you to loop all the way around a plot and end up back where you started. You don’t break the “no backtracking” rule because you never actually retrace your own path.

1 2 3 4

Play during your turn in the Harvesting phase. This ability permits your farmer to turn around once on this turn. (To be clear, this does not add any steps to your turn; it just allows your farmer to turn around once only, and thus move over portions of path already traveled this turn.)

Remember that you may freely pivot your farmer to face whatever direction you want at the start of your turn.

EXAMPLE:

Greg starts where shown and moves two steps. Since he is facing to the right, his next move would normally take him to any of the three spots marked with red dots . If he played the Double Back Once tile, he could pivot to face the opposite direction, and his next move would take him to any of the spots marked with green circles .

SOLO MODE

Often the contestants in the Scoville festival want to do what they can to get ahead. That means practicing! In The Lone Reaper, you will compete on your own to get the highest score. If you have what it takes and can meet the objectives, you might become the greatest pepper farmer the town of Scoville has ever seen!

A solo game of Scoville will last ten rounds. This will be tracked via the OBJECTIVE cards. After ten rounds, you will calculate your total score and determine how great a farmer you are!

SETUP CHANGES

A Use the Solo side of the game board frame marked with dark dots by the field.

B Draw 5 Morning Market cards and place them face up on spaces in the farmers market area of the board.

C Draw 5 Afternoon Market cards and place them in a face down stack on the board as a future draw pile.

D Draw 12 Recipe cards and place them face up on the designated spaces of the board.

E Shuffle the Morning and Afternoon Auction decks and place them face down on the Auction House.

F Shuffle the Afternoon Objective cards and deal 5 into a face down Objective deck on the designated space of the board. Return the remaining Afternoon Objective cards to the box, only 5 are used in each game. Shuffle the Morning Objective cards, draw five, and place them face down on top of the same Objective deck. Return the remaining 10 Morning Objective cards to the box.

NOTE: Award Plaques are not used in the solo game.

RULES CHANGES

AUCTION PHASE

Draw TWO Auction cards at the start of the round and place them face up on the auction spaces of the board as normal. Note: There is no real auction in The Lone Reaper. The auction cards are instead used so that more peppers are planted each round.

Then draw one OBJECTIVE card. Place it on the space adjacent to the Objective deck (this should be a space with a +2 symbol).

COMPONENTS FOR SOLO PLAY

The Lone Reaper introduces new objective cards and Flame tokens (points). These are not used during non-solo gameplay.

15 MORNING OBJECTIVE CARDS 15 AFTERNOON OBJECTIVE CARDS

• As in a standard game of Scoville, the player will receive $10 in coins, one red pepper, one yellow pepper, one blue pepper, and one of each bonus ability tile to start the game.

PLANTING PHASE

Follow these three steps in the Planting Phase:

1- Select one Auction card and add the peppers shown to your personal supply. Discard the selected Auction card.

2- Take all peppers shown on the other Auction card and plant them in any location of your choice, following the standard planting rules. Then discard that Auction card.

3- Plant 1 pepper from your personal supply following the standard rules.

Farmers’ Market Auction House

HARVESTING PHASE

Follow the standard harvesting rules with one exception: You may harvest by walking up to FOUR spaces each turn instead of the usual three.

FULFILLMENT PHASE

In addition to fulfilling one Market order and one Recipe, you may also fulfill any one OBJECTIVE card that is located on the board. To fulfill an Objective card, choose a row on the objective card and satisfy the requirements shown on the left side of the arrow and earn the corresponding reward shown on the right. Then place the Objective card into your personal supply. Take a Flame token with a bonus value matching the one depicted on the board space from which the Objective card came, and place the token on the corresponding row of the Objective card that you fulfilled.

EXAMPLE:

The “SELL YELLOW” objective card was revealed this round. It is located at the +2 points location. During the FULFILLMENT phase, you may sell either 4, 5, or 6 yellow peppers to fulfill the bottom, middle, or top level of the objective card, respectively.

You have 5 yellow peppers. You choose to fulfill the middle row of the objective card. Take a flame token matching the number of points shown at the spot on the board where the card is located, in this case 2 points. Place the objective card in your personal supply area and place the 2-point flame token on the middle row of the card to indicate which level you fulfilled. With the 2-point bonus flame token, you earn 7 points for fulfilling the middle row (2 for the Flame token, and 5 for the row you fulfilled). You also receive $5.

There are 4 types of Objective cards – Buy, Sell, Trade, and Own. For the Buy, Sell, and Trade Objectives, you must discard the requirements shown on the left of the card to earn the reward shown on the right. For the “Own” Objectives, you merely need to have the depicted requirements in your personal supply, you do not need to discard them.

TIME CHECK PHASE

Do not follow the normal rules for this phase. Instead do the following:

• Move all Objective cards on the board one space to the right. If an Objective card was already on the rightmost space, it is removed from the board and can no longer be completed. Place it next to the board – for each uncompleted Objective card next to the board at the end of the game, you will lose 2 points.

• If this is the end of the fifth round, Morning has ended; Discard all remaining Morning Market cards from the board to the box and deal the 5 Afternoon Market cards face up onto the board. During the Auction phase for the rest of the game, you will now draw 2 Afternoon Auction cards instead of 2 Morning Auction cards.

• If this is the end of the tenth round, there should be no Objective cards remaining in the deck. The game ends and you must proceed to end-of-game scoring.

END OF GAME

At the end of ten rounds, calculate your total score from each of these categories:

Objective Cards

• Flame tokens on each objective card

• -2 points for each unmet Objective that was removed from the board.

