Santa s Workshop Rules Version 2.3

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1 Santa s Workshop Rules Version 2.3 Overview With only 12 days to go until Santa makes his yearly trip to the homes of children the world over, he desperately needs his teams of elves to finish making this year s batch of toys. In order to motivate his teams of elves, Santa has offered to take the most productive team of elves with him on a post-holiday trip to somewhere sunny and warm. Each team of elves will compete to earn the most North Pole Points (NPPs) by building gifts, feeding reindeer and mining for coal (after all, the naughty boys and girls must get their reward ). However, not all is candy canes and gum drops at the North Pole the elves will stop at nothing to win this contest, to include sabotaging the opposing teams Santa s Workshop is a game for 2-6 players. The game takes place over 9 days and each player assigns his or her team of elves to various tasks around the Christmas village in order to earn North Pole Points (NPPs). The player with the most NPPs at the end of the end of the game is the winner! Setting up the Game - Place the Santa figure on Day 1 of the day track. - Place the various resource cubes (white = plastic, purple = fabric, brown = wood, silver = metal) near the game board, within easy reach. - Shuffle the Coal Card deck and place it face down in the indicated location at the Coal Mine. - Shuffle the Gift Cards, deal 3 cards to each player, then 3 cards face up in the Mailroom, and place the remainder of the deck face down on the indicated location in the mail room. - Each player should select a tableau for themselves, and take the associated color elf figures and marker cubes. The numbered elf figures should be placed in the associated circle on the tableau. Marker cubes should be placed in the following locations: o 1 marker on the 0 square of the scoring track 1

2 o 1 marker on the -20 space of the reindeer feeding track o 1 marker in the start ( s ) square of each row of each elf on the player s tableau - Of their initial 3 Gift Cards, each player may choose to discard up to 2. - The shortest player receives the starting player token at the beginning of the game. Each Game Day Beginning with the starting player, and continuing clockwise, each player should place one* elf on any available location and take that action (see the locations and their actions starting on page 4). The circles at each area represent an available location for an elf to be placed the number of spaces available is dictated by the number of players. The player may also play any appropriate Coal Cards at that time (see Coal Cards and their effects on page 12). *Note In the Assembly Hall, a player may place any number of elves on a single turn When an elf is played at a location, the player must take that action. When all players have placed all of their elves and all actions have been resolved, the day is over. If it is an Inspection Day, score the bonus NPPs. Advance the day marker to the next day, each player retrieves his or her elves, and starting with the first player, begin again. Gift Cards Building gifts for children is the main job of the elves at Santa s Workshop. They are responsible for creating the parts, and then assembling them into a final product, which will then be loaded in Santa s sleigh. 2

3 A B C D E Example of a Gift card A:Title B:Illustration C:Components D:Base Score E:Assembly Points Each gift must be built using a number of components, which are acquired in various rooms in Santa s Workshop. The component materials consist of Fabric, Wood, Metal and Plastic. There are potentially two types of component slots on a gift card mandatory and optional. Mandatory components must be built and placed on the gift card before it can be assembled and scored for points. Mandatory components are represented by squares on the gift card. There are solid colored squares for Fabric (purple), Wood (tan) and Metal (gray) components. White squares represent locations for plastic components however, those plastic components can be upgraded to Fabric, Wood or Metal based on the letter depicted inside the plastic square. This will result in the gift being worth more NPPs when scored. Optional components are just that they may be added to the gift for additional score. These are represented on the gift card by solid colored diamonds. The player may add none, some, or all of the optional components. To add optional components, any plastic mandatory components on the gift must have been upgraded. These optional components represent extra pieces, or a more ornate gift. 3

4 In the lower left hand corner of each gift card is a number in a yellow circle. This is the base NPPs that the gift will earn the player, based on completed assembly of the gift, with the mandatory components (including plastic) only. By replacing plastic components, and adding optional components, the player can increase the NPPs scored by the amount under each of those components. In the lower right of the gift card, the required assembly points are listed. In order to assemble the gift (after all mandatory components have been added), the player must have his elves meet that assembly score in the Assembly Hall (page 7). Action areas Note that the Mailroom, Assembly Hall, Fabric Shop, Woodworking Shop, Metal Shop, Plastic Manufacturing and Training Room are collectively considered to be Santa s Workshop. The Coal Mine and Reindeer Stables are not considered part of Santa s Workshop. This is important to remember when any cards refer to actions within Santa s Workshop. Limited Action Spaces In all areas other than the Mail Room, there is a limited number of available spots based on the number of players, as indicated below. On the 9 th day, with the rush to get last minute gifts made, Santa allows a slight relaxation of his safety guidelines, resulting in more spots available. # of Players Days 1-8 Day 9 Assembly Hall Materials Assembly Hall Santa s Workshop 4

