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Clinic: Deluxe Edition – Campaign Book

Expansion for Clinic: Deluxe Edition

Clinic: Deluxe Edition – Campaign Book Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Anatomy of a scenario
  • Thematic Campaigns
    • Meeples Campaign
    • Patients Campaign
    • Buildings Campaign
    • Materials Campaign
    • Variabilities Campaign
  • The Medium Campaign
    • Scenario 1
    • Scenario 2
    • Scenario 3
    • Scenario 4
    • Scenario 5
    • Scenario 6
    • Scenario 7
    • Scenario 8
    • Scenario 9
    • Scenario 10
  • Expert Campaign
  • Chapter 1
    • Required Expansions
    • The Story
  • Chapter 2
    • Required Expansions
    • The Story
    • Impact from the Previous Chapter

Introduction

This book contains 3 Campaign Modes, all of which are designed for 1 – 4 players:

  • The Thematic Campaigns: Each of these campaigns facilitates learning the rules of the myriad expansions. The expansions are gathered into 5 main themes, and each theme is a separate campaign. Each scenario of a campaign introduces the expansions gradually (but cumulatively), easing the learning curve.
  • The Medium Campaign: 8 scenarios, each of which combines a cross-section of 5 expansions from the 5 themes defined in the Thematic Campaigns.
  • The Expert Campaign: 5 scenarios, each of which combines 8-9 expansions to tell a story (actual story included).

Anatomy of a scenario

No matter which campaign you choose, each scenario shows which modules it uses:

  • [Icon/colour key] We will use this icon/color if the extension comes from the Clinic Deluxe base game.
  • [Icon/colour key] We will use this icon/color if the extension comes from The Extension.
  • [Icon/colour key] We will use this icon/color if the extension comes from the 2nd Extension.
  • [Icon/colour key] We will use this icon/color if the extension comes from the 3rd Extension.
  • [Icon/colour key] We will use this icon/color if the extension comes from the 4th Extension.

The icons and colours themselves are not present in the source text layer.

Thematic Campaigns

Through 44 Scenarios divided into 5 main themes, you will discover the richness of Clinic Deluxe Edition. (Source note: the five themes printed below contain 9 scenarios each, i.e. 45 in total, and the German excerpt in the sourcer's files also gives 45; the draft's "44" is transcribed as printed.)

This is the easiest way to play the Campaign Modes. You choose one of the 5 themes (Meeples, Patients, Buildings, Materials, Variabilities) and you play each Scenario by adding a new twist each time. You can start a new theme even if you have not played all the scenarios of your first choice. You can play the different themes in any order you like, but within a single theme's campaign, you must play the Scenarios in order. For example, you can choose the Buildings Campaign and play the first 3 Scenarios, then you could give up this Theme and start the Meeples Campaign. You could play the first 5 Scenarios, then give up this theme and then go back to continue with Scenario 4 of the Buildings Campaign and so on. Just mark the box near the Scenario header to keep track of the Scenarios you've already played. (date, #players, scores…)

General Timing Rule: If several effects or rules seem to apply at the same time, unless specified otherwise, you can apply them in whichever order you like.

Meeples Campaign

This campaign introduces you to the new meeples, and gets you comfortable with using them. Unless stated otherwise, the rules of this campaign are cumulative. That is to say that each scenario includes all of the rules of the prior scenarios, as well.

Example: When you play Scenario 4, you include not only the Gift Shop expansion, but also Stretcher Bearers, Obstetrics, Workaholic Doctors, and Surgeons.

  • Scenario 1: Stretcher Bearers
  • Scenario 2: Obstetrics
  • Scenario 3: Workaholic Doctors & Surgeons
  • Scenario 4: Gift Shop
  • Scenario 5: Janitors
  • Scenario 6: Secretaries
  • Scenario 7: Temp Agency
  • Scenario 8: CEO
  • Scenario 9: Ghosts

Notes for Scenario 7 and beyond:

  • Temps can replace secretaries, janitors, or stretcher bearer teams. You just need to pay them once when you hire them. They fully play the role they filled, except for the income they earn you treating patients as doctors. Oh, and you return them at the end of the round.
  • Temps can replace neither surgeons, nor workaholic doctors, nor CEO, nor ghosts (this isn't Scooby-Doo)!

