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Bier Pioniere: Bier Boom

Expansion for Bier Pioniere

Bier Pioniere: Bier Boom Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Module 1: Brewing Waste
    • Additional game components
    • Additional steps during setup
    • Changes in gameplay
    • New action cards
    • New action area 10
    • Changes in the exchange action
    • New small cellar tile
    • Changed end of the game
  • Module 2: Export
    • Additional game components
    • Additional steps during setup
    • Changes in gameplay
    • New action area 8
    • Changed end of the game
    • Additional final scoring
    • Note concerning setup cards
    • The export tiles
  • Module 3: Double Coop
    • Additional game components
    • Additional steps during setup
    • Changes in gameplay
      • New extension tiles
      • Double Coop
    • Changed end of the game
  • Module 4: House Brand
    • Additional game components
    • Additional steps during setup
    • Changes in gameplay
      • New extension tiles
      • Coop tiles House brand
      • How do new green dials come into play?
    • Changed end of the game
  • Module 5: Litfass Columns
    • Additional game components
    • Additional steps during setup
    • Changes in gameplay
      • Additional step 4a during the round end phase
    • The Litfass columns in detail
  • Mini Expansion: Light Bulbs
  • Rules for Solo Play
    • Additional game components
    • Setup for you
    • Setup for Automa
    • Playing the Game
    • Action phase
    • Game end and victory or defeat
    • Clarification of some action cards
    • Clarification of some starting bonuses

Game Components

The following components are included as supplements to the base game:

  • 13 new action cards marked with the expansion symbol. These cards can be used in the base game and with all modules, and with one exception, also in solo play.
  • 5 German action cards that replace the action cards of the same name from the base game: Bierdeckel, Luise Wenker, Theodor Stauder, Josef Diebels, Josef Groll. These are relevant for German players only. They have undergone some slight corrections. The English card set of the base game already contains the corrected cards.
  • 2 new setup cards for the base game, 1 each for 2 and 3 players.

Important – please read the following notes:

  • If your group is daring enough to use more than 2 modules simultaneously, against our recommendation, or even all 3 modules, which extend the game end by 2 victory points, the game end tile should be placed on the last space of the victory point track (25 VP). This is just a recommendation as well – we are curious to hear about your experiences, if any!
  • Generally speaking, the game end can be flexible. If you want to play a shorter or longer game, you can adjust the game end tile accordingly, especially when using the modules.
  • The following applies to both the base game and all modules: "Draw" a card means drawing it from the draw pile, while "take" a card allows choosing between the open display and the draw pile.

Module 1: Brewing Waste

Wikipedia: Brewer's spent grain (BSG) or draff is a food waste that is a byproduct of the brewing industry that makes up 85 percent of brewing waste. The high protein and fiber content of BSG makes it an obvious target to add to human foods or livestock feed or to use it for other industrial processing.

Additional game components

  • 28 double-sided draff markers
  • 4 small cellar tiles
  • 2 action tiles
  • 16 action cards marked with the symbol at the right bottom corner. These cards can and must be used with this module only.

Additional steps during setup

Use the normal Beer Pioneers setup, with the following additions:

  • Mix the 16 action cards of this module with the action cards of the base game.
  • Add 7 draff markers per player to the general supply.
  • Place the new action tile "10" above the worker action area "1" on the game board, to the left of the big smokestack.
  • Place the new exchange action tile on top of the exchange action on the game board (bottom right), thus covering it.
  • Each player replaces their small cellar tile from the base game with the new one of the same size from this module. Put the old one back into the box.

Changes in gameplay

There is a new intermediate step during the Round end phase after Step 1 "Brewing process" and before Step 2 "Retrieve game pieces & new player order":

For each brewing dial, each brewmaster has on their brewery board (and/or next to it, depending on the used module(s) – i.e. for each beer they are currently brewing) they must add 1 draff marker from the general supply to their personal supply.

Players take the draff markers in current player order. If you have to take a draff marker and the general supply is depleted at this time, you are lucky and don't have to take one.

