Twelve landscapes are dealt face up. Thirty-six development cards come at you three at a time, and you keep one. Grow the people, the money and the food without spending the land.
You only count what you can still see. A wild tile shows a 🌿. Build on it and the photo is covered, the 🌿 is gone, and it does not come back. That is the cost of the build.
Because of that, passing is a legal move. Discarding all three cards and leaving a tile wild is one of your twelve choices.
Printable classroom set — 7 decks + rules (PDF)
Built from Craig Ladd's classroom deck game Human Environment Interaction. See the full card list and photo credits.
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We count only what we can see. A wild tile shows its 🌿. Put a building on it and the 🌿 is covered — it is not yours any more, and it never comes back. That is what the building cost you.
So passing is a real move. If the three cards in front of you would each cost more land than they return, discard all three and keep the tile wild. That counts as one of your twelve choices.
Each total is measured against its target. Your score is the lowest of the four, as a percentage.