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Crescent City Cargo

Crescent City Cargo Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Components
    • Components for 3- and 4-player games
    • The Game Board
    • The Player Boards
    • The Goal Cards
    • The Truck Cards
    • The Cargo Ship Cards, Train Cards, and Shipping Container Cards
    • The Loan Cards
    • The Railroad Company Tiles
    • The Office Cards
    • The Wooden Components
    • Workflow Modifier Cards (Module 1)
    • Economic Forecast Cards (Module 2)
    • The Achievement Tiles and Coins
    • The Draw Bag
  • Setup
  • Sequence of Play
    • Refilling the Warehouse Area
  • A. Pick up goods
  • B. Deliver Goods
    • Cargo Ship Deliveries
    • Shipping Container Deliveries
    • Train Deliveries
  • C. Build a Truck
  • D. Upgrade Trucks
  • E. Build an Office
    • Office Abilities
  • F. Hire Workers
    • Taking a Loan to Hire a Worker
  • G. Advance on Admin Tracks
  • H. Take a Rest
  • End of the Game and Final Scoring
  • Module 1: Workflow Modifier Cards
    • Setup
    • Sequence of Play
  • Module 2: Economic Forecast Cards
    • Setup
    • End of the Game and Final Scoring

Introduction

During the game, players deliver goods from the warehouse area to the port area, fulfilling the demand of three different destinations. They do this with the help of their workforce, who drive trucks loaded with goods, activate offices to gain advantages, and help to achieve certain advantages in all areas of the game. The player with the most coins at the end of the game is the winner of Crescent City Cargo.

Components

Each Crescent City Cargo copy contains:

  • 1 game board
  • 4 player boards
  • 6 cargo ship cards
  • 10 train cards
  • 6 shipping container cards
  • 13 truck cards
  • 8 loan cards
  • 14 office cards
  • 20 goal cards
  • 35 railroad company tiles
  • 2 pawns (dockworker, warehouse manager)
  • 1 first player marker
  • 35 goods cubes (7 each for coffee, grain, iron, meat, and wood)
  • 68 workers (17 each in 4 player colors)
  • 16 discs (4 each in 4 player colors)
  • 1 end game action disc
  • 10 achievement tiles (5 each for "level 1" and "level 2")
  • 56 coins (20x $1, 20x $5, 16x $10)
  • 1 draw bag
  • 6 workflow modifier cards (for Module 1)
  • 6 economic forecast cards (for Module 2)
  • 8 player aids (4 each in English and German)
  • 2 rulebooks (in English and German)

Components for 3- and 4-player games

Several game components are only available when playing a 3-player or 4-player game as indicated by icons on them. The railroad company tiles for these player counts instead are indicated by the dark-bordered tiles. Based on the current player count, return the affected cards and tiles to the box, and do not use the spaces on the game board.

The Game Board

The game board contains three distinct areas. In the top-left is the warehouse area. Across the bottom is the port area. Lastly, in the top-right is the admin area.

The warehouse area contains several sections. At the top-center is the loading dock. Between each pair of warehouse spaces consisting of several houses is a warehouse manager space with a direction arrow to remind players of the clockwise direction the warehouse manager must move when taking the pick up goods action.

At the center-right is the truck cards deck space. The port area contains three types of delivery locations: trains, cargo ships, and shipping containers. There are six dockworker spaces with a direction arrow to remind players of the clockwise direction the dockworker must move when they take the deliver goods action. Next to each dockworker space are dotted lines showing which delivery locations can be reached from each dockworker space. Above the top-center dockworker space is the space for the train cards deck. At the center-left, between the warehouse area and the port area is the end game action track.

The admin area contains three tracks:

  • the forklift track, which allows players to pick up between 1 to 3 different types of goods at the warehouse when taking a pick up goods action.
  • the gantry track, which allows players to deliver between 2 to 5 goods at the port when taking a deliver goods action.
  • the human resources track, which allows players to reset their morale to between 3 to 6 on their morale tracks when taking a take a rest action.