New action cards

The special action cards of this module are working the same way as those of the base game. The icon (draff marker symbol) means "1 draff marker".

The 16 cards of this module are: Theobald Simon, Eberhard Anheuser, Julius Bötzow, Wilhelm Painter, Michael Bass, Max Dellbrück, Labeling machine, Theophil Roniger, Jobst Schultheiss, Eduard Buchner, Ludwig Frantzen, Malt turning machine, Hans Bekkevold, Carl Bremme, John Houlding and Beer waitress.

Card text not reproduced: the rulebook prints these cards as small overlapping images in which the wording and icons of several cards are obscured. Their rules text must be taken from the printed cards.

New action area 10

With this action, the brewmaster can return 1 to 4 draff markers from their personal supply to the general supply and perform 1 to 4 rotations – exactly 1 rotation for each returned draff marker.

Changes in the exchange action

If a brewmaster decides for the option to return draff markers (back to the general supply), they can return exactly 3 draff markers with this action only, not more and not less. For example, if you own 2 draff markers only, you cannot decide for this option.

This applies to each single exchange action. Like in the base game, a brewmaster may perform two exchanges if they pay 1 coin.

New small cellar tile

The brewmaster may return a maximum of 4 draff markers or increase their brewing level by 1.

Changed end of the game

At the end of the game, each draff marker is worth -0.5 victory points (VP). These are rounded down. For example, for 3 draff markers the player suffers -1 VP, while for 4 draff markers they suffer -2 VP.

Module 2: Export

Beer from Germany is also in demand abroad. With industrialization, international trade is flourishing, and brewers can now sell their delicious brew everywhere by transporting it there by railroad.

Additional game components

  • 6 export tiles
  • 1 action tile "8" railroad
  • 1 end of the game tile
  • 8 wooden export discs (2 each of the player colors red, blue, green and white)
  • 4 railroad tokens (locomotives) (1 each of the player colors red, blue, green and white)

Additional steps during setup

  • Place the 6 export tiles in a row next to the lower edge of the game board, just below the victory point track. The order of the tiles does not matter (though for easy reference, we recommend the order in which they are explained below).
  • After the player order for the first game round is fixed, each player places one of their two export discs on the following spaces of the victory point track: 1st player: -3 & -4; 2nd player: -2 & -4; 3rd player: -3 & -3; 4th player: -2 & -3. If there are fewer than 4 players, the corresponding spaces are neglected.
  • Each player adds the railroad token of their player color to their personal supply.
  • Place the new action tile "8" on top of the action area 8 on the game board (bottom right, take 2 coins), thus covering it.
  • Place the end of the game tile on space 22 of the victory track (see below for Changed end of the game).

Changes in gameplay

Now, due to their railroad token (simply locomotive as of now), each brewmaster must perform at least 6 actions during each game round.

New action area 8

Any number of locomotives can be placed on this action space, as indicated by the infinity symbol. In other words: Each brewmaster may place their locomotive here without blocking the other ones. When placing their locomotive here, the brewmaster has the choice between 3 options:

  • Deliver 2 beers of the same type and 2 barrels (back to the common supply). Then, the brewmaster removes their rearmost export disc from its negative victory point space and places it on a circular space of an export tile to receive the bonus indicated on the space to its left, or moves one of their tokens from one export tile to another (see below).
    • Each brewmaster can place a maximum of 1 export disc on the circular space of an export tile, but multiple discs can be on each circular space.
    • Only after a brewmaster has placed both of their discs on export tiles, they can move one of their discs from one export tile to another with this action.
    • Whenever a brewmaster places their export disc on an empty circular space, they also receive the bonus indicated on this circular space to be used before or after the export bonus.
  • The brewmaster may pay 3 coins to purchase 1 beer and place it directly into their cellar.
  • The brewmaster may take 1 coin from the common supply.

Note: Exporting beer does not count for completing an order. Thus, any card texts relating to the completion of orders do not apply to this.

Changed end of the game

The end of the game tile is on space 22 VP. As soon as somebody reaches or surpasses this tile, the end of the game is triggered.