5 When placing elves in the Workshop areas, a player must have the need for that action. For example, a player may not place an elf in the Wood Shop if he has no open spots for wood on his gifts. Likewise, a player may not place elves in the Assembly room if he has no gifts that are eligible to be assembled (however, as long as a player has even a single gift that can be assembled, they may place as many elves as they like). Lastly, an elf may only be placed in a training slot if that elf has room to be trained in that subject. It is always possible to have the need to place elves in the Mailroom. Mailroom The Mailroom is where letters from children around the world pour into the North Pole, asking Santa for their fondest desire. When an elf is played in the Mailroom, a player may select up to 2 gifts from the available face up Gift Cards or off of the top of the gift card deck. Fill any card slots from the top of the Gift Card deck as they become open. If the gift card deck is ever exhausted, simply shuffle any discarded gift cards and make a new deck. Fabric Shop Sewing machines, needles and shears are the tools of the trade here. The elves work with all kinds of fabric from cotton to lace to leather. When an elf is played in the Fabric Shop, the player rolls a die and takes 0-3 fabric markers (plus any additional due to training or other modifiers) and places them immediately on any unassembled gift(s). Any extra fabric produced is discarded. (Standard D6 1=0,2-3=1 ; 4-5=2; 6=3) Wood Shop Oak, Pine, Cedar the Wood Shop is filled with the aroma of the forest, and the wood is transformed from rough timber to beautiful toys by the elves. When an elf is placed in the Wood Shop, the player rolls a die and takes 0-2 wood markers (plus any additional due to training or other modifiers) and places them immediately on any unassembled gift(s). Any extra wood produced is discarded. (Standard D6 1-2=0; 3-4=1; 5-6=2) 5

6 Metal Shop With sparks flying, and flash of welders, the Metal Shop is the place where parts are made for the sturdiest gifts. However, metal working is not for the timid it is all too easy to bend plate wrong or punch the wrong hole - which means starting from scratch. When an elf is placed in the Metal Shop, the player rolls a die and takes 0-1 metal markers (plus any additional due to training or other modifiers) and places them immediately on any unassembled gift(s). Any extra metal produced is discarded. (Standard D6 1-2=0; 3-6 = 1) Plastic Room In the old days, nothing but the best fabric, wood and metal was used for gifts. But with so many children these days, and still the same schedule to keep, Santa has installed a plastic molding machine at the North Pole. All an elf has to do is bring in his blueprints, and like magic, the machine spits out the needed parts for the toy. The toys might not be quite as nice as those made solely out of other materials, but it s better than getting coal in your stocking! When an elf is placed in the Plastic Room, the player may take as many plastic markers as desired and place them immediately on any unassembled gift(s). Training Room Want to get ahead of your rivals? Send your elves to get some quality training, and when they come back, they ll be better workers than ever! There are 4 open locations in the training room 1 each for Fabric work, Woodworking, Metalworking and Assembly skills. When an elf is placed in the associated location, on the player s tableau, move the marker for that skill on that elf one position to the right. In the case of the materials (fabric, wood & metal) the elf will produce that many more components when taking an action in the associated room. Note that an individual elf may never be trained to produce more than +3 Fabric, +2 Wood or +1 Metal. (This isn t to say he or she can t produce more by other means). Raising an elf s assembly score helps when he or she is taking an action in the Assembly Hall. An elf with multiple assembly points can assign those points to one or more gifts. 6

7 Assembly Hall Putting button eyes on teddy bears, attaching wheels to bikes, strapping toys into boxes with those accursed plastic ties this all happens in the Assembly Hall. From there, the toys are sent to Santa s Sleigh, and the elves move closer to earning their reward. Multiple elves can be assigned to the Assembly Hall on one turn, and use their assembly skills to put together toys that have the required number of mandatory components. Each elf assigned in the assembly hall rolls the assembly die. The total number of assembly points rolled can be assigned to gift(s) that have all of their mandatory components filled. Multiple gifts can be assembled if the player has enough assembly points that turn. If the combined elves of a player do not have enough assembly skill to meet the assembly points required by a gift, it cannot be assembled that turn, and they must try again later. When a gift is successfully assembled, NPPs should be awarded to the player, and that gift card should be placed faced down on the Santa s Sleigh location on their player tableau. If completed using just the mandatory components, with plastic the player gains NPPs equal to the gift s base score (in the circle in the lower left of the gift card). If the player upgraded plastic components, or added optional components were used, add the following to the score for that gift: o +1 for each fabric in a plastic space o +2 for each wood in a plastic space o +3 for each metal in a plastic space o +2 for each fabric in an optional space o +3 for each wood in an optional space o +4 for each metal in an optional space Other locations at the North Pole Reindeer Stable Making presents isn t the only task for the elves. Someone has to make sure Donner, Blitzen and the rest of the reindeer are fed and ready for their big night. 7

