Rounds and Turns
Snow Planner: rounds and turns.
Announcement
Reveal the top Round card, covering the previous one so the stack records the round. The first four rounds are Low Season. Reveal the three Summit tiles when High Season begins in round 5. The final card is Fiscal Year End.
Main phase
In turn order, place one die from your Worker Room. Use the leftmost available position of its chosen action area; occupied spaces are unavailable. Continue cycling until everyone has used all their dice. Your own occupied spaces block you too.
Subtract the space’s −1, −2 or variable cost from the die face. You may spend
Snow (2 reduction each) and
Tickets (1 each) to offset that penalty. The effective value can never exceed the die’s actual face. An effective value below 1 gives no action benefit. You may choose a lower eligible reward.
Training as a free action
Train a worker still in your Worker Room by paying Tickets equal to its current face, then increasing it by 1. Repeat while you can pay, up to 6. A die already placed cannot be trained.
Train a Part-Time Die in your Worker Room similarly, paying its current face minus 1. Training the shared die before hiring it is not allowed. Part-Time thresholds.
Free actions may be used during any phase on your own turn; payments and card conditions still apply. [Co-op] New Challenge also allows them during other players’ turns.
Resolution
Resolve the revealed Round card. Its costs may refer to VIPs, Likes, played Events or Windows. With the publisher’s corrected High Season cards, each unpaid required resource loses 2 points. Pay what you can before losing points; scores cannot fall below zero.
Payment
Resolve each occupied room once, in your chosen order. A normal Guest pays its currently indicated Day reward. A VIP gives its printed reward regardless of Day. An entirely empty hotel loses 3 points; one vacant room does not trigger that penalty.
A Guest acquired while another room’s payment resolves can also pay when you resolve its room. Complete Payment before collecting Window bonuses.
Bonus
Count installed Windows of each color and read that color’s row on the Hotel board. Collect the indicated result once per color. Windows gained during this phase are placed at the phase’s end, so they do not improve the bonus just being collected.
| Windows | Blue bonus | Orange bonus | Green bonus |
|---|---|---|---|
| 0–1 | None | None | None |
| 2 | 1 Snow | 1 Ticket | 1 point |
| 3 | 2 Snow | 2 Tickets | 2 points |
| 4 | 3 Snow | 3 Tickets + 1 Croissant | 3 points |
| 5 | 4 Snow + 2 Likes | 4 Tickets + 2 Croissants | 5 points |
| 6 or more | 5 Snow + 3 points | 5 Tickets + 2 points | 7 points |
[Season] Use the New Season Hotel Bonus tile when that expansion is included; its table replaces the base table.
Check-out
Resolve consecutive stays after receiving Window bonuses. Ordinary Guests leave after Day 3. A VIP at Day 3 may remain while its stay requirements are met. You may voluntarily check out a card, but a departing VIP still pays its printed penalty.
Cleaning
- At the end of round 8, finish the game and score.
- Otherwise return Station Guests in positions 1 and 2 to the deck bottom, slide remaining Guests toward 1 and refill the row.
- Put Summit visitors first in next round’s order, highest occupied Summit space first. A player’s highest die counts if they placed several; include the owner of the Part-Time Die. Players without a Summit die follow in their previous relative order.
- Retrieve your dice without changing their faces. Return the Part-Time Die to its shared area, keeping its value.
Component limits
Resource tokens and Windows are unlimited. Use substitutes if a supply runs out. Guest Rooms remain limited: an ordinary hotel has only three.