Capital Lux 2: Generations – The Expansion
Capital Lux 2: Generations – The Expansion Rulebook
Table of Contents
Table of Contents
New Power Tiles: Overpopulation (Set E)
Intruder (E)
Power tile. Uses the 22 rebel cards from the base game (values 1 to 6).
SETUP: Shuffle the rebel cards and place them in a face-down deck in the general supply. Turn the top card face up.
POWER: Take the face-up rebel card from the deck and place it in any district in the CAPITAL without activating its power. Turn the next card in the deck face up. As long as the rebel card stays in the district, it is treated as every other citizen card of that color.
Important: If a rebel card ends up in your hand (when playing with Intruder and Missionary), it can be placed in any district, in either your HOME BASE or the CAPITAL. However, it will never activate a power. If it is still in your hand at the start of ROUND END, it is placed directly on your score pile (instead of in your HOME BASE).
Vector (E)
Power tile. Uses 16 Vector cards (values -1, -2, -3, in four colors).
SETUP: Shuffle the vector cards and place them in a face-down deck in the general supply. Turn the top card face up.
POWER: Take the face-up vector card from the deck into your hand (it can later be played as a normal citizen card). Turn the next card in the deck face up.
PREPARE NEXT ROUND: Discard all vector cards from the CAPITAL and from each player's HOME BASE.
Note: Because vector cards do not stay from round to round, they do not count toward your final score.
Architect (E)
Power tile. Uses 10 Architect Tiles.
SETUP: Shuffle the architect tiles and place the stack in the general supply. Draw 2 tiles and place them face up on the capital sheet.
POWER: Take one of the two architect tiles and either A) add it to your home base, or B) discard it. Then reveal the next architect tile from the stack and place it on the capital sheet. When the stack of tiles runs out, shuffle the discarded tiles to form a new stack.
Important: You can have only one architect tile at a time. So if you chose option A, you must discard every architect tile you own at that moment.
PLAY CARDS: At any point during your turn, if you have met the criterion of the architect tile on your home base sheet, discard the tile and take 2 gold (worth 4 points at the end of the game). There are two types of criteria:
- Tile type 1 (4 tiles: =12, =14, =16, =18): At least one district in your HOME BASE has exactly the total value shown on the tile. Example: Your pink district has exactly 12 total value at the end of your turn. You discard the architect tile and take 2 gold.
- Tile type 2 (6 tiles, one of each combination): The two districts shown in your HOME BASE have exactly the same value (both districts must have at least one card). Example: Your pink and green districts both have exactly 9 at the end of your turn. You discard the architect tile and take 2 gold.
Experimenter (E)
Power tile. Uses 16 experimenter cards, values 1 or 7, in four colors.
SETUP: Shuffle the experimenter cards and make a face-down deck in the general supply. Draw 2 cards and place them in an open display.
POWER: Take one of the experimenter cards from the display (not from the deck) into your hand. Refill the display with a new experimenter card from the deck.
PREPARE NEXT ROUND: The effect of an experimenter card depends on its value.
- Card with value 1: Always activates its matching POWER (even if you play it in your HOME BASE).
- Card with value 7: Never activates its matching POWER (even if you play it in the CAPITAL).
5th Player Components
Components: Home base sheets (for a fifth player), a Rocket Token, and an Outsider Card.
These are used in a game for 5 players. Follow the standard rules with one exception: at the start of the DRAFT CARDS step, deal 5 cards (instead of 8) to each player. (As usual, each player chooses 2 cards twice, then passes the last card to the player on their left.)
New Mentalist Tiles
When playing with the Mentalist power, you may shuffle these four tiles with the other mentalist tiles.
SECRET CARD (2 tiles): Play a card face up in any district in the CAPITAL and activate the power of that district. The card's color does not have to match the district!
Note: A card lying face down cannot be moved, discarded or taken into your hand. Before ROUND END, turn all face-down cards face up and count them toward the district where they were played.
SWAP (2 tiles: blue/pink and yellow/green): Swap a card in your HOME BASE with a card in the corresponding district in the CAPITAL (each tile lets you choose between 2 districts).
Example: With the tile shown, you can swap a card in your green home district with a card in the green district of the CAPITAL, or a card in your yellow home district with a card in the yellow district of the CAPITAL.
Undercover Module
Components: 25 purple citizen cards (values 2 to 6), 8 undercover cards (2 of each type), and 5 home base cards.
This module introduces the purple district, which for all purposes (unless stated otherwise) is treated as any other district. Wherever the rules say "any district," the purple district is also meant. Play with the standard rules, with the exceptions described below.
SETUP:
- Shuffle the 8 undercover cards and place them as a face-down undercover deck to the left of the general supply. Draw the top card and place it face up to the left of the capital sheet.
- Shuffle the 25 purple citizen cards together with all the other citizen cards to form a citizen deck.
- Draw 4 random starting cards (instead of 3) to the CAPITAL. Any purple cards drawn (purple only) are placed in the purple district.
- Each player takes a home base card and places it to the left of their home base sheet to mark their purple district.
1. DRAFT CARDS: Deal 7 cards to each player (2 to 4 players) or 6 cards (5 players). In a game for 2 to 4 players, choose 2 cards three times before passing the last card to the player on your left.
2. PLAY CARDS:
Purple cards must be played in a purple district (in the CAPITAL or in your HOME BASE).
The current undercover card also shows one extra card color that may be played in the purple district. Each card of that color may be played in a purple district in the CAPITAL or in your HOME BASE.
If the rebel flag is in the purple district, rebel cards may be played there normally.
If you play a card in the purple CAPITAL district, activate the power shown on the current undercover card (this is the current blue, pink, yellow or green power). Then draw the next card from the undercover deck and place it face up on top of the previous undercover card. When the undercover deck runs out, gather all the undercover cards, shuffle them and make a new undercover deck.
Note that you do not draw a new undercover card when you play cards in your purple HOME BASE district.
Note: Citizen cards of other colors may still be played in their normal district, even if their color is shown on the current undercover card.
Example 1: Kirsten plays a purple card in the CAPITAL, which activates the green power. She then draws a new undercover card.
Example 2: Later, when the current undercover card shows yellow, she plays a yellow card in her purple home base district.
3. ROUND END – RESOLVE AND SCORE BONUS:
The purple district is the first district resolved and counted. It is resolved and counted like any other district.