Blackout: Hong Kong
Blackout: Hong Kong Rulebook
Table of Contents
Table of Contents
Components
- 1 Hong Kong board
- 4 player boards
- 50 coins (30 x 1 HK Dollar, 20 x 5 HK Dollars)
- 48 scout tiles
- 12 GPS tokens
- 24 transport tokens
- 4 locked markers
- 4 markers 0-6
- 136 cards:
- 48 player cards (12 for each player) — each card front shows a zodiac icon and the card's color
- 8 starting volunteer cards (marked with "S" for "starting")
- 72 objective cards
- 4 dice distribution cards
- 4 emergency plans
- 4 dice: 3 resource dice and 1 starting player marker
- 20 secured district markers (5 in each player color)
- 100 cubes (25 in each player color)
- 4 score discs (1 in each player color)
Setup
Before setup, decide if you play a single game of Blackout: Hong Kong or if you play a chapter of the campaign (which also has a solo-variant). If you play a single game, follow the setup steps below. If you play the campaign, also mind the modifications on the campaign pages which modify steps 6 and 16 of the setup below.
1. Hong Kong Board. Place the board in the middle of the table.
2. Transport tokens. Place the 24 transport tokens next to the board.
3. GPS tokens. Place the 12 GPS tokens next to the board.
4. HK Dollars. Place the HK Dollars within reach of all players as a general bank.
5. Scout tiles. Shuffle the 48 scout tiles face down. Place three of them as a face-down stack on each of the 16 districts on the board.
6. Objective cards. Shuffle the 72 objective cards. Deal a number of cards to form a face-down Reserve deck:
- In a 2-player game, deal 36 cards.
- In a 3-player game, deal 21 cards.
- In a 4-player game, deal 15 cards.
Set this Reserve deck aside for now. It will come into play when the End of Game is triggered. In a campaign game, the number of cards dealt depends on your current chapter. Place the remaining cards as a Draw deck beside the top right corner of the board. Reveal 9 cards from the Draw deck and place them face up as a card display in 3 rows of 3 next to the board.
7. Choose a player color. Each player chooses a color and carries out the next two steps.
8. Score discs. Place the score disc of your color on the 0 of the score track.
9. Player cubes and initial battery. Take the 25 cubes of your color. Place one on the battery in the middle of the rondel and the rest in front of you as a supply.
Setup player board
Each player now carries out the following steps:
10. Player board. Take 1 player board and place it in front of you. Take 1 dice distribution card for your reference (as each die has a different distribution of resources on its faces).
11. Starting transport tokens. Take 5 transport tokens and place them next to your player board.
12. Starting HK Dollars. Take 4 HK Dollars from the bank.
13. Secured district markers. Place the 5 secured district markers (wooden houses) of your color on the check-mark spots on the left-hand side of your player board.
14. Marker 0-6 and locked marker. Take one marker 0-6 and one locked marker and place each on the indicated spot of your player board.
15. Starting volunteer cards. Take 2 starting volunteers at random. Place them on 2 objective spots of your player board. If you play with fewer than 4 players, return the remaining starting cards to the game box. They are not used in this game.
16. Emergency plans. Take 1 emergency plan at random. Place it on the emergency plan spot of your player board. If playing with fewer than 4 players, return any remaining emergency plans to the game box. In a campaign game, follow the campaign rules instead.
17. Player cards. Take the 12 cards of the zodiac icon matching your color (lower left corner of each player card).
- a) Then place your blue volunteer showing 2 cubes (top left) and your Leader face up in the hospital to the right of your player board.
- b) Place 1 of your yellow volunteers face up in the leftmost slot at the bottom of your player board. In the second slot, place 1 of your red volunteers face up and, on top of it, 1 of your other blue volunteers slightly offset, so that you can still see the top info of the red volunteer.
- c) The remaining 7 cards form your hand at the start of the game (1 yellow, 2 red and 1 blue volunteer, as well as the following specialists: Doctor, Mechanic, Scout).
