Tenby - How To Play
Transcript
Hi and welcome to Watch It Played. My name is Rodney Smith and in this video we're going to learn the one to five player game 10B designed by Benji Talbot and published by Mighty Boards who helped sponsor this video. 10B is a town in Wales known for streets filled with beautifully colored buildings, long peers to walk and explore, beaches to enjoy, and going by this box cover, their clouds have the cutest little smiley faces. What a magical place. And here you can attempt to recreate your own version of this little slice of heaven. So, join me at the table and let's learn how to play. To set up, separate all the cards by their backs and give each one a good shuffle. Now, you will find two decks that are double-sided, as well as some player aids, and you do not have to shuffle these. And the double-sided decks can be left with either side face up. This deck is used in an optional mode you can add in once you're familiar with the game, while this player aid and these two decks are only used in a mode for solo play. So, we'll return all of these to the box. Within reach of the players, put these three decks in a column, each known as the terrace, peers, and landmark decks. Then deal a number of terrace cards face up equal to your number of players plus one. We'll assume we have three players in this video, so we deal four into a row like this. Then deal a number of peer cards equal to the number of players. So three in this
case. Then reveal a number of landmark cards equal to one less than the number of players. So just two in this three-player game. All these decks and face up cards form what is known as the game's market. Above the market set the resident deck which has this back putting these double-sided decks nearby with either side face up and they're known as the plain and terrace and plain and pier cards. nearby. Also, put this round tracker board with its round tracker set onto the one space. The cards with this back are the night cards and have faces with numbers from 1 to five. Only keep the numbers for your number of players, returning the rest of the box. So, in a five-player game, we would keep all five. But in our three-player game, we keep just 1, two, and three, putting them in ascending order by the round tracker board and returning the rest to the box. The deck with this back contains the day cards, which you put below the round tracker, dealing a number face up equal to the number of players plus one, so four in this three-player game. Then arrange these in ascending order based on the numbers showing at the top. So it looks something like this when you're done.
Within reach of the players, also put this supply of life ring tokens. Now have each person pick one of these start cards which come from the deck with this back to put face up in front of themselves. Taking the matching colored aid and player piece, returning any leftover options back to the box. Whoever most recently went for a walk on the beach is made the first player. Or you can just choose someone randomly and they put their piece onto the lowest valued night cart. In clockwise order, each other player adds their piece to the next empty card in ascending order. Finally, each person draws two resident cards, secretly examining them and choosing one to keep private in their hand, returning the other to the bottom of the resident deck. And that's the setup. In 10b, you and the other players will be collecting and playing cards in an effort to create your own best towns modeled after the beautiful features of the real life town of 10b. The cards will provide you with various ways to score based on how you arrange them, and the person who has earned the most points at the end of the game wins. The game is played over a series of rounds, and each round is broken into three phases. Starting with the night phase.
Here you go through the night cards in ascending order. And when you come to a player's piece, they move it to any face up day card of their choosing that does not already contain a player's piece. So with the blue player having gone, the green player would be next, and they could go here, here, or here. Then the yellow player would have to go here or here. Why you might pick one day option over another will make more sense once we know more of the rules. But once all of the players have picked a day, it's time for the day phase of the round. Here, players will take turns based on the order of their pieces on the day cards, going from the lowest value to the highest. In this example, as the blue player, I would go first. Each of the symbols on my chosen day card represent an action I can take, and we'll learn how these work in a moment.
But once I've resolved all of these, I move my piece to the lowest valued empty night card. And then the day card I was on goes into a shared discard pile. After the person on the next lowest day card resolves their turn the same way, performing these actions and then moving their piece to the next lowest empty night card. Then the next player resolves their turn until everyone has taken a turn. The order of the pieces on the night cards will determine the order that players choose day cards in the following round. So in this way, the person who chose the lowest valued day card will get the first pick of the day cards in the next round. The only catch is that the higher valued day cards tend to have more or better actions. Speaking of which, let's go through all of the action symbols and see how they work. As we saw, your chosen day card can have several symbols, and each represents an action. You resolve these in any order, but must fully resolve one before starting the next. So, let's begin by learning the terrace action represented by this symbol. Here, you take any one face up terrace card from its row of the market, or without looking, take the top card of its deck. No matter what you take, you must then immediately add it face up to your town. Your town is made up of the cards face up in front of you and begins with the starting card you took during setup. This represents the
beginning of your first street. And over the course of the game, you can add cards to it. To help explain how placing a new terrace works, I'm going to pretend it's later in the game where our street now looks like this. When you gain a new card, you can add to a street you already have by putting it at either end. So here or here. You cannot insert it between cards. So I could not do this. That said, you can also start a new street with a card you gained by creating a new row. Now new cards I collect can add to the ends of this street or this one or be used to start a new street. There's no limit to how many streets you can create, though you might find you can earn more points with longer streets, as we'll see. However, there is another consideration when adding cards. Any that are adjacent must have matching edges. When a card's edge is mostly gray, this is known as a terrace edge. This one also has a terrace edge, so these sides can be placed adjacent. This could even have been placed on this side. With that understood, we now know this could be put here since these are both terrace edges. On the other side of this card, we have what is known as a peer edge, which has mostly blue sky, a low gray pier portion, and water underneath. We could not put a terrace edge against a peer edge. That said, a card like this
could go here since these are both peer edges. Sometimes a side will show a check mark. It will have water and mostly sky there and is known as a sea edge. It must always be added so that edge has nothing adjacent to it because it represents one end of that street. Streets can get quite long, but a check mark represents as far as the street can grow on that side. If we wanted to add cards to this street later, they would have to go on this end. If we added one with a check mark here, [snorts] then no more cards could be added to the ends of either side of this street. Any newly gained card would have to start a new street. You'll find the cards that you add to your streets have symbols in their top lefthand corners and along their bottoms. We'll learn what these mean later, but for now, we'll focus on how you place the cards that you gain.