Important: If you use this module in combination with the module Double coop or House brand, place the end of the game tile on space 24 (and the end of the game is triggered as soon as somebody reaches or surpasses it).

Additional final scoring

At the end of the game, any export discs still on negative victory point spaces count as negative victory points for their owners, as indicated on the space!

Note concerning setup cards

In games with fewer than 4 players, covering an action space (A or B) of action area 8 is ignored if necessary.

The export tiles

The export tiles are listed in the order printed in the rulebook.

  • The brewmaster places 1 beer of the type Stark or Lager directly into their cellar. Additionally, they can move 1 barrel from their barrel depot to their cellar. Bonus of the circular space: Take 1 card (from the display or draw pile).
  • The brewmaster may brew 1 beer exactly and gains 2 victory points. Bonus of the circular space: Discard 1 blocking tokens before or after.
  • The brewmaster takes 1 coin, 1 barrel, 1 card (display or draw pile) and gains 1 victory point. Bonus of the circular space: Perform 2 rotations.
  • The brewmaster increases their brewing level by 1 and gains 2 victory points. Bonus of the circular space: Take 1 coin.
  • The brewmaster takes 4 coins. Bonus of the circular space: Take 1 barrel.
  • The brewmaster gains 1 brewery progress and 2 victory points. Bonus of the circular space: Take 1 card (display or draw pile).

Module 3: Double Coop

Competition in the beer market is fierce, and with this module, each brewery can focus on one type of beer to try to capture larger markets.

Additional game components

  • 6 coop tiles (1 each of Pils, Export, Lager, Stark, Weizen and Alt)
  • 1 objective card "4 identical beer tiles"
  • 1 set of 6 brewing dials
  • 4 extension tiles "Brewing Tower"
  • 1 end of the game tile

Additional steps during setup

  • In addition to the usual extension tiles, place the new Brewery Tower extension tiles in the common supply as a stack – 1 Brewery Tower per player.
  • Add all 6 coop tiles to the common supply.
  • Add the new fifth set of brewing dials to the common supply.
  • Place the new objective card "4 identical beer tiles" on top of the pre-printed objective "3 identical beer tiles" on the game board, thus covering it.
  • Place the end of the game tile on space 22 of the victory track (see p. 11 for Changed end of the game).

Changes in gameplay

New extension tiles

Each brewmaster can use the worker action 1.7 "Brewery extension" to purchase one (1) of the new extension tiles Brewing Tower (nobody can have 2 Brewing towers). If you do so, add it to the right of your brewery board as usual, and gain the one-time immediate effect as indicated on the brewery board, if any. The Brewing Tower does not provide a "first player bonus". If all slots of the brewery board are occupied, just place it next to your brewery board as usual (and there is no immediate effect).

When purchasing a Brewing Tower, the brewmaster takes one of the 6 coop tiles from the common supply immediately (if available), along with the corresponding brewing dial. Place the coop tile to the left of the brewery board. The brewmaster may use it for the rest of the game.

Important: Though a brewmaster can purchase a double coop of a type they cannot brew yet, they can use it only after they have unlocked that type themselves!

Double Coop

With their new coop, the brewmaster can now brew the chosen type twice, provided that they have unlocked this type on their brewery board (overlay tile and blocking token removed).

When purchasing the Brewery Tower and thus a coop, the brewmaster may immediately perform the action "brewing 1 beer" if they pay 1 coin. This can be any unlocked type of beer.

Whoever buys the Alt coop loses 1 victory point immediately and only once.

The action "brewing beer" means brewing types of beer (see base game). A number indicates how many types of beer the brewmaster can brew—"brewing 1 beer" means brewing exactly 1 type of beer, and brewing level 2, for example, means the brewmaster can brew 2 types of beer, and so on.

A brewmaster with a double coop can now brew this type of beer twice with one brewing action.