Patients Campaign

This campaign introduces you to the new types of patients, and gets you comfortable with addressing their particular needs. Unless stated otherwise, the rules of this campaign are cumulative. That is to say that each scenario includes all of the rules of the prior scenarios, as well.

Example: When you play Scenario 4, you include not only the Wheelchairs expansion, but also Helicopters, Ambulance, and Blood Transfusion.

  • Scenario 1: Helicopters
  • Scenario 2: Ambulance
  • Scenario 3: Blood Transfusion
  • Scenario 4: Wheelchairs
  • Scenario 5: Pediatrics
  • Scenario 6: Fire Trucks
  • Scenario 7: The Virus (Independant Scenario: don't add the other rules)
  • Scenario 8: Triage
  • Scenario 9: Zombies in a Clinic (Independant Scenario: don't add the other rules)

Notes for Scenario 3 and beyond:

  • You can treat neither burn victims, babies, nor critical patients with blood transfusion. So don't try it!
  • You can use wheelchairs to transport neither critical patients nor burn victims.
  • During the setup of Scenario 8, add the normal babies to the Unclassified Patients bag. If you draw a baby, just put it in the Pediatrics Queue line of the Appointment tile.

Buildings Campaign

This campaign introduces you to the new types of buildings, and gets you comfortable with using them. Unless stated otherwise, the rules of this campaign are cumulative. That is to say that each scenario includes all of the rules of the prior scenarios, as well.

Example: When you play Scenario 4, you include not only the Hospice expansion, but also The Basement, 4th Floor, and New Special Modules.

  • Scenario 1: The Basement (including Floor −1 & basement double tiles)
  • Scenario 2: 4th Floor
  • Scenario 3: New Special Modules (doubling the number of special modules!)
  • Scenario 4: Hospice
  • Scenario 5: Pharmacy
  • Scenario 6: Amenities
  • Scenario 7: Morgue
  • Scenario 8: ICU & Pillars
  • Scenario 9: New Double Tiles

Notes for Scenario 4 and beyond:

  • Elders go to neither the basement nor ICU.
  • Elders cannot be treated with Capsule tiles because they are beige meeples. :=)
  • Elders who die do not go to the morgue.
  • Elders using the [non-basement] double tiles spend 2 Time instead of the normal 1 for other people, and they cannot end their move on the double tile.

Materials Campaign

This campaign introduces you to other new types of materials, and gets you comfortable with using them. Unless stated otherwise, the rules of this campaign are cumulative. That is to say that each scenario includes all of the rules of the prior scenarios, as well.

Example: When you play Scenario 4, you include not only the Public Toilets expansion, but also Medical Scanner, Air Conditioners, and Fire Extinguishers.

  • Scenario 1: Medical Scanner
  • Scenario 2: Air Conditioners
  • Scenario 3: Fire Extinguishers
  • Scenario 4: Public Toilets
  • Scenario 5: Satellite TV
  • Scenario 6: Coffeemakers
  • Scenario 7: Cigarettes
  • Scenario 8: Beds
  • Scenario 9: Therapy Dogs

Notes for Scenario 3 and beyond:

  • Bonuses are cumulative (Gardens, Fire Extinguishers, Satellite TV).

Variabilities Campaign

This campaign introduces you to alternative ways to tweak the rules of the base game by modifying the balance and by incorporating certain small expansions. The rules of this campaign are not cumulative. That is to say that each scenario does not include any rules of the prior scenarios. The modifications of each of these is far too game changing, and sometimes they're downright contrary to one another. Enjoy each of these on its own terms.

Example: When you play Scenario 4, you include only Round VII. It's that simple.

  • Scenario 1: Urban Design
  • Scenario 2: New Appointments
  • Scenario 3: Variant 2b: Clever Doctors
  • Scenario 4: Round VII
  • Scenario 5: Variant 2c: Humble Doctors
  • Scenario 6: Variant 1: Greater Demand
  • Scenario 7: Urban Design 2.0
  • Scenario 8: Events
  • Scenario 9: Alternative Ground Floor

The Medium Campaign

Among the 95 ways to create cross-sections of the 5 themes (meeples, patients, buildings, materials, and variabilities), I have selected what I feel are the 8 most interesting scenarios to play! Each scenario is utterly independent of the others, and you can play them in any order you like.