Each of the tracks has two locations for workers above the second and fifth spaces along the tracks. Each of these locations fits one worker per player. Each track also has two spaces for achievement tiles marked I and II.

To the top left of each track is the icon for the type of good required to advance on that particular track (coffee, iron, or wood). Below each track is the level of that track's ability based on the location of the player's disc on each track. The sixth space on each track allows the first player to reach or pass it the opportunity to draw 2 goal cards and keep 1.

The stars spaced out at the bottom of each track may earn end game bonuses when getting certain goal cards.

The Player Boards

On the player boards, the players house their idle workers, track their workers' morale, house an on-call worker, and house their future workforce.

The Goal Cards

The top-center of each goal card shows a requirement or range of requirements that may score end game bonuses as shown on the bottom center in parentheses if the player completes them. The requirements and bonuses are explained on the player aid.

The Truck Cards

Each truck card has two important sections on it, a driver space and two goods spaces. Trucks may be upgraded from the basic side by flipping the card over to the side that includes a trailer, which adds an additional goods space and allows the player to mix building materials (iron and wood) with food (coffee, grain, and meat) on the same truck: one group on the truck and the other group in the trailer.

The Cargo Ship Cards, Train Cards, and Shipping Container Cards

The cargo ship cards have four delivery spaces that each require a specific type and quantity of goods as well as a payout that the player collects when making that delivery.

The train cards require either of two different types of goods to be delivered to them as indicated at the top of the card. At the bottom of the card, there are four delivery spaces.

The shipping container cards have four delivery spaces that each require two building materials (iron or wood), two food goods (coffee, grain, or meat), or a combination of the two groups.

The Loan Cards

Each loan card grants the player $3. Loans are paid back during scoring. Each loan the player has taken will cost them $5.

The Railroad Company Tiles

Each railroad company tile has a logo on it to represent one of five different railroad companies. The players collect these tiles each time they deliver goods to a train. During end game scoring, the players score sets of these railroad company tiles.

The Office Cards

Each office card gives the player special abilities throughout the game. The bottom-left of the card shows the cost in wood, either 1 or 2 cubes. The door of the office has a space that requires a worker in order to activate the building's ability. Once placed here, the worker may not be moved for the rest of the game. The top-center shows each card's ability (see Build an Office).

The Wooden Components

The warehouse manager and the dockworker are used on their respective tracks in the warehouse area and port area. The goods represent coffee (black), grain (yellow), iron (grey), meat (pink), and wood (brown). The players gain workers and discs in the four player colors. The first player marker is used as a reminder of which player began the game, as all players take the same number of turns. The end game action disc is used on the end game action track.

Workflow Modifier Cards (Module 1)

When playing with Module 1, the workflow modifier cards affect basic actions or costs for all players during the game. The center of each workflow modifier card shows its effect (see Module 1: Workflow Modifier Cards).

Economic Forecast Cards (Module 2)

When playing with Module 2, the economic forecast cards predict bonuses or penalties that may affect players at the end of the game. The center of each economic forecast card shows its effect. Whether a card's effect will apply to each player depends on how much they have been able to accomplish what the card is forecasting by the end of the game (see Module 2: Economic Forecast Cards).

The Achievement Tiles and Coins

The achievement tiles are divided into "level 1" and "level 2," as indicated by the Roman numerals "I" and "II" on front and back of the tiles (see Advance On Admin Tracks). The coins are used for all payments. The player with the most coins at the end of the game is the winner of Crescent City Cargo.

The Draw Bag

The draw bag is used for randomly dealing out the achievement tiles and goods during the setup, as well during the game for drawing railroad company tiles when train cards score.