Example: A brewmaster has brewing level 2. They have unlocked the beer type Weizen and purchased the additional double coop Weizen with the Brewery Tower. They are currently not brewing any beer. With the worker action 1.1 "Brewing beer", they can brew 2 types of beer. They place their Alt dial on their board on Alt, one Weizen dial on their board on Weizen, and the other Weizen dial on the Weizen coop next to their brewery board. This way, they are brewing 2 types of beer, but a total of 3 beers, namely Weizen twice.

Generally speaking, each double coop works the same way as those on the brewery board. Because there is only 1 Brewing Tower for each player, all 6 double coops cannot be purchased by the players in the same game.

Note: Regarding rotations, each coop is considered individually. 1 rotation means exactly that – turning one dial exactly once. While it is possible to brew one type of beer twice, you cannot "rotate twice"! In other words: With 1 rotation, you can only rotate one dial of the double beer coops, not both. To rotate both dials, at least 2 rotations are required.

Changed end of the game

The end of the game tile is on space 22 VP. As soon as somebody reaches or surpasses this tile, the end of the game is triggered.

Important: If you use this module in combination with the module Export or House brand, place the end of the game tile on space 24 (and the end of the game is triggered as soon as somebody reaches or surpasses it).

Module 4: House Brand

With their own House brand, a specialty brew of one of the well-known types, each brewmaster can now brew types that they wouldn't normally be able to.

Additional game components

  • 4 coop tiles Hausmarke (House brand)
  • 4 extension tiles Advertising Department
  • 1 set of 6 green special brewing dials
  • 1 end of the game tile

Additional steps during setup

  • In addition to the usual extension tiles, place the new Advertising Department extension tiles in the common supply as a stack – 1 Advertising Department per player.
  • Add all 4 green coop tiles Hausmarke to the common supply.
  • Put the new set of green special brewing dials aside for now, and add only the green dial Alt to the common supply.
  • Place the end of the game tile on space 22 of the victory track (see p. 13 for Changed end of the game).

Note: "Hausmarke" is the German word for "House brand". Same as Alt, Weizen etc. We use the German word on the tiles only. However, in the rules below we use "House brand" and this always refers to these tiles.

Changes in gameplay

New extension tiles

Each brewmaster can use the worker action 1.7 "Brewery extension" to purchase one (1) of the new extension tiles Advertising Department (nobody can have 2 Advertising Department). If you do so, add it to the right of your brewery board as usual, and gain the one-time immediate effect as indicated on the brewery board, if any. The Advertising Department does not provide a "first player bonus". If all slots of the brewery board are occupied, just place it next to your brewery board as usual (and there is no immediate effect).

When purchasing an Advertising Department, the brewmaster takes one of the 4 coop tiles House brand from the common supply immediately. Place the coop tile directly to the left of their brewery board. The brewmaster may use it for the rest of the game.

Furthermore, the brewmaster immediately removes 1 blocking token from their brewery board, if possible.

Coop tiles House brand

With their new coop, the brewmaster can now brew one special type of beer, provided that at least one brewmaster (either themselves or another) has unlocked this type on their brewery board (overlay tile and blocking token removed). This means that the brewmaster can brew this special type even if they have not yet unlocked the similar regular type.

In other words: A brewmaster with a House brand coop can now use a brewing action to either brew one type twice or brew a type that they have not yet unlocked themselves.

The special type does not count as a type of its own if the brewmaster has already unlocked that type. Otherwise, it is considered a distinct type. For example, a regular Lager and a green special Lager "House brand" are the same type with regard to the "Brewing beer" action if the brewmaster has unlocked Lager themselves.

If a brewmaster is brewing beer with the worker action 1.1 "Brewing beer" (or with the action "Brew 1 beer"), they can take an available green special brewing dial from the general supply and place it on their House brand coop, if it is available. All House brands require 7 rotations at the start (when the marker on the progress track is still at +3) and always at least 4 rotations.

