Setup
Phase 1 is the city-building phase where players take turns laying house tiles and marking businesses with chips.
Phase 1 is called 'Building the City.' The youngest player goes first. On each turn, a player lays one city tile on the board and places chips of their color on the white business circles of that tile. Players take turns clockwise until all chips have been placed on the board. Each player freely chooses which type of house tile to lay — tiles with one, two, or three roof sections are all valid choices.
Building
A new house tile must join an already-placed tile to form an intact building; diagonal roof joins are not permitted.
When laying a house tile, a player must place it so that it joins an already-laid house tile and becomes part of an intact, contiguous building. Roofs must connect orthogonally (horizontally or vertically). Diagonal joining of roofs is explicitly not permitted.
Building
If no valid joining space exists, the player may place the tile on any free board space.
If it is impossible to fulfill the joining rule (for example, when no free spaces adjacent to existing tiles are available), the player may lay the tile on any free space on the board.
Building
Each business entrance must remain accessible from the street; entrances cannot be sealed off by roofs.
Every house entrance (represented by the white circle / chip position above the doorway) must be accessible from adjacent street spaces. A tile may not be placed in a way that seals off any entrance from street access.
Setup
After all chips are placed, remaining empty board spaces are filled with street tiles based on player count.
Once all players have placed all their chips, any remaining empty spaces on the board are filled with street tiles as follows: 2 empty spaces are filled with 3 players; 3 empty spaces are filled with 4 players; no empty spaces remain with 5 players (the board is completely filled by house tiles).
Turn structure
Phase 2 is the income-collection phase where players move pawns through the city, collect chips from their businesses, and score points.
Phase 2 is called 'Collecting Income.' Scoring markers are placed on the Start space of the scoring track and all pawns begin on the Start/Finish tile. On their turn, each player first optionally moves their police stone, then moves their pawn using their available movement points. The goal is to visit all of one's own businesses (collect all chips) and return to the Start/Finish tile.
Turn structure
Each player starts Phase 2 with 3 movement points per turn, gaining 1 additional point permanently for each business chip collected.
At the start of Phase 2, each player has 3 movement points available per turn. Each time a player collects a chip from one of their businesses, their movement point total increases by 1, permanently. This is tracked by placing collected chips on the turn-movement card. For example: after collecting 1 business, the player has 4 points/turn; after 2 businesses, 5 points/turn, and so on. The increased point total takes effect starting on the player's NEXT turn after collecting the chip.
Movement
A pawn moves one street space per point, horizontally or vertically only; all points must be used unless stopping at an owned business.
For each movement point, a pawn moves one street space horizontally or vertically. Diagonal movement is not permitted. A pawn must use ALL of its movement points on a turn UNLESS it stops at one of the player's own business doorways (to collect income). The pawn cannot voluntarily stop early for any other reason.