18. Starting player and starting positions. Finally, determine a starting player by your favorite house rule and give them the starting player marker and the 3 resource dice. In counterclockwise order, beginning with the player to the right of the starting player, each player then places 1 of their cubes on a location of their choice (the colored circles on the map of the game board). This location must be different for each player.
Now you are ready to play the first round!
Gameplay
Each round of the game is composed of the following 8 phases, each of which is carried out by ALL players before moving on to the next:
- Roll resource dice and plan cards (done simultaneously by all players)
- Deploy volunteers and specialists
- Objectives
- Scout
- New objectives
- Clean up
- Secure districts
- Refresh hand, then carry out check-mark actions (This phase may only be carried out by players that meet the requirement.)
Each phase is shown on the player boards (from bottom to top). To ensure that each phase is carried out, the starting player should always announce which phase of the round you are entering. The starting player keeps track of the phases on their player board by placing the starting player marker on the number of the current phase and moving it up when entering the next phase.
At the end of phase 8, the starting player marker is passed on to the next player in clockwise direction.
Phase 1 — Roll resource dice and plan cards
The starting player sets the resources for this round by rolling the dice. Then all players plan their cards for the round.
A) Roll the dice. As the starting player, roll the 3 resource dice until you have a valid result. For a valid result, each die must show a different resource. If any dice should show the same resource, roll those dice again. Once you reach a valid result, you must stop rolling and place each die as it is on its matching resource segment of the rondel.
- Invalid result example: the red die and the blue die show the same resource (medipack) — the starting player must re-roll both the red AND the blue die.
- Valid result example: all dice show different resources. The starting player places the dice on the corresponding segments of the rondel.
B) Plan your cards. Each player places up to 1 card from their hand face down in each slot at the bottom of their player board (first, second and third slot). If there are already cards from the setup or earlier rounds, place the new card face down a little offset on top of the bottom card. Note that you may at all times look at your face-down cards, but not at those of other players.
The fourth slot. You can only place a card in the fourth slot if you have unlocked that slot. You can unlock it by fulfilling the goal printed above it (during phase 3). Once you do, remove the locked marker from your player board and place it back into the game box. It is not used during this game any more.
Then continue with phase 2.
Phase 2 — Deploy volunteers and specialists
In this phase, you carry out your planned cards. Most let you procure resources or spend resources to get HK Dollars, get GPS tokens or to score points, but some of them, such as your Doctor or Leader, may have more specific abilities.
This phase is carried out in clockwise order, beginning with the turn of the starting player. On your turn, carry out all your planned cards in an order of your choice (the face-down cards in your card slots). Do so by turning one of them face up and carrying out its action. Then turn another of your planned cards face up, carry out its action and so on. You are allowed to turn a card face up and not use its action. There are two basic types of cards:
Specialist cards — Cards with purple backgrounds. Specialists let you carry out one or more special actions.
Volunteer cards — Cards with red, yellow or blue backgrounds. Volunteers procure the resources rolled on the die of their color. The number of resources a card procures is shown by the number of cubes in its top left (1 to 3). Place 1 of your cubes in the corresponding segment of the rondel for each resource you procure with a volunteer. You may use transport tokens to change which type of resource a volunteer procures.
Use transport tokens to change resources. On any one of your planned volunteers, you may spend transport tokens to change the resource type that volunteer procures. Each transport token you spend lets you move one segment on the rondel away from the result of the die. You can always acquire new transport tokens from the supply by spending 1 point for each that you take. (It is possible to have a negative score during the game. Transport tokens have a secondary use in phase 3.)
Phase 3 — Objectives
In this phase, you complete goals that grant rewards, such as adding cards to your hand or your check-mark area and expand your influence on the map.
In clockwise order, beginning with the starting player, you may complete as many goals in your objective area of your player board as you are able to and want to (including Emergency plans and Restore power goals). To complete a goal, you must pay all the costs and fulfill all requirements listed in its red box. After completing a goal, move the card to its destination and take the immediate effect.