Example 1: A brewmaster has brewing level 2. They have unlocked the beer type Weizen and purchased a House brand coop with the Advertising Department. They are currently not brewing any beer. With the worker action 1.1 "Brewing beer", they can brew 2 types of beer. They place their Alt dial on their board on Alt, one Weizen dial on their board on Weizen, and the green Weizen dial from the common supply on the House brand coop next to their brewery board. This way, they are brewing 2 types of beer, but a total of 3 beers, namely Weizen twice (regular and House brand).

Example 2: A brewmaster has brewing level 2, and purchased a House brand coop with the Advertising Department. Another brewmaster has unlocked Weizen; they themselves have not yet. They are currently not brewing any beer. With the worker action 1.1 "Brewing beer", they can brew 2 types of beer. They place their Alt dial on their board on Alt, and the green Weizen dial from the common supply on the House brand coop next to their brewery board. This way they are brewing 2 types of beer.

Once the House brand is completely brewed, the brewmaster takes the corresponding regular beer tile from the common supply and places it on a free space in their cellar, as usual – it is no longer identifiable as a House brand. Then, the brewmaster returns the green dial to the common supply, making it available to all players again. Thus, the House brand functions like a wildcard – next time, the brewmaster can use it to brew a different special type (or the same one again), provided it is available in the common supply.

How do new green dials come into play?

  • At the start of the game, only the green special dial "Alt" is in the common supply, and only "Alt" can be brewed as a House brand.
  • As soon as any player unlocks a type for the first time (no one else has unlocked this type yet), the corresponding green special dial is added to the common supply and is now available to all players.
  • Since each green special dial exists only once, no special type House brand can be brewed by more than one brewmaster at the same time.

Changed end of the game

The end of the game tile is on space 22 VP. As soon as somebody reaches or surpasses this tile, the end of the game is triggered.

Important: If you use this module in combination with the module Export or Double coop, place the end of the game tile on space 24 (and the end of the game is triggered as soon as somebody reaches or surpasses it).

Module 5: Litfass Columns

You can always find something new on each Litfaß column.

Additional game components

  • 6 Litfaß tiles

Additional steps during setup

  • Mix the 6 Litfaß tiles and stack them face down next to the game board.

Changes in gameplay

Now, each brewmaster returns their removed blocking tokens not into the game box, but places them onto area 4 of the Round end board.

Additional step 4a during the round end phase

  • Before step 4a "Check hand limit", the players check the number of blocking tokens on this area.
  • If the number of blocking tokens exceeds the number of players, they reveal the top Litfass tile from the stack, such as with 4 or more blocking tokens in a game with 3 players. Subsequently, as many blocking tokens as the number of players plus 1 are returned permanently to the game box from those lying there. The remaining tokens are left for the time being.
  • Except for the black Litfass tile, the others are placed on the game board after being revealed, mostly causing permanent changes (see explanations below).

If the end of the game is triggered in this round, this additional step is omitted, just as the entire step 4 can also be omitted.

The Litfass columns in detail

  • Place this tile on space 1 of the turn order action area. From now on, you can draw 1 card from the draw pile only (instead of optionally from the display as well).
  • Place this tile on space 3 of the turn order action area. The brewmaster may take 1 coin or 1 barrel.
  • Place this tile on space 4 of the turn order action area. The brewmaster may take any card from the display (or from the draw pile), disregarding their brewing level marker.
  • Place this tile on space 7 of the turn order action area. The brewmaster may complete 1 order immediately.
  • Place this tile on the game board between the action areas 4 and 5 as an additional action space. The brewmaster may pay 1 coin to take back one of their bonus workers and potentially use it again in the same round. Note: if they take it back from step 1 of the Round end board, they lose this effect for the rest of the game (since they have already built their laboratory).
  • This tile immediately triggers the effect for all players to perform 1 rotation ("all" does not mean all dials). Subsequently, remove the tile from the game and put it back in the game box.

Mini Expansion: Light Bulbs

  • During setup, place this tile on the space "2 light bulbs" of the bonus action board. This tile makes it harder to use an "improved" bonus action. To use an improved bonus action, the brewmaster must now possess at least 3 action cards with the lightbulb icon in their display (instead of usually 2).