(Source note: the draft prints "9 5" for 95 (a text-layer artifact), and the paragraph above says 8 scenarios, but the draft prints ten Medium scenario headings (Scenarios 1 to 10). All ten are transcribed below as printed; the German excerpt in the sourcer's files also lists ten.)

Note: Before you embark on any scenarios in this campaign, I recommend playing each expansion separately, or cumulatively through the Thematic Campaign. This is not a campaign for beginners; managing the interactions of five expansions' rules with the base game can be a lot to handle!

Scenario 1

  • Meeples Used: Obstetrics
  • Patients Used: Triage
  • Material Used: Satellite TV
  • Building Used: 4th Floor
  • Variability Used: Variant 2b: Clever Doctors

Notes:

  • Critical patients get the Gardens and Satellite TV bonus.

Scenario 2

  • Meeples Used: Secretaries
  • Patients Used: Helicopters
  • Material Used: Coffeemakers
  • Building Used: New Special Modules
  • Variability Used: Urban Design

Notes:

  • Burn victims coming from helicopters must be treated in operating rooms; they never go to the New Special Modules to be treated.

Scenario 3

  • Meeples Used: Stretcher Bearers
  • Patients Used: Fire Trucks
  • Material Used: Fire Extinguishers
  • Building Used: Pillars
  • Variability Used: Events

Notes:

  • Burn victims can use the Stretcher Bearers!

Scenario 4

  • Meeples Used: Surgeons
  • Patients Used: Wheelchairs
  • Material Used: Beds
  • Building Used: Hospice
  • Variability Used: Urban Design 2.0

Note: Elders can use wheelchairs!

Scenario 5

  • Meeples Used: Temp Workers
  • Patients Used: Pediatrics
  • Material Used: Air Conditioners
  • Building Used: Pharmacy
  • Variability Used: New Appointments

Notes:

  • One single Temp Worker can replace 1 Nurse + 1 Orderly to treat a baby.
  • Temp Worker does not know how to use the Capsule Tile.
  • A Baby is a Patient, so you will apply the benefit of the Air conditioner.
  • You cannot treat a Baby with a Capsule Tile. They cry when they see it!
  • Use Appointment Side B.

Scenario 6

  • Meeples Used: Ghosts
  • Patients Used: Blood Transfusion
  • Material Used: Medical Scanner
  • Building Used: ICU
  • Variability Used: Variant 2c: Humble Doctors

Notes:

  • Nurses cannot treat a Patient with a Blood Transfusion in the ICU.
  • Humble Doctors that are "overqualified" in the ICU for their patients no longer need nurses.

Scenario 7

  • Meeples Used: Workaholic Doctors
  • Patients Used: Ambulance
  • Material Used: Cigarettes
  • Building Used: Morgue
  • Variability Used: Round VII

Notes:

  • You don't play with more Workaholic Doctors nor Ambulance because you are playing the Round VII Extension.
  • Workaholic Doctors never smoke.
  • Smokers who die from the cigarettes can go to the Morgue.

Scenario 8

  • Meeples Used: Janitors
  • Patients Used: The Virus
  • Material Used: Public Toilets
  • Building Used: The Basement (including Floor −1 & basement double tiles)
  • Variability Used: Variant 1: Greater Demand + Variant 2a: Tough Doctors

Note:

  • Janitors can go Public Toilets (they just cost you Time) but they never visit the Basement because they are afraid of it!

Scenario 9

  • Meeples Used: CEO
  • Patients Used: Ambulance
  • Material Used: Therapy Dogs
  • Building Used: Amenities
  • Variability Used: Alternative Ground Floor

Note:

  • The Ceo never takes the bus to have a meal at the Cafeteria. Too busy!

Scenario 10

  • Meeples Used: Gift Shop
  • Patients Used: Helicopters
  • Material Used: Medical Scanner
  • Building Used: New Double Tiles
  • Variability Used: Underground Public Works

Note:

  • Burn Victims are never treated in a double tile as a final Destination.