A) Costs and requirements.
- Number of resources: Most of the goals have a cost in resources, indicated by a resource icon and a number. To pay the cost, return that many of your cubes from the corresponding segment of the rondel to your supply.
- Number of one resource type of your choice: Choose a resource and pay this many of that resource.
- Number of HK Dollars: Pay this many HK Dollars to the bank.
- Slot requirement: At least one of your slots must contain all cards of the shown colors (in any order).
- Scout tile requirement: You must have at least 2 scout tiles, one of which has the reward type 'points' and one that has the reward type of the specific resource shown.
- Crisis center requirements: On the map of the game board, you must connect the two crisis center locations of that letter with an unbroken line of cubes.
B) Destination of the card. These icons show the destination of a card after completing that goal: add this card to your hand, or add this card to your check-mark area to the left of your player board.
C) Immediate effects.
- Points: Score this many points.
- HK Dollars: Take this many HK Dollars from the bank.
- Place a cube on the map of Hong Kong: either place a cube on a location of that specific color on the map, OR place a cube on a location of any color on the map.
When you place a cube on the map of the board, follow these rules:
- The cube must be placed on a location of the color shown on the effect. (If you already have a cube on each location of that color, you may place the cube on any location, but must still follow the other rules.)
- The location must be adjacent to a location containing one of your cubes. However, you can spend transport tokens to skip locations of the wrong color.
- The location may already contain cubes of other players (but none of your own).
Spending transport tokens to skip locations. Pay 1 transport token for each location you skip. (If you run out of transport tokens before you reach a location of the required color, you MUST buy transport tokens at 1 point each in order to reach a location of the required color.)
Cards with multiple goals
While volunteers and specialists only have one goal, contingency and emergency plans may have multiple ones. You may complete goals of such a card in any order. These cards have effects that depend on how many goals of the plan a player completes.
When you complete a goal on a card, check for the following cases:
- If there are still other goals on the card that you have not completed: Take the immediate effect of this goal and place a cube on it to show that you took it. Then decide if you want to take the completion effect now or not:
- Yes, now: Remove all cubes from this card and move it to your check-mark area (to the left of your player board, as per the destination of the card). Then carry out the completion effect (most commonly, you place a cube on the map).
- No, later: Leave the card in your objectives area.
- If there are no uncompleted goals left on the card: Take the immediate effect of this goal AND take the bonus effect. Then remove all cubes from the card and move it to your check-mark area (as per the destination of the card). Finally, carry out the completion effect.
Restore power goals
There are 2 restore power goals on your player board that you may complete during this phase:
- If you complete the first restore power goal, score 10 points and place the marker 0-6 on top of the spot 0-4 of phase 8 on your player board.
- If you complete the second restore power goal, score 10 points and remove the locked marker from your player board and place it back into the game box. From now on, you may place 1 card in this (fourth) slot during planning.
You can complete each of the 2 restore power goals only once per game.
Joker resource: Batteries. There are 6 normal resources on the rondel: food, tools, gasoline, water, books and medipacks. The battery in the middle of the rondel is a joker resource. One battery can substitute any one of the 6 normal resources. With the only exception that a battery may never be wasted as water or food in phase 6 of a round. You can always buy batteries for 5 HK Dollars each.
After all players had a chance to complete their goals, the starting player moves the starting player marker to phase 4.
Phase 4 — Scout
Scouting is an alternative way to procure resources and score points, but it comes at a cost. Exploring unsecured districts is tough on your volunteers and specialists and one member of your search team will end up in the hospital.
In clockwise order, beginning with the starting player, each of you may choose a different district on the map. The district you choose must be next to one of your cubes and contain scout tiles (face up or face down). Look at the district's scout tiles in private. You may now collect up to 1 of them. If you cannot or do not want to, return all of them to the district in the same orientation they had, when you picked them up (face down or face up).