Setup

  • A. Set the game board in the center of the table.
  • B. Place the warehouse manager on the top-center arrow space of the warehouse, and the dockworker on the top-center arrow space of the port. Place the end game action disc on the leftmost space of the end game action track.
  • C. Place the "level 1" achievement tiles into the draw bag and draw one randomly to place on each of the "level 1" blocking spaces of the three admin tracks. Return the remaining "level 1" achievement tiles to the box. Do the same with the "level 2" achievement tiles.
  • D. Shuffle the train cards and return two random cards unseen to the box. Place one card faceup on each of the two train spaces at the top of the port area. Place the remaining cards in a facedown stack on the train cards deck space above the port area.
  • E. Shuffle the shipping container cards. Place one card faceup on each of the three shipping container spaces at the center of the port area. Return the remaining shipping container cards back to the box.
  • F. Shuffle the cargo ship cards. Place one card faceup on each of the four cargo ship spaces at the bottom of the port area. Return the remaining cargo ship cards back to the box.
  • G. Based on player count, return some truck cards to the box. Place the remaining truck cards with their basic truck sides faceup in a stack on the truck cards deck space in the top-right of the warehouse area.
  • H. Randomly select a first player who keeps the first player marker in front of them during the game. This marker is only a reminder, since the players all take the same number of turns. Each player chooses a color and places the matching workers and discs, a player board, and an English language player aid in front of them. Turn-order is clockwise from the first player.

The players are now ready to start playing Crescent City Cargo!

Sequence of Play

Beginning with the first player and proceeding clockwise around the table, each player takes a turn. On their turn, the players perform one of the eight actions:

  • A. Pick up goods: Spend morale to move goods from the warehouse area (limited to the position of the warehouse manager) to the trucks.
  • B. Deliver Goods: Spend morale to move goods from trucks to one of three types of destinations in the port area (limited to the position of the dockworker).
    • Cargo Ship Deliveries: Deliver goods to gain coins.
    • Shipping Container Deliveries: Deliver goods to gain goal cards.
    • Train Deliveries: Deliver goods to gain railroad company tiles and coins.
  • C. Build a Truck: Spend morale and iron to increase the number of trucks, and optionally place a worker on the truck to activate it.
  • D. Upgrade Trucks: Spend morale and iron to increase the capacity of trucks, and optionally place a worker on the truck to activate it.
  • E. Build an Office: Spend morale and wood to gain an office with a specific ability, and optionally place a worker at the office to activate it.
  • F. Hire Workers: Spend meat or money to move workers from the future workforce area to the idle worker spaces so they may be used for several actions.
  • G. Advance on Admin Tracks: Return goods to advance on admin tracks, which grant better abilities for the pick up goods, deliver goods, and take a break actions.
  • H. Take a Break: Reset the morale.

Players take turns until the final rounds of the game are triggered in one of two ways:

  • Any player hires one or both workers from the rightmost section of the workforce area (the area that costs 2 meat/$3 per worker hired) on their player board.
  • The players score the sixth train card in the port area, so that the train deck is empty after refilling that train card space.

Once the final turns are triggered and the current round is finished, all players have three more turns, before the game ends and the final scoring takes place.

Before explaining the different actions, two important concepts of Crescent City Cargo have to be explained: tracking morale and the difference between the future workforce, idle workers, and the on-call worker.

Tracking Morale: For most actions, the player must pay morale. They track the available amount of morale on the morale track of their player board. Each time a player runs low on or out of morale, they may reset the morale via the take a break action.

Future Workforce: These are the workers the player has not hired yet. The player may not use the future workforce for any actions until they hire them.

Idle Workers: When hiring workers, the player moves their future workforce onto the idle worker spaces. They use their idle workers to deliver goods to cargo ships, shipping containers, and trains, to activate their trucks and offices, and to move forward on the admin tracks. Once an idle worker has been used, that worker may not be moved for the rest of the game. The one exception are workers on trains, as they return to the player boards each time a train is scored during the game. One of these returning workers can be an on-call worker, which is placed on the matching space.

On-call Worker: When the player has an on-call worker, they can use them in any regular future action in the same way as an idle worker. However, when hiring workers the player may never move future workforce directly onto the on-call space. Only a worker returning from a train can be placed on the on-call space.

Example: Marion has two idle workers she may use for several actions. Her morale is at "1", so she may want to take the take a break action to reset the morale. Marion does not have an on-call worker, as recently no trains were scored, so after using both her idle workers, she needs to hire workers from her future workforce by paying either meat or money.