You'll remember we were learning how to resolve the terrace action where you gain any card from this row of the market or draw one from the top of the terrace deck. Just be aware you do not replace any cards you take from the market, meaning there will be fewer for other players to choose from on their turns, which is another way that turn order matters. If you're going later, there may be less to choose from. That said, anytime you're allowed to take a terrace, you may instead take one of the double-sided cards from this stack, known as the plain and terraces. You can flip this to either side before adding it to a street, following the rules that we learned about previously. Plain and terraces can be useful when the options in the market are not quite what you're looking for. Just know if this deck runs out, you cannot gain plain end terraces for the rest of the game. With that, we've covered resolving a terrace action. And as you've seen, I'm going to be freely adding and removing cards from my streets to create the examples I want to show you throughout this video. We had been looking at this card originally, but before learning about the other symbols we see there, I want to explain a few of the other symbols first. So let's see how you resolve the action represented by this symbol known as a peer action. Here you take a peer card of your choice from this market row or instead draw the top card of its
related deck. Then you must add it to one of your streets following the same rules we learned for terraces except that these will only ever have pier or sea edges. When taking a peer action, instead of collecting a card from this row, you can take one of these double-sided plane and pier cards. Just like a plane and terrace, you flip it to either side and put it into a valid spot within your town. And just like plain and terraces, if you run out of plane and peers to take, you cannot collect them anymore. Here's a special rule to keep in mind. Anytime you have a peer action to perform, rather than take a card from this row or a plain peer end, you may take a terrace action in its place, collecting something from this row or taking a plain end terrace card.
With that, we've covered the pier action. So now, let's learn about this symbol, which lets you take a landmark action. This is like the other actions we've learned, but now you take a landmark of your choice from this market row, or instead draw the top card of its related deck. These can have terrace, pier, or sea edges and are placed following all of the rules we've learned so far. The main difference is that a street can only have at most one landmark. If we add a landmark here and then gain another landmark later, we'd have to add it to a different street or start a new street with it. You can identify a landmark within your street by the landmark icon in its top right hand corner. And each landmark's scoring rules, which we'll learn about later, have a yellow border. Also, anytime you're allowed to take a landmark action, you may instead take a pier or terrace action, which means you could also just take a plane and terrace or pier card. All right, next up, we're going to learn this symbol, which lets you take a resident action. Here, you draw two cards from the top of the resident deck, examine them privately, and pick one to keep, putting the other unseen on the bottom of its deck. You'll remember each player begins the game with one resident in their hand. Now, at the start of the game, you can decide as players to have everyone keep their
collected residents face up on the table for everyone to be able to see, or you can keep them a secret, as we've been doing. Residents will provide unique additional ways for you to score points at the end of the game. So, we'll talk more about them later. This brings us to the last type of action represented by this symbol, which lets you take a life ring token. For each of these icons, collect one of these tokens to put in front of yourself. There's no limit to how many of these you can have, and if this supply ever runs out, just use a suitable replacement. We'll see how these are used in a moment, but just know you can forfeit any action you are owed to take a life ring token instead. With this day card, I could take one terrace, one pier, and one resident action. Or, as an example, I could just take the pier action and collect two life ring tokens instead. Or do none of these actions on the day card and just take three life rings. Life ring tokens are valuable because you can spend them to take extra actions during your turn.
