- players
- 1–100
- minutes
- 25
- years
- 10+
In the box
81 Construction cards: a number on one side, an action on the other · City Plan cards · 1 pad of neighbourhood sheets
Official rules (PDF, publisher's site)
Box details
- Designer
- Benoit Turpin
- Artwork
- Anne Heidsieck
- Publisher
- Blue Cocker Games
- Mechanics
- Paper and PencilSimultaneous Action SelectionObjectivesGrid CoverageSolo Play
Where to buy it
Near you and online
In a shop
Within 50 km.
Online
Affiliate link: Marquoir may earn a commission, at no extra cost to you.
The basics
Each player numbers the houses of three streets to form estates, lay out parks and pools and complete the city plans before the others. Each turn, three number-and-effect pairs are revealed; all at the same time, each player writes a number in an empty house, in increasing order along the street, then may apply the matching effect. The game ends when a player ticks their third permit refusal, completes all three plans or fills their three streets, and the highest total wins.
Checked against the official rules · October 2026
The rules, step by step
Setup
1 sheet, 1 pencil, 3 city plans, 81 cards in 3 stacks
- Each player takes a sheet from the score pad and a pencil; the player aids are shared out.
- Draw three city plans from the basic set, one no. 1, one no. 2 and one no. 3, placed "project" side up; the others stay in the box.
- Shuffle the 81 construction cards into three equal stacks of 27, side by side, house number side up.
- The sheet has three streets: 10 houses at the top, 11 in the middle, 12 at the bottom.
How to play
3 number-effect pairs, Ascending numbers, Optional effects
- Each turn, flip the top card of each stack next to it, effect side up: this gives three pairs, each a house number and an effect.
- Everyone plays at the same time, and several players may take the same pair: each player writes the number in an empty house of one of their streets, then may apply the effect.
- In a street, numbers strictly increase from left to right: never the same number twice, except with the Bis effect. You may skip numbers and leave houses empty for later.
- If you cannot write any number, tick a building permit refusal, and you apply no effect that turn.
- Surveyor: draw a fence between two houses of the same street. Fences mark out the estates; there is always one at each end of a street.
- Real Estate Agent: tick the next value in the column of an estate size, which raises what each of your estates of that size will earn.
- Landscaper: tick a park at the end of the street where you just built.
- Pool Manufacturer: if the house where you write the number has a pool drawn on it, the pool is built and you tick the next one on your pool track; otherwise nothing happens.
- Temp Agency: add or subtract 1 or 2 to the number, which lets you write from 0 to 17, and tick a temp.
- Bis: also write, right next to an already numbered house and in the same estate, a copy of its number, then tick a Bis box.
- Effects are always optional. When the three stacks run out, reshuffle them.
- City plans: the players who first meet a plan’s conditions, in the same turn, note its higher value; the card is then turned to its "approved" side, and those who complete it later note the lower value. Each player scores each plan only once.
- An estate used for a plan can no longer be split by a fence or count towards another plan.
- The first player to complete a plan may, if they wish, have the 81 cards reshuffled into three new stacks.
Scoring
Plans, parks, pools, Bis deducted, Refusals down to −5
- Plans: the value noted for each of the three plans.
- Parks, by the number built in each street: top street 0, 2, 4 then 10 points for 3 parks; middle street 0, 2, 4, 6 then 14 for 4 parks; bottom street 0, 2, 4, 6, 8 then 18 for 5 parks.
- Pools, all streets together: 0, 3, 6, 9, 13, 17, 21, 26, 31 then 36 points for 9 pools.
- Temp Agency: 7 points for the player who ticked the most temps, 4 for the second, 1 for the third; tied players score the same.
- Estates: each completed estate, 1 to 6 neighbouring houses all numbered between two fences, earns the lowest value still visible in the column of its size. Successive values: size 1, 1 then 3; size 2, 2 to 4; size 3, 3 to 6; size 4, 4 to 8; size 5, 5, 6, 7, 8 then 10; size 6, 6, 7, 8, 10 then 12.
- Bis, subtracted: 0, 1, 3, 6, 9, 12, 16, 20, 24 then 28 points for 9 Bis houses.
- Permit refusals, subtracted: the first costs nothing, the second brings the penalty to 3 points, the third to 5.
- On the sheet, each track reads at the lowest value not yet ticked.
- Total: plans, parks, pools, temps and estates, minus Bis and permit refusals.
End of the game
3rd permit refusal, Or 3 plans completed, Or streets full
- The game ends as soon as a player ticks their third permit refusal, has completed all three plans, or has built every house in their three streets.
- The highest total wins. In case of a tie, the player with the most completed estates wins, then the one with the most size-1 estates, then size 2, and so on.
House rules and pitfalls
Solo variant: make two stacks, with the Solo card shuffled into the bottom one; each turn, draw 3 cards…
- Solo variant: make two stacks, with the Solo card shuffled into the bottom one; each turn, draw 3 cards, take the number of one and the effect of another, and discard all three.
- In the solo game, when the Solo card comes out, every plan turns to its "approved" side: only the lower value remains. The game also ends when the deck runs out, and the Temp Agency earns 7 points from 6 temps, nothing below.
- Advanced variant: extra plans, and two possible roundabouts. A roundabout is drawn in an empty house on top of your turn, with a fence on each side, and each part of the street starts again from 0 to 17; it costs 3 points, and 8 for two.
- Expert rules: each player draws 3 cards, keeps the number of one and the effect of another, passes the third to their right-hand neighbour, then receives 2 new cards for the next turn.
Going further
Frequently asked questions · In the same family
Frequently asked questions
How do you score in Welcome To?
Add up the completed plans, the parks in each street, the pools, the Temp Agency bonus (7, 4 or 1 point for the three players with the most temps) and the completed estates, each at the value for its size. Then subtract the Bis houses and the permit refusals. Each track on the sheet reads at the lowest value not yet ticked.
Can you write the same number twice in a street?
No, except with the Bis effect, which copies the number of a neighbouring house in the same estate and costs points at the end of the game.
How much do permit refusals cost?
The first costs nothing, the second brings the penalty to 3 points, the third to 5 and ends the game.
Does a seven-house estate count?
No: an estate is made of 1 to 6 neighbouring houses, all numbered, between two fences. Beyond that, you must split it with a surveyor’s fence for it to score.
What if several players complete the same plan in the same turn?
They all score the higher value; the card is only turned over afterwards, and later players will only get the lower value.
Do you have to apply the effect of the chosen pair?
No, the effect is always optional. And a number written in a house without a pool builds no pool, even with the Pool Manufacturer.