If you want to collect a tile, do the following:
First, return any not-chosen scout tiles face up to the district.
Then, choose a challenge on the scout tile you want to collect: either simple or advanced.
Afterwards, form a search team to meet that challenge. Reveal from your hand one or more cards with search icons. These cards form your team. (Note that your Doctor is the only card with no search icons, so she is never part of a team.) Then add up your team's search icons and add the following:
- Number of search icons on contingency plans in your check-mark area.
- Number of search icons on face-down scout tiles next to your player board.
- 3 search icons per GPS token you spend now.
If the sum of your search icons matches or surpasses the challenge, collect the scout tile and take the reward shown in its reward box. Reveal the scout tile and place it next to your player board, face up or face down depending on the following:
If it is your first scout tile of this reward type, place it face up next to any already collected scout tiles. But if you already have scout tiles of this reward type, place it face down next to them. From now on, the search icon on its back is added to your total each time you form a search team to scout.
Finally, since one member of your team got injured during the search, do the following: Determine at random one card from your team and put it face up in your hospital to the right of your player board.
When each player has had a chance to scout, move on to phase 5.
Scout tiles. Each scout tile has a simple challenge (light grey background) and an advanced challenge (dark grey background). The reward type is determined by the reward of the simple challenge. There are 7 different reward types: Points, HK Dollars, batteries, books, tools, medipacks and gasoline.
Probe challenge. When you decide to collect the scout tile with the lowest simple challenge among those in a district, you can alternatively take its probe challenge (instead of its simple or advanced one). This means that you must only match a total of 4 search icons with your search team. If you do, show the scout tile to the other players and then place it face down next to your player board, without taking any reward.
Phase 5 — New objectives
In this phase, players may acquire new volunteers, specialists and contingency plans from the card display and place them on their player boards.
Beginning with the starting player and going clockwise, players take turns either passing or buying one card. This continues until everyone passes in a row (so passing does not necessarily stop you from buying later in this phase).
The price of each card depends on how many cards are in its row:
- If there are 3 cards in a row, it costs 4 HK Dollars to buy one of them.
- If there are 2 cards in it, it costs 3 HK Dollars to buy one of them.
- If there is 1 card in it, it costs 2 HK Dollars to buy it.
Place the card you bought into the Objectives area of your player board. Note that you have only 3 card spots in your Objectives area, so you may only have up to three cards there at any moment. (Attention: Your emergency plan card spot is separate from this area. Once you completed and removed your emergency plan, no other card may be placed on its spot.)
If there are no cards in a row, refill it immediately with 3 cards drawn from the Draw deck. Place these cards face up. If the Draw deck runs out, the end of the game is triggered.
Players should consider the following questions when buying cards: Can I complete the goals of the cards I want to buy? Can I place the cube associated with this card on the map? Does the ability of the card or its point value justify the cost?
Phase 6 — Clean up
In this phase, do the following steps:
- Discard cards from card display: From the card display, the starting player removes the rightmost card of each row and puts it on the discard pile. If there are any empty rows afterwards, refill those (and only those) face up with 3 cards each drawn from the Draw deck. When the Draw deck runs out, the end of the game is triggered.
- Waste resources: In clockwise order, each of you must do the following: return all your cubes in the water and food segments of the rondel to your supply beside your player board. For each food cube you return, take 2 HK Dollars from the bank. Water cubes can be returned in pairs and/or singly. For each pair you return, take 1 GPS token from the supply. For each single water cube you return, take 1 HK Dollar from the bank. Contingency plans in your check-mark area might improve these rates.
- Dispose objectives: Each of you may choose to discard up to 1 card from your objective spots to the discard pile.
When each of these steps is completed, move on to phase 7.
Phase 7 — Secure districts
In this phase, players score points and unlock check-mark actions on their player boards for the districts they have secured in this round.
Check, if there are any newly secured districts. A district is considered secured if at least one player has a cube of their color on each of the locations surrounding it. For each newly secured district there is, proceed as follows:
- Remove any scout tiles left in that district and return them to the box.