If you flip your player aid over to this side, you'll find the cost in life rings on the left and the type of actions you can perform on the right. Life ring tokens you spend are returned to the supplies. So, if you spend one life ring, you can resolve a reveal a card action, which is represented by this symbol. To do this, draw one card from the top of any one of these decks in the town and flip it face up, adding it to the end of its related row. You can do this any number of times, paying a life ring token for each. And there's no limit to how many cards can end face up within any of these rows. Doing this before you resolve an action that lets you take cards can provide you with additional options to examine before you make your choice. If you spend two life ring tokens at the same time, you may perform either a terrace action following all the rules for that which we learned already or the move a card action shown by this symbol. To move a card, pick one from anywhere in your town and move it to any other position in your town following the adjacency rules. This means you can even put it between other ones you'd previously placed again as long as you follow the adjacency rules. So, I could not put this one here, but I could put it here.
I could even have moved this one to a different position in one of my other streets. You can even put it within a street that has check marks on either ends already. Anytime you move cards, just create space for where it's going, like I did here, and then shift cards to close in gaps from spaces they were taken from. If you're moving a plain end terrace or plain end pier, you cannot flip it during the move. You must keep it on the side it had been on before moving it. And also no, when moving a card, you can start a new street with it. Just be sure, no matter what type of move you make, if it would create a gap, ensure the cards that become adjacent after follow the adjacency rules. If they do not, you cannot make that related move. The other life ring actions we will already be familiar with. If you spend three tokens, you can perform a pure action. And if you spend four tokens at once, you can perform either a landmark or resident action.
During your turn, you can take as many life ring actions as you want at any time, as long as you can afford them. And you can mix these in with any other actions you might gain from your day card. And with that, we've covered all the rules for resolving actions and the day card your player piece was on. After you've finished your actions, remember to move your piece to the lowest valued empty night card and put the sun card you resolved into a shared discard pile. Then the person with a piece that's now on the lowest valued sun card resolves the actions there and then goes to the next lowest valued night card and so on until every player has taken a turn in the day phase. This will always leave one leftover day card when you're done.
Then it's time to resolve the cleanup phase. First, add a life ring token from the supply to the one day card left over in this row. Next, remove all of the face up terrace, pier, and landmark cards in the market, adding them to discard piles by their related decks. Then, refill the market by drawing and placing face up terrace cards equal to the number of players plus one, so four in this threeplayer game. And then peer cards equal to the number of players, so in this case, three. and landmarks equal to the number of players minus one. So two after reveal a number of day cards equal to the number of players and arrange them face up along with the leftover day card so that they're in order from the lowest to the highest valued card. If at any point in the game there are not enough town or day cards left in their related decks, just reshuffle the related discard pile to form a new deck and continue drawing what is required. You'll remember we added a life ring token to the leftover day card from the previous round. And in future rounds, if a player puts their piece onto a day card that has one or more life ring tokens, they collect them to use in addition to being able to resolve the actions on that card when it gets to their turn. Either way, to finish the end of the round, you then move this marker one space forward. If
this is already on the 10th space at the end of a round, then the game ends and the players move on to final scoring. And this brings us to the part of the video that will answer the question of not just why you're building streets, but why it matters how you build them. One by one, you'll go through each card on each of your streets and look for what is known as their scoring conditions found in an area that looks like this and shows 0, one, or two arrows on either side or in the case of landmarks, a gold arrow with a line on either or both sides of the scoring condition. Let's start with landmarks. Remember, each of your streets can have at most one of these, and they'll earn you a certain number of points for every time their scoring condition is present on their related street. For example, this is the symbol for binoculars. The number with it is how many points you'll earn for each binocular found within this scoring conditions range. The range is indicated by the arrows you see with the scoring condition. The arrow that we see pointing to the right along with the line means that the range is all of the cards to the right of this one until you get to the end of the street. So with it here in this example street I've just created, we would check the whole street and see 1 2 3 four binoculars worth five points each for a total of 20 points. We would record that value and then move on
to scoring our next card. Landmarks are the only cards that score for matching items on their entire street. Most others, like this one, have a more limited range. For example, if the scoring condition shows a single arrow, in this case, on both sides, it means you only score for the related item if it's on directly adjacent cards. Here we see the symbol for lobster boxes. So, you'd count the number of lobster boxes on the cards adjacent to this one and earn two points for each. In the example I've created here, we find one, two lobster boxes on this side and none on this other side. So, we would earn a total of four points for this card. If the scoring condition shows two arrows, you look for the related item on any cards up to two spaces away in the related directions. This symbol represents blue buildings. So, we'd look for any of those up to two cards away in either direction. Putting that scoring condition here within this example street means we have a blue building here and here that are both within the required range. So, they would each score three points. If you have a building that is white, as you'll find on plane and terraces, they're considered wild, which means they can count as any color for any scoring condition they're within range of. So, I could treat this as blue, and that would earn me another three points. This scoring condition earns you three points for every green building up to two cards
away. And again, this wild white building falls in that range. So, we can also treat it as green to earn three points from this condition along with the three points we've gained from this green building. If the scoring condition shows a symbol that looks like this, you earn its number of points for every uniquely colored building within its range. If that scoring condition was placed within our street here, we'd look at the two buildings in this direction and in this direction, but we do not include the color of the building that the scoring condition is on. So here we see blue, green, blue again, and purple. That's three unique colors earning two points each for a total of six points.