8 Santa expects each team to do their fair share but if some teams go above and beyond, they may find that helps them win Santa s good graces All players have a marker starting in the -20 area of the Reindeer track. When a player takes an action on the reindeer track, he or she has a choice either move their marker one space forward on the track or take the starting player marker for next turn. Subsequent players playing on the reindeer track can choose to take the first player marker, but any player that has previously done so will have their marker moved forward one space. Coal Mine Sadly, every year some children find their way onto the naughty list. Santa counts it among his duties to deliver coal to these children, in hopes that they will do better next year. The elves also have the task of mining this coal. However, not all the coal finds its way to children s stockings the elves have discovered that when ground to a fine dust, the coal provides them with the energy to cast spells some helpful, others not so much When taking an action at the Coal Mine, the player must first fill their hand of coal cards to 3. He or she may then choose to discard one coal card in their hand to immediately score the points indicated in the lower left hand corner. Cards that are kept in the player s hand may be used to cast spells when actions are taken possibly helping the player, hindering their opponents, or stopping any mischief directed at them. For more information on playing Coal Cards, and the effects of each card, see the Coal Cards section on page 12. Inspection Days Inspection Days are annotated on the Day Track by the following symbol: Every third day Santa drops by for an inspection of the Workshop. Santa wants to make sure as many children as possible have their Holiday wish comes true so to reward the most productive team (and to encourage other teams to do better), Santa awards bonus NPPs on these days. 8 bonus NPPs are rewarded on each 8

9 bonus day, to the player with the highest total number of gifts in their sleigh. All tied players get the bonus. Note that the number of assembled gift cards a player has on his or her tableau does not need to be revealed. At the end of each Inspection Day, all players should remove all assembled cards from their tableaus and place them in the Gift discard pile. Playing Coal Cards A B C D E F Example of a Coal Card A: Title B: Illustration C: Explanation D: Score if discarded at Coal Mine E: Symbol of Nullification Card F: Magic Mirror vulnerability As stated in the Coal Mine description, players have the opportunity to collect a hand of Coal Cards in the game. If they are not turned in for immediate points at the Coal Mine, the player can use the Coal Cards for their stated effects during the game. Multiple Coal Cards may played on a turn if the eligibility requirements 9

10 are met however, the same exact Coal Card may not be played twice on the same turn with the exception of Dispel and Magic Mirror cards. Nullifying Coal Cards Some cards have counterparts that can be used to nullify a card when it is played. A symbol in the lower center of a Coal Card indicates which other card it can nullify. If one card is used to nullify another, they in effect cancel each other out, and both are placed in the Coal Card discard pile. The player taking the action can continue with their action, just without the effect of the Coal Card. Note that the Dispel card can be used to nullify any other Coal Card including other Dispel cards, or Magic Mirror cards. I.E. if you are playing a Coal Card, and another player plays a Dispel card to stop your first card, you may play a Dispel card to prevent their Dispel card from affecting your original card. Magic Mirror By playing a Magic Mirror card, a player may redirect the effect of a Coal Card towards any other player including himself if so desired. Note that only certain Coal Cards are subject to Magic Mirror, and that is indicated by a mirror symbol in the lower right hand corner of the card. Multiple Magic Mirrors may be played, causing a spell to bounce to various players in one turn. A Dispel card may be played against a Magic Mirror, causing the spell to take effect against the last target. A mirror symbol with an elf symbol ( ) indicates a spell that can only be redirected towards a player who has an elf already in the same location where the original Coal Card was played. Game End The game is over when each player has placed all of their elves, and all actions have been resolved on Day 9. At this point, end game scoring should occur as follows: 10