Expert Campaign

This campaign assumes that you have already played and are familiar with all expansions used (and that you have them). The campaign is compatible with both the easy and difficult sides of the player boards, but beware: You have many things to juggle already, even before reducing your playable space by ¼! The entire campaign is for 1 – 4 players, and all chapters are compatible with the Easing the Stress variants from 3rd Extension.

As you play each chapter, there are certain things that can affect you in the next chapter. Some of these involve tracking things as you play, and these are noted immediately after the story. If you like suspense, you have the option of not knowing what the impact will be; however, all players should have the same knowledge. For one player to know the larger consequences of their actions while another doesn't is particularly unfair. If you are replaying this campaign with some new players, however, the new players can opt to be surprised, but only if everyone agrees to this. So you don't spoil your own surprise, there are clear STOPS before the spoilers. Be aware that you must also check things about the endgame state. So, do not tear down or change anything when the game is done. You must take a few notes for the next chapter before you put the game away.

Chapter 1

Required Expansions

The Extension

  • Urban Design
  • Janitors
  • Obstetrics 2nd Extension
  • Pediatrics
  • Events 3rd Extension
  • Therapy Dogs
  • Gift Shop
  • Air Conditioners
  • Urban Design 2.0

The Story

[Flavour narrative omitted. The source's Chapter 1 story is a long prose introduction with footnotes on the history of air conditioners, ballpoint pens, legalese, animal-assisted therapy, convenience stores and electric elevators; it contains no rules. It ends with the instruction below.]

YIELD Find the Expert Campaign In-Game Tracking sheet and take notes while you play.

STOP Read no further until the end of the game if you want to be surprised by how your game affects the next chapter!

Chapter 2

Required Expansions

Clinic Deluxe

  • Workaholic Doctors The Extension
  • 4th Floor
  • Ambulance
  • Underground Utility Work 2nd Extension
  • Round VII
  • Coffeemaker
  • Greater Demand variant 3rd Extension
  • Cigarettes 4th Extension
  • The Basement

(Source note: the draft's text layer interleaves the columns of this list, so the box labels are reproduced in the order printed and could not be checked against the printed layout.)

The Story

[Opening flavour narrative omitted. The source's Chapter 2 story opens with the player going to bed after a busy clinic; it contains no rules and is followed by the ellipsis below.]

⋮

Impact from the Previous Chapter

  1. Players who had an air conditioner for every floor of every building: Pay $1 less for salaries greater than $1. Your employees find your completely air-conditioned clinic so luxurious that…. (As printed; the draft's text is cut off here.)
  2. The final event from Chapter 1 determines which Underground Utility Work scenario you play:
    • If you are playing the 4 × 3 side of the board:
      • Scenario 1 if the last event was: Costly Popularity or Cheap Popularity
      • Scenario 2 if the last event was: Vicious Rumors or Strike
      • Scenario 3 if the last event was: Heart Attack or Wear and Tear
      • Scenario 4 if the last event was: Staffing Shortage or Emergency Staffing
      • Scenario 5 if the last event was: Mechanical Failure or Arson
      • Scenario 6 if the last event was: Patients Panic or Medical Convention
    • If you are playing the 3 × 3 side of the board:
      • Scenario 7 if the last event was: Costly Popularity, Cheap Popularity, or Heart Attack
      • Scenario 8 if the last event was: Wear and Tear, Staffing Shortage, or Emergency Staffing
      • Scenario 9 if the last event was: Mechanical Failure, Arson, or Medical Convention
      • Scenario 10 if the last event was: Vicious Rumors, Strike, or Patients Panic

You knew that the upheaval of your final days at your first clinic would haunt you, but…. (Flavour sentence; the source ends here.)

YIELD Find the Expert Campaign In-Game Tracking sheet and take notes while you play.

STOP Read no further until the end of the game if you want to be surprised by how your game affects the next chapter!

[End of source. Expert Campaign Chapter 2 (remainder), Chapters 3 to 5 and the In-Game Tracking sheet are not included in the draft this transcription is based on.]