Note: Objectives still on the board are simply worth nothing.

Completed Recipes

Completed Market cards

Unused bonus ability tiles, each worth 4 points

Coins: 3 coins = 1 point, rounding down.

FARMER SCALE

Once you have your score, see where you land on the FARMER SCALE:

0-69 points – Peasant

70-89 points – Hired Hand

90-99 points – Weeder

100-109 points – Tiller

110-119 points – Cutter

120-129 points – Picker

130-139 points – Gatherer

140-149 points – Plower

150-159 points – Sower

160-169 points – Planter

170-179 points – Farmhand

180-189 points – Greenskeeper

190-199 points – Child of the Soil

200-209 points – Homesteader

210-219 points – Lieutenant Cultivator

220-229 points – Major Clodhopper

230-239 points – Captain Agrarian

240-249 points – Assistant to the Reaper of Ages

250+ points – Reaper of Ages

12 NEW MARKET CARDS

6 Morning, 6 Afternoon.

Shuffle them into the correct Market decks before Setup.

Competition is heating up in Scoville’s Chili Pepper Festival. Competitors seeking the coveted Scoville trophy are using science to try and get an edge. Personal Labs are being built as Growers are studying their peppers... trying to increase their quality and speed up the process to get the most heat!

Put on your safety goggles, this baby is about to boil!

Scoville Labs’ Market and Recipe cards have this symbol on them; this will help you distinguish which cards came from the expansion if you ever need to separate them from your basic decks.

LABS SETUP

12 NEW RECIPE CARDS

Shuffle them into your Recipes deck before Setup.

6 MORE

Set up the game as normal, with these exceptions:

PLAYERS:

Give each player the Lab in their color and one additional “Plant 1 Extra Pepper” Bonus Action tile.

CITY HALL:

In a 2 or 3 player game, do not remove the most valuable plaque from each stack as you would normally.

LABS GAMEPLAY

Scoville Labs provides a new way for you to cross-breed and harvest your own private source of peppers. In addition, growing peppers of a given color in your Lab will help increase the sale price of that color pepper for you alone! This will impact the Planting and Fulfillment phases as described ahead:

PHASE 2: PLANTING

During each Planting phase, after you have planted your mandatory pepper in the main field, you have the option to plant one pepper from your supply into your Lab. The first pepper planted in your Lab may go into any vat, but later peppers must be planted adjacent to an existing pepper (not diagonally).

When you plant a pepper in your Lab, immediately gain peppers based on the cross-breeds of the pepper you just planted and all peppers directly adjacent (not diagonally) to the newly-planted pepper. Then your turn in

the Planting phase is over. Thus the first time you plant in your personal Lab nothing will be gained, but further peppers planted will result in immediate cross-breeding and pepper gains.

EXAMPLE:

For your first Lab planting, you plant the orange pepper where shown. This does nothing, since it doesn’t create any cross-breeds.

EXAMPLE:

Later on, you plant a green pepper in the vat shown. It breeds with the purple to its left (creating a white), and with the green above it (creating a charcoal). It doesn’t breed with the diagonal orange. You collect your white and charcoal immediately.

PHASE 4: FULFILLMENT

... WHEN YOU FULFILL A MARKET CARD

Some of the new Morning Market cards have Bonus Actions as their reward. You may obtain these cards normally, and keep them behind your screen. When you want to use the Bonus Action, discard the Market card from the game (forfeiting its point value) and take the Bonus Action, following its usual rules.

... WHEN YOU SELL A BATCH OF PEPPERS

You must finish planting all the peppers you are going to plant in the main field for the turn (including ones planted via the “Plant One Extra Pepper” Bonus Action) before you may begin planting in your Lab.

A “Plant One Extra Pepper” Bonus Action may be used in your Lab, but only if you have already planted a pepper in your Lab via the normal means that turn.

Bonus Award Plaques are not awarded for peppers planted in your Lab. Peppers planted in the field earn plaques as normal.

If all the vats in your Lab are filled, you may no longer plant anything in your Lab.

CREDITS AND THANK YOUS

GAME DESIGN: Ed Marriott

ILLUSTRATION: Vincent Dutrait

GAME PRODUCER: Chris Zephro

GRAPHIC DESIGN: Jody Henning

PROJECT MANAGEMENT: Andy Van Zandt

When selling a batch of peppers, you may count peppers in your own Lab in addition to peppers in the field to determine how much money you earn. You may still sell at most five of one color of held peppers to the supply.

Peppers planted in the Lab (just like peppers planted in the main field) may not be sold. Only peppers in your personal pepper supply may actually be sold.

EXAMPLE:

In addition to all the great people who played a role in the first edition of Scoville, the designer would also like to thank the following people from the Trick or Treat Studios team: Chris Zephro, Andy Van Zandt, Jody Henning, Joe Stoken, & Vincent Dutrait.

And this game wouldn’t have happened without the following great people: Erin, Lili, Oliver, & Charlotte Marriott, Alan & Catherine Marriott, Jeremy “J” Van Maanen, Adam “A-Game” Buckingham, Ben “Bosun” McQuiston, David “Commodore” Felker, Mark “MARK” Wyse, Mike “Zeke” Lashua, & SDG. Happy harvesting, everyone!

The main field has 3 blue peppers and Yuri has 3 blue peppers planted in his Lab. Therefore, Yuri could sell blue peppers for $3 each. Peggy has no blue peppers in her Lab, so she could only sell blue peppers for $1 each.

Turn static files into dynamic content formats.

Create a flipbook
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.