11 - Reindeer Track Each player advances (or retreats) their scoring marker based on their location on the Reindeer Track - The player that has advanced the furthest along the Reindeer Track gets a bonus 10 NPPs. In the case of a tie, all tied players get the points. - Unassembled gifts Each player takes negative NPPs equal to the base score of any unassembled gifts they possess. The winning player is the person that scored the most total NPPs! In the case of a tie, the following tie-breakers are used, in this order: - Total number of assembled gifts - Position on the reindeer track - Most training achieved Dice Odds Item Die faces Ave Fabric Wood Metal Assembly

12 Coal Card Reference Dispel (6) Used to stop the effects of coal cards. Dispel cards can be used to dispel other Dispel cards, and also used to dispel Magic Mirror cards. Can also be used after the fact to dispel on-board effects such as Lock. Magic Mirror (6) Used to redirect the effects of a Coal Card to another player or elf, including to the player that used the Magic Mirror. Only cards that have the mirror icon are eligible for Magic Mirror to be used against. If there is an elf symbol on the mirror, the effects can only be directed towards an elf in the same room. Magic Tool (2) Used to increase the output in a material room (fabric, wood or metal). Nullifies Broken Tool. Broken Tool (2) Played against a player that is about to take an action in a material room (fabric, wood or metal). Causes that player to not receive any materials that turn. Nullifies Magic Tool. Superb Detail (2) Played when placing materials on a gift, the player places a Superb Detail token on that gift. When assembled, a gift with a Superb Detail token scores +1 NPP for each material. Nullifies Cheap Material. Magic Mirror may be used to redirect the effects to another player s unassembled gift. Cheap Material (2) Play during an Assembly action and place a Cheap Material token on an opponents unassembled gift. If assembled with a Cheap Material token on it, that gift scores -1 NPP per material. Nullifies Superb Detail. Magic Mirror may be used to redirect the effects to another player s unassembled gift. Nutmeg Infused Oats (2) Play when taking an action at the reindeer stable. In addition to the chosen action (first player token or moving up the track), the player gets to advance an additional space on the Reindeer track. Nullifies Spoiled Oats. Magic Mirror may be used to redirect to another player only if they have an elf already at the Reindeer stables. Spoiled Oats (2) Played when an opponent takes an action at the Reindeer Stables. That opponent moves one space backwards on the Reindeer track. Nullifies Nutmeg Infused Oats. Magic Mirror may be used to redirect to another player only if they have an elf already at the Reindeer stables. Pull an All-Nighter (2) Played prior to an assembly action, gives any chosen elves involved in that assembly action +1 build points for that turn. The player may choose any number of elves involved in the current action. However, those elves are unavailable the next turn (simply lay them down on the tableau to show that they are sleeping that day). Nullifies Extra Assembly Required. Magic Mirror may be used to redirect this affect to any group of elves already in the assembly room. Those elves can use the extra assembly points to assemble eligible gifts (note any elves that this effect is reflected to do not roll the assembly die again). Extra Assembly Required (2) Prior to taking an assembly action, play this card to add an Extra Assembly Required token to an opponents unassembled gift. That gift now requires an extra assembly point to build. Nullifies Pull an All-Nighter. Magic Mirror may be used to place the token on a different opponent s unassembled gift. Head of the Class (2) Play when taking an action in the classroom. Move the chosen training for that elf an extra space on the skill track. Nullifies Dunce. Magic Mirror may be used to redirect the effect to another elf that is already in the training room, as long the targeted elf can move up further on the training track corresponding to their current location. Dunce (2) Play when an opponent takes an action in the training room. Their elf moves back one space on the chosen training track (the elf cannot go lower than the start space). Nullifies Head of the Class. Magic Mirror may be used to direct the effect at an elf already in the room. In this case that elf loses the training advancement they had earned that turn. 12