- Afterwards, each player that managed to completely surround that district (by having one of their cubes on each of its locations) must choose one of their secured district markers from their player board and place it in that district. (If a player has no secured district markers left, they place a cube from their supply instead.)
- Then each player counts the number of cubes they have in the locations surrounding this district and score according to the following table:
| Number of cubes | 1-2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|
| Points | 2 | 3 | 5 | 7 | 10 | 14 |
Note: This means that only players that initiate the securing of a district can place a secured district marker on it and thus unlock one of their check-mark actions on their player boards. If a district is secured in the same round by multiple players, each one of them places one of their secured district markers and unlocks a check-mark action. Furthermore, this means that each district is only scored once and this scoring is initiated by the player (or players) that secured it first. However, ALL players that have at least one cube in any of the locations surrounding the district partake in the scoring accordingly.
Note that this scoring table is also shown on the game board for convenience.
Phase 8 — Refresh hand
In clockwise order, beginning with the starting player, each of you checks whether you may refresh your hand now. You may only refresh if you have 4 or fewer cards in hand. (If you have unlocked the marker 0-6 and placed it on top of the spot 0-4 on your player board, you can refresh with 6 or fewer.)
If you decide to refresh, first return to your hand all cards from the slot at the bottom of your player board that has the most cards. (If there is a tie for the most cards, chose one of these tied slots.) Next (and only if you actually returned cards to your hand), you may carry out any unlocked check-mark actions on your player board and/or on contingency plans in your check-mark area. You may carry them out in any order, but only once each.
After each player has finished phase 8, start a new round. The starting player marker thus moves on to the new starting player in clockwise direction. If this was the last round of the game, move on with final scoring.
End of game and final scoring
When the Draw deck runs out, the End of game is triggered. If necessary, fill the remainder of the display with cards from the Reserve deck. Finish this round, then play one more. After that final round, carry out the final scoring.
Each player scores as follows:
- First sell all your resources on the rondel for 1 HK Dollar each, regardless of type. Then swap 5 HK Dollars for 1 point as often as you can.
- Score points for how many face-up scout tiles you have, according to the score table in the top right of the board.
- Each card in your hand and each card in your slots scores the points shown in its top right corner. You get nothing from cards in your objective spots or hospital.
The player with the highest score wins. Ties are broken in favor of the player with more HK Dollars. If still tied, the victory is shared.
Card almanac
Specialist player cards
Leader. Receive 1 battery (by placing a cube from your supply in the middle of the rondel). Carry out one of your unlocked check-mark actions.
Scout. Pay 1 gasoline or 1 book to take 1 GPS token from the reserve. Take 2 HK Dollars from the bank.
Mechanic. Take 3 HK Dollars from the bank. Then you may pay 1 tool to take another 3.
Doctor. Pay 1 medipack to add a card from your hospital to your hand and score the points shown in the top right corner of that card. Your Doctor has no search icons and may never be used as part of a team to scout. So, she can never end up in the hospital herself.
Specialist cards in the draw deck
- Take 5 HK Dollars from the bank. Then reveal your hand and take 1 HK Dollar from the bank for each search icon in it.
- Take the top number of HK Dollars from the bank. Then you may pay 1 tool to take the second number of HK Dollars.
- Pay 1 food to place 1 cube on the map according to the rules for placing cubes.
- Pay 1 gasoline or 1 book to take 1 GPS token from the reserve. Alternatively, pay 1 gasoline and 1 book to take 2 GPS tokens from the reserve.
- Pay 3/4 HK Dollars to take 3 resources of one type (either books, water, gasoline, tools, food or medipacks).
- Score 2 points. Then you may pay 1 tool to score 2 additional points.
Check-mark actions and contingency plans
Check-mark actions on contingency plans. The check-mark action of a card is considered unlocked if the card is in the check-mark area to the left of your player board. It may be activated during phase 8 (but only if you also refresh your hand) or with the help of your Leader card during phase 2. Examples of contingency plan check-mark actions:
- When activated, you receive 1 resource of the indicated type. (Once per activation.)