Just be aware when evaluating a scoring condition like this, you never include buildings that are a plain gray color like this one. Now, we would have blue, blue, and purple, which is only two unique colors for a total of four points. As you can see, scoring relates to the types of images you'll find within the pictures on each card of your streets. And there are quite a few different types, but they're all very easy to recognize. Sometimes you'll score for benches like these or bins like these. Chimneys are found on top of buildings. And of course, clouds are in the air. And like everything else, you always count these individually. You can even score for flower boxes, shutters, and porches, which are these framed outlines you see around doors. So, this is a porch, but these doors do not have them. You can also score for seagulls which look like this. The scoring conditions all work the same way. You check their indicated range, look for the scoring items within that range, and then earn the related number of points for each. That said, if you just see a value on its own, that means the card simply earns you that number of points.
Two points in this case. Sometimes the scoring condition will show a symbol within a shield. And if so, this refers to the symbols you'll find in the top left of the cards. These may show ones you've seen before, like peers, but can represent other types of buildings as well. If you see a heart, that represents a home, and a British pound symbol represents a business. In those cases, you just count the cards with those symbols in their top left hand corners within the range you're checking for. You'll find a reminder of all the symbols and what they represent here on the back of the game's included quick guide to the rules. After you've scored all the points for the cards in your streets, you reveal your resident cards and score each of those as well. These will provide you with additional ways to earn points based on the items in your streets. And they come in two different types. Some will score based on items found in a single street like we see here and others for items in the same street as this mentions. Let's learn how to score the single street types first.
Here you'll score only one of your streets that meet the required conditions of the card. So you'll want to pick the street that will earn you the most points. For example, here you'll score based on the number of seagulls you have in a single street. The values along the top of this chart are for how many seagulls you have there. This means if you have five or fewer seagulls on the street you chose, you'll score nothing. You'll need at least six seagulls there. The numbers in yellow below are how many points you can earn. There are two rows of points. The row with an X is what you earn if your street is not complete. And the row with a check mark is what you earn if your street is complete. A street is complete if it has a check mark symbol on both ends. Meaning each end of the street comes to a C edge. Here I have a complete street with 1 2 3 4 5 6 7 8 9 10 11 seagulls. That means I would score in the nine or more column shown here.
And since the street is complete, I'd earn six points. If the street had been incomplete, I would have only earned three points. If a resident card shows you points for things found in the same street, like we see here, it means you earn the points it shows for each of your streets that satisfy its condition. Here you score based on whether or not you have eight or more clouds on a street and if so, based on whether or not the street is complete. Here I have a street with 10 clouds and it is complete. Then another with eight clouds, but it is incomplete. This one does not have at least eight clouds, so it scores nothing. This means I'd earn five points for the first of those streets, two points for the second one, and nothing from this card for the third street. So, to be clear, you're never required to complete streets you've started, but you can earn more points from the ones that you do. We're not going to go through all the different resonant cards in this video because how they work is printed on them, and you now know enough to understand any you'll encounter. And remember, you'll find all of the games symbols explained on the back of the included quick guide. After each player has scored all the points from cards in their streets and residents they collected, the person with the most points wins, keeping in mind any life ring tokens you have left over are worth nothing. If there's a tie between players for the most points, the tied player with the most completed streets wins. If there's still a tie,
the tied player who earned the most points from their resident cards wins. And if there's still a tie, the tied players share the victory. The game also comes with a set of additional cards which you can use in the optional accolades mode which provides three different ways to use them so you can introduce additional twists into the game play. There are also rules and components for solo play which you can combine with the accolades cards. And there are solo play scenarios you can attempt to complete. But those rules I'll leave for you to discover on your own. Otherwise, that's everything you need to know to play 10B. If you have any questions about anything you saw here, feel free to put them in the comments below and I'll gladly answer them as soon as I get a chance. You'll also find forums for discussion, pictures, other videos, and lots more over on the games page at Board Gamegegeek, and I'll put a link to that in the description below. And if you found this video helpful, please consider giving it a like, subscribing, and clicking that little bell icon so you get notification anytime I post a new video. And if you'd like to support the channel directly, you can join the Patreon team, which I'll have linked below. But until next time, thanks for watching.