Refilling the Warehouse Area

After a player uses one of the actions to pick up goods, deliver goods, build trucks, upgrade trucks, build offices, hire workers, or advance on admin tracks, they must refill the warehouse area. Thematically, this represents new goods that come into the warehouses through outside distributors. That player follows these steps:

  1. They return the goods they used for the chosen action to the warehouse area (except when picking up goods). They place the goods on the rightmost empty spaces of the loading dock; when returning different good types, they choose the order.
  2. The player checks if there are any warehouse spaces that have fewer than the maximum limit depending on player count. If so, they fill these spaces with the goods from the loading dock with 3, 4, or 5 goods in a 2-, 3-, or 4-player game.
  3. When moving goods from the loading dock, the player always takes goods from right to left. They may freely choose which warehouse receives a certain good. Afterwards, the player slides any remaining goods on the loading dock to the right to leave any empty spaces on that track to the left.
  4. In the case where there are more available warehouse spaces to return goods to than there are goods being returned, the player may freely choose how to return the goods.

Example: After taking two goods from the warehouse behind the warehouse manager, Donna needs to fill the warehouse back to four goods (3-player game). First, she moves the grain and meat that are at the two rightmost spaces on the loading dock into the warehouse. Then, she slides the wood on the loading dock to the right to fill the empty space at the end.

Example: Angelika used her turn to spend 2 meat to hire workers. Now, she needs to refill the warehouses. There are two warehouses that are under the maximum limit of 4 goods (3-player game): one empty space in the left warehouse and two empty spaces in the right warehouse. As the loading dock - besides the 2 meat - is empty, there are multiple possible spaces to return the meat to. Thus, Angelika has two options: She may either return 1 meat each to both the left and right warehouse spaces, or return both meat to the right warehouse.

A. Pick up goods

Spend morale to move goods from the warehouse area (limited to the position of the warehouse manager) to the trucks.

When picking up goods from the warehouse area, the player must first move the warehouse manager clockwise at least 1 space. They may move the warehouse manager 1 additional space for free. Moving more than that costs 1 morale or $1 per additional space. If the player pays to move more than the free allowed limit, they may not split the total cost between morale and coins.

Once the player has completed their chosen movement of the warehouse manager, they may then pick up goods from either the warehouse space in front of or behind the warehouse manager space. When picking up goods, the player must respect these limitations:

Paying morale: The player has a limited amount of morale to spend.

  • For each good the player picks up from the warehouse space, they must spend 1 morale on the morale track at the top of their player board.

Number of good types allowed: The player is limited to pick up different types of goods.

  • At the start of the game, they may only pick up one type of good in each pick up goods action. They may improve this by advancing their position on the forklift track (see Advance on Admin Tracks).

Available spaces on trucks: The player has a limited number of available goods spaces on their active trucks.

  • A truck may only hold goods if it has a worker in the driver's space on the truck, and therefore is active. Additionally, each basic truck may hold a maximum of two goods, which can be different goods of the same type, e.g. two different foods. However, the player may not mix building materials (iron and wood) on the same basic truck with food (coffee, grain, and meat).
  • If the player upgrades a truck to the trailer side, the truck will be able to carry one additional good in its trailer, which may be a different type of good than the main storage (food in the trailer and building materials in the main storage, or vice versa).
  • The player may not simply discard a good from a truck without taking an action to use the good. Once a good cube is placed on a truck, the only way that it is discarded back to the warehouse area is if the player spends it by taking one of the following actions that require goods to complete: deliver goods, build a truck, upgrade a truck, build an office, hire workers, or advance on admin tracks.
  • The player may freely move goods cubes between different trucks and trailers that they have activated so long as they do not mix building materials with food in the two storage spaces on the truck's main storage.

Example: Donna has an active truck with two empty good spaces and 2 morale on her morale track. After moving the warehouse manager two spaces for free, she may choose to take goods from either the space behind or in front of the space of the warehouse manager. Because Donna is limited to only being able to take one type of good, she pays 2 morale and picks up 2 meat from the warehouse behind, leaving 1 coffee and 1 wood. If instead she chose to pick up goods from the warehouse in front of the warehouse manager, her options would be 2 grain, 1 iron, or 1 wood.