- When activated, spend 1 of the resource shown before the arrow for the resources shown after it. (Once per activation.)
- When activated, spend 2 HK Dollars for 1 battery. (Once per activation.)
- When activated, take 3 HK Dollars from the bank. (Once per activation.)
- When activated, spend 1 of the resource shown before the arrow to score 3 points. (Once per activation.)
Player board check-mark actions. A check-mark action on your player board is considered unlocked if there is no secured district marker on it. Only unlocked check-mark actions may be activated during phase 8 or with the help of your Leader. The player board check-mark actions are:
- When activated, spend 1 book to take 1 GPS token from the reserve. (Once per activation.)
- When activated, spend 1 gasoline to take 1 transport token from the reserve. (Once per activation.)
- When activated, spend 1 tool to take 3 HK Dollars from the bank. (Once per activation.)
- When activated, spend 1 medipack for 1 battery. (Once per activation.)
- When activated, spend 4 HK Dollars to score 2 points. (Once per activation.)
Other contingency plans. The following contingency plans grant you permanent effects in the scout phase or in the clean up phase, when they are in your check-mark area:
- You have 1 permanent search icon, which you add to your total when scouting.
- Increase the search value of each of your GPS tokens by 1.
- In each phase 6 (Clean up), you may spend 2 food for 4 points, as many times as you like.
- In each phase 6 (Clean up), you may spend 2 water for 7 HK Dollars from the bank, as many times as you like.
Campaign and solo play
Chaos descends on Hong Kong! How good are you prepared for the Blackout?!
This section contains the rules for playing a series of games in campaign mode. You can also play the campaign alone and record your high scores. The rules in this section take precedence when in conflict with the rules of earlier sections.
The campaign has 5 chapters. Modify setup according the rules of your current chapter as described below and follow the general campaign rules. Start your campaign with chapter 1. At the end of each campaign game, note the number of orchid trees you earned. When you complete your campaign, sum your number of orchid trees to see how well you managed the crisis.
Emergency plan rules in a campaign. In campaign games, place the Emergency plans named in the setup of your chapter next to the board (instead of on your player board). All goals on these are initially available to all players. But if there is more than 1 Emergency plan (as it is the case with 3 and 4 players), each player can only complete goals of one of them. After a player completes the first goal of an Emergency plan, she must stick to that plan. Other than that, multiple players may complete the same goals and collect their rewards, even if another player already completed them. Whenever you complete a goal, place a cube on it to show that you can't complete it again. Also, Emergency plans have no completion effect in campaigns and thus always stay next to the game board, i.e. you never add them to a check-mark area and you never place a cube on the map as a completion effect.
Further campaign rules. In solo play, adapt the rules as follows:
- Use the starting player marker to mark the phase you are in.
- Add the following rule to phase 5 (New objectives): If you don't buy a card in this phase, remove the rightmost card of the top card row. Refill the row if necessary.
- Add this win condition to each chapter: Score at least as many points as needed to earn an orchid tree. If you lose, restart this chapter with 2 more HK Dollars than before. (Example: After 2 losses, you start with 8 HK Dollars.)
In a 2- to 4-player game, only adapt the final scoring as follows: You win if you have the highest score and fulfilled the win conditions of the chapter. In case of a tie, the tied player with the most HK Dollars wins.
Campaign scoring (total orchid trees):
- 15: Perfect score! You are first in line to be awarded the Grand Bauhinia Medal of Hong Kong.
- 12+: Very good. The people of Hong Kong will never forget the way you stood on their side.
- 10+: Good. Your crisis management helped to relieve great pain.
- 5+: At least you made it! The worst times are over. But it is a thin veil that separates civility from barbarism in these times.