13 Extra Seat (2) Play in order to place an elf in a Workshop room that is full. Nullifies Broken Seat. Broken Seat (2) Play when taking an action in the Workshop in order to place a Broken Seat token on one available space in that room. Nullifies Extra Seat. No Plastic Allowed (2) Play when taking an Assembly action, in order to place a No Plastic token on an opponent s gift. Remove any plastic components on that gift, and while the token is on that gift, no plastic components may be played on the gift. Nullifies Plastic Replacement. Magic Mirror may be used to redirect the effect to another player s unassembled gift. Plastic Replacement (2) Play when taking a collect plastic action. You may replace one mandatory non-plastic gift component with plastic. This does not reduce the scoring value of that gift. Clear Mailroom (4) Play prior to taking an action in the Mailroom in order to clear the current gifts and replace them with new cards drawn from the gift pile. The cleared gifts should be placed in the discard pile. Hard Worker (2) Play after taking any action to remove any one of your elves, and return him to your tableau, to be used later again this turn. The returned elf does not have to be the one used originally on this turn. Magic Mirror may be used to redirect this to any other elf on the board. Lock Door (2) Play when taking an action in the Workshop. If played in any of the outer rooms (Mailroom, Training, Plastic, Metal, Wood or Fabric), the door to that room may be locked with a token. If played in the Assembly Hall, the player may lock the door to any of the outer rooms. The double doors to the entire Workshop may not be locked (i.e. the Assembly Hall itself may never be locked). Magic Mirror can be used only if the card is played in the Assembly Hall, in which case, the lock can be directed to a different door. Extra Coal (2) Play when taking an action at the Coal Mine in order to draw up to a hand of 4, and be able to discard up to 2 cards for points. The player may keep all 4 cards and have a hand of 4, but once they play or discard a card, they are back to the normal hand limit of 3. Nullifies Cave In. Magic Mirror may be used to redirect the effect to another player if they already have an elf at the Coal Mine, in which case they can immediately draw (and choose to discard) one additional Coal Card. Cave In (2) Play when an opponent takes an action at the Coal Mine that player may not draw any cards, and must discard any current Coal Cards for no points. Immediately take any discarded Coal Cards and shuffle back into the deck. Nullifies Extra Coal. Magic Mirror may be used to redirect the effect to another player if they already have an elf at the Coal Mine, in which case they must immediately discard all their Coal Cards. Off to Dental School (1) Play prior to taking any action in order to select one opponents elf to be inactive this round. You can place this card next to that players tableau and place the selected elf on the card to indicate this. Magic Mirror may be used to redirect this effect to any player with an unplayed elf. Charm (1) Play prior to taking any action. Move another player s elf to your tableau. That elf may be then be used on any of your turns this day as if it were your elf. The elf returns to its original player at the end of the day. Magic Mirror may be used to redirect this effect to any unplayed elf. Switch Gift (1) Play prior to or after any action. Switch any two unassembled gifts that have no materials placed on them. This can be between any two players or one player and the mailroom. Magic Mirror can be used to change the gifts that are being switched. Move to Naughty List (1) Play prior to taking any action to discard another player s unassembled gift. Magic Mirror may be used to redirect to a different player s unassembled gift. 13

14 Magic Chest (2) Play prior to any action in the Workshop. Place the card next to your tableau. On any subsequent action in a materials room (Fabric, Wood or Metal) any excess materials may be placed in this chest. An elf may later be played on the chest to move those materials to a gift that needs them. At that point, the chest is discarded. Front of the Line (2) Play prior to taking any action. The player takes the 1 st player token, and the token may not be taken again that round. Any player that had previously taken the 1 st player token via the Reindeer Shed does not get moved along the track. Magic Mirror may be used to redirect that effect to a different player. Return Gift (2) Play prior to taking any action in the Workshop in order to return any unassembled gift to the discard pile. Any materials on that gift are put back in the supply. Magic Mirror may be used to redirect that gift to their area, complete with any materials on the card. Remove Materials (2) Play prior to taking an action in the Assembly Hall in order to remove materials from an opponent s unassembled gift. Roll the assembly die and remove that many materials from the gift. Your elves assembly score can modify the roll. Magic Mirror may be used to redirect this to another player s gift if the player using Magic Mirror has any elves already in the Assembly Hall, their Assembly score can be used to modify his roll. Rich Vein (2) Play while discarding a coal card for points, in order to double the points that card is worth. Hang Decorations (2) Play prior to taking an action at the Reindeer Shed or Coal mine to score 8 NPPs. Teamwork (2) Play prior to taking an action to collect materials (fabric, wood or metal). Place the subsequent materials gathered on an opponent s gift. Place matching teamwork tokens on that gift and in front of your tableau. It is recommended that you place extra identical materials on or next to the teamwork token in front of you in order to keep track of what material was added to the gift. When that gift is assembled, you score the points for those materials, and the score of the assembling player is lowered by that amount of points (Metal=4, Wood=3, Fabric=2). 14

15 Index Action Space Limits..4 Assembly Hall 7 Coal Mine.8 Coal Cards Playing.9 Descriptions 12 End Game 10 Fabric Shop...5 Gift Cards...2 Inspection Days....8 Mail Room....5 Metal Shop...6 Plastic Room. 6 Reindeer Stable..7 Setup.. 1 Training Room. 6 Wood Shop

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