Rules for Solo Play

This is not a game of its own – you need the base game Beer Pioneers. The components included here are used and needed in addition to the components of the base game.

In these rules "you" is addressing the human player, while the virtual opponent is called "Automa".

You don't only have to own the base game, but must also know how to play it if you want to play the solo game and compete against Automa. You can play the solo game with the base game only, not with any of the expansion modules!

Additional game components

You may use all action cards from the base game and all new general action cards from this expansion, except Funny Leicht (promo) and Mathilde Schneider – you cannot use these cards.

  • 16 Automa cards (8 blue and 8 red, each divided into A and B)
  • 6 solo setup cards
  • Automa's workers, bonus workers and truck (see Setup for Automa)

The Automa card and solo setup card wording is shown on the printed cards and icons.

Setup for you

Before the actual game setup, sort the 16 Automa cards and the 6 solo setup cards into three stacks based on their colored backs. Choose 1 solo setup card, return the rest to the box.

Then, proceed with the setup of the base game as for a game with 2 players. Choose a setup card for 2 players from the base game and cover the corresponding spaces (see page 30 in the rulebook of the base game). Put only 1 of each type of the extension tiles in the common supply – refer to your chosen solo setup card.

Also follow all other instructions of your solo setup card.

Example (solo setup card 1): Place 2 blocking tokens from the box on the indicated turn order spaces. Take all components shown here and a random starting card for your personal display (see note on next page). You start with -1 victory point. Your special starting bonus: have 1 of the other extension tiles in the supply show 1 VP as well. You can gain 1 VP only for this extension tile. Put all other ones in the supply without the VP.

Solo setup cards – starting bonuses:

  • Card 1: Have 1 of the other extension tiles in the supply show 1 VP as well.
  • Card 2: Start with 1 master brewer character of your choice.
  • Card 3: Remove 1 of your blocking tokens before the game starts, and place it in your personal supply.
  • Card 4: Ignore your hand limit.
  • Card 5: Take 1 card from the general display before the game starts, and add it to your personal display.
  • Card 6: No starting bonus.

Note: Ignore the game components depicted on your starting card. Additionally, note that in two cases, depending on the solo setup card, you will receive random regular action cards instead of start action cards marked with "S"! Draw the action cards randomly before setting up the general display.

Finally, you decide if you want to play with normal difficulty or with increased difficulty. For your first solo game, we strongly recommend normal difficulty. For this, briefly refer to the Game end and victory or defeat conditions at the end of these rules.

Setup for Automa

The setup for Automa is simple:

  • Automa does not get a brewery board.
  • Automa does not get a worker for the turn order track.
  • Automa gets 2 untagged workers only, 2 small bonus workers and 1 truck. For all these, choose a different player color than yours.

Randomly take 3 A-cards and 3 B-cards from the Automa cards of each color (blue and red). Mix the 3 B-cards for each color separately and stack them face down as two single stacks. Then, mix the 3 A-cards of each color separately and stack them on top of the B-cards of the same color.

These are Automa's cards for the game. Return the remaining blue and red cards to the box.

Playing the Game

Generally, the rules of the base game apply to you, with two important changes:

Remove blocking tokens

When you remove blocking tokens from your brewery board, unlike in the normal game, place them in your personal supply.

Turn order action

During each game round, you must perform 1 turn order action as usual, but then you must cover it with one of your own blocking tiles instead of using your untagged worker for this. Your untagged worker remains in your personal supply for now. This turn order action is now blocked for the rest of the game. This means that you must have at least 1 blocking token in your personal supply during each game round.

If you do not have a blocking token in your personal supply to use it this way during the current game round, you have lost the game immediately!

Once only during the complete game you will use your untagged worker for a turn order action as an additional action to perform any one turn order action that is blocked. You may do this anytime before or after you have used your blocking token for this game round.

Remove the blocking token from that space, put it back to your personal supply and lay down your untagged worker there. That worker remains there for the rest of the game and this turn order action is blocked from now on, same as if by a blocking token. In other words: Once only during the game you perform two turn order actions during the same game round; once with a blocking token and once with your untagged worker.