Chapter 1 — Hour 48 of the Blackout
People gather on the streets. As there is still no electric power in Hong Kong anymore, it becomes increasingly difficult to live as usual.
In setup step 6, the size of the Reserve deck to be removed is: 1-player: 33 cards; 2-player: 24 cards; 3-player: 18 cards; 4-player: 12 cards.
Place the following Emergency plans next to the game board in setup step 16:
- 1- and 2-player: Emergency plan A.
- 3- and 4-player: Emergency plan A and Emergency plan D.
Win conditions:
- Have a cube on each goal of one Emergency plan.
- Have a score of at least: 60 points to earn 1 orchid tree; 75 points to earn 2; 90 points to earn 3.
Chapter 2 — Hour 72
You must secure a large food convoy send along the route of crisis centers B and C.
In setup step 6, the size of the Reserve deck to be removed is: 1-player: 48 cards; 2-player: 42 cards; 3-player: 39 cards; 4-player: 36 cards.
Place the following Emergency plans next to the game board in setup step 16:
- 1- and 2-player: Emergency plan B.
- 3- and 4-player: Emergency plan B and Emergency plan C.
Win conditions:
- Have a cube on at least 2 goals of one Emergency plan.
- Have a score of at least: 35 points to earn 1 orchid tree; 50 points to earn 2; 65 points to earn 3.
Chapter 3 — Hour 80
The situation gets dire in the central district. Crowds gather and try to find a scapegoat. Secure central district.
In setup step 6, the size of the Reserve deck to be removed is: 1-player: 33 cards; 2-player: 24 cards; 3-player: 18 cards; 4-player: 12 cards.
Place the following Emergency plans next to the game board in setup step 16:
- 1- and 2-player: Emergency plan B.
- 3- and 4-player: Emergency plan B and Emergency plan D.
Win conditions:
- Have a cube on at least 2 goals of one Emergency plan.
- Have at least 4 cubes on locations that are adjacent to the district shown on the chapter (central district).
- Have a score of at least: 65 points to earn 1 orchid tree; 85 points to earn 2; 105 points to earn 3.
Chapter 4 — Hour 96
Our volunteer force is suffering from famine and injuries, we need to recruit new helpers.
In setup step 6, the size of the Reserve deck to be removed is: 1-player: 39 cards; 2-player: 30 cards; 3-player: 24 cards; 4-player: 18 cards.
Place the following Emergency plans next to the game board in setup step 16:
- 1- and 2-player: Emergency plan C.
- 3- and 4-player: Emergency plan A and Emergency plan C.
Win conditions:
- Have a cube on at least 2 goals of one Emergency plan.
- Have at least 4 cubes on red locations.
- Have a score of at least: 65 points to earn 1 orchid tree; 80 points to earn 2; 95 points to earn 3.
Chapter 5 — At the end of week 1
At the end of week One of the blackout, Hong Kong needs some kind of order again!
In setup step 6, the size of the Reserve deck to be removed is: 1-player: 27 cards; 2-player: 18 cards; 3-player: 9 cards; 4-player: 0 cards. (Note: If the deck runs out, the rows of the display will not be refilled for the remainder of the game.)
Place the following Emergency plans next to the game board in setup step 16:
- 1- and 2-player: Emergency plan D.
- 3- and 4-player: Emergency plan B and Emergency plan D.
Win conditions:
- Have a cube on at least 2 goals of one Emergency plan.
- Have completed both Restore power goals on your player board.
- Have a score of at least: 105 points to earn 1 orchid tree; 125 points to earn 2; 145 points to earn 3.
Credits
Author: Alexander Pfister. Producer: Sophie Gravel. Editor: Philippe Schmit. Game Development: Peter Eggert, Viktor Kobilke, Philippe Schmit. Illustrations: Chris Quilliams. Graphic Design: Karla Ron, Marie-Ève Joly. Rules Revision: Neil Crowley. Development by: © 2018 Plan B Games Europe GmbH. Eggertspiele is a brand of Plan B Games Europe GmbH.