Note: When placing the blocking token, make sure that the red exclamation mark is visible. This way you can easily see if you have already performed your turn order action for this round or not. At the end of the round, after the round end phase, flip the blocking token to its side without the exclamation mark.

Action phase

You will perform your action as usual, taking into account the changes mentioned above.

For Automa, the following applies:

  • Automa never takes any coins, tiles of beer types, brewing dials or barrels and does not perform any actions or bonus actions.
  • Automa uses its workers, bonus workers, and truck exclusively to block you or put you at a disadvantage. Furthermore, it can remove cards from the display or place its bonus workers on an objective.

You and Automa do not take turns alternately but proceed with the following steps exactly in this sequence:

  1. Automa performs the first turn in each game round – reveal the top blue card "Before 1st player action" and resolve it. Automa always will place a worker and may optionally remove a card from the display or place one of its bonus workers on an objective.
    • Example 1: First, Automa removes the second card from the display (subsequently, refill it as usual). Then, it places one of its workers on the action area "1" on the game board (brewing beer).
    • Example 2: Following the usual rules, Automa places one of its bonus workers on the objective "3 identical beer tiles". Then, it places one of its workers on the action area "2" on the game board (rotations).
  2. Then it's your turn, and you continue until you have performed your first action on the game board with a worker or your truck (the turn order action does not count for this, even when you use your untagged worker there once during the game).
  3. After your first action on the game board, reveal and resolve Automa's top red card "After 1st player action on game board." With this card, Automa places its second worker and its truck.
    • The card is showing on which action area Automa wants to place its worker preferably. If this action space is occupied, it chooses the next higher/lower possible action area, as shown on the card.
    • With its truck, Automa preferably blocks the "1st player bonus" of the respective action area, as indicated on the cards. If the first option (left) is not available, it takes the second (middle) one, and if that one is not available, the third option (right).
    • Example: Automa places its second worker on action area 5. If that is not possible, it places the worker on the available action area with the next lower number. Then, it places its truck on the "1st player bonus" Take 1 coin. If that is not possible, it places the truck on action area 9, and if that is also not possible, on the "1st player bonus" Move 1 barrel.
  4. Subsequently, you resolve all your remaining actions. After you have completed all your actions, proceed to the round end phase as usual. Then, the next game round follows if the game has not come to its end yet. Do not forget to flip the blocking token you used this round for the turn order action!

Game end and victory or defeat

The game can end in three ways:

  • Prematurely, if you could not place a blocking stone for your turn order action – you have lost the game immediately!
  • Prematurely, if you have reached at least 20 victory points during a round. Finish the round and then proceed to final scoring like in the base game, if you wish. You have won the game no matter what and may try next time to gain even more victory points!
  • After revealing the last red card and you have finished the round, including the round end phase.

Now, depending on your choice at the start of the game, find out whether you have won or lost:

  • Normal difficulty: Proceed to final scoring like in the base game. If you have gained at least 20 victory points, you have won the game!
  • Increased difficulty: Skip final scoring. If you have gained at least 20 victory points, you have won the game!

Clarification of some action cards

  • Bar room (promo): Automa always has money (or remove the card from the game before you start).
  • Johann Schlegel (promo): Automa is not considered to be a player (or remove the card from the game before you start).
  • Funny Leicht (promo): Remove the card from the game before you start.
  • Mathilde Schneider (from the base game): Remove the card from the game before you start.
  • Refreshment kiosk: You must have used your untagged worker for your turn order action already and there must be at least 1 available turn order action.

Clarification of some starting bonuses

  • Card 2: Select your master brewer character (white background) before you set up the display.
  • Card 3: Keep one of your 8 blocking tokens in your personal supply after you have received your 3 initial action cards.
  • Card 5: Refill the display as usual after you have picked your card from the display. You may take any card you like. Disregard your brewing level in this case.

And now: Enjoy the game and have fun brewing a few delicious beers!