B. Deliver Goods

Spend morale to move goods from trucks to one of three types of destinations in the port area (limited to the position of the dockworker).

  • Cargo Ship Deliveries: Deliver goods to gain coins.
  • Shipping Container Deliveries: Deliver goods to gain goal cards.
  • Train Deliveries: Deliver goods to gain railroad company tiles and coins.

When delivering goods to the port area, the player must first move the dockworker forward clockwise at least 1 space. They may move the dockworker 1 additional space for free. Moving more than that costs 1 morale or $1 per additional space. If the player pays to move more than the free allowed limit, they may not split the total cost between morale and coins.

Once the player has finished moving the dockworker, they may deliver goods from any or all of their active trucks to one of the three locations of their choice - cargo ship, shipping container, or train - that are linked by dotted lines to the dockworker space. When delivering goods, the player must respect these limitations:

Paying morale: The player has a limited amount of morale to spend.

  • For each good delivered, they must spend 1 morale on the morale track at the top of their player board.

Number of goods allowed: The player is limited to deliver a certain number of goods.

  • At the start of the game, the player may only deliver two goods (regardless of type) in each deliver goods action. They may improve this by advancing their position on the gantry track (see Advance on Admin Tracks).

Good types and quantities of goods: The player must deliver the right goods.

  • They can choose between cargo ships, shipping containers, and trains. All three locations have their own distinct orders that the players must fulfill to gain different rewards.

Idle workers: The player needs idle workers.

  • They must place an idle worker (or several idle workers if delivering to more than one train space) from their player board onto the destination.

Cargo Ship Deliveries

When delivering to a cargo ship, the player spends an amount of morale matching the quantity of goods and returns the required type and quantity of goods to the warehouse area (see Refilling the Warehouse Area). The player places a single idle worker on the space they delivered to. Once placed here, the worker may not be moved for the rest of the game.

The player immediately collects the amount of coins shown on the space delivered to, along with any bonuses they might be entitled to from their active offices.

The cargo ship delivery spaces do not need to be filled left to right or in any other specified order, so long as the player's abilities and resources allow them to legally deliver what the specified delivery space requires.

Once all worker spaces on all cargo ships are full, the players may no longer deliver goods to them.

Example: After moving the dockworker one space for free, Donna delivers her 2 meat to the cargo ship in front of the dockworker. She spends 2 morale, places one of her idle workers on the matching cargo ship space, and returns the 2 meat back to the warehouse. Donna gains $3 for this delivery.

Shipping Container Deliveries

When delivering to a shipping container, the player spends 2 morale and returns 2 required goods to the warehouse area (see Refilling the Warehouse Area). The player places a single idle worker on the space they are delivering to. Once placed here, the worker may not be moved for the rest of the game.

A shipping container space requires the delivery of two goods, either two building materials, two food, or one good of each of the two groups. For each required building material, the player may choose between wood or iron. For each required food, the player may choose between meat, grain, and coffee.

After placing the idle worker, the player immediately draws two goal cards and keeps one of them. They discard the other card facedown to the bottom of the goal card deck.

The player does not collect coins when making deliveries to a shipping container, unless they are entitled to a bonus by one of their active offices (or by a workflow modifier card when playing Module 1).

Once all worker spaces on all shipping containers are full, the players may no longer deliver goods to them.

Example: Angelika moves the dockworker two spaces for free to deliver goods to the shipping container next to the dockworker. She spends 2 morale, places an idle worker on the matching space of the shipping container, and returns 2 grain to the warehouse. Then, Angelika draws 2 goal cards and chooses one of the cards to keep, discarding the other card facedown below the goal card deck. Angelika could have delivered any combination of 2 food to this container.

Train Deliveries

When delivering to a train, the player spends 1 morale and returns 1 good to the warehouse area (see Refilling the Warehouse Area) for each idle worker they place from left to right on an empty space on that train. For each delivery, the player may choose between either of two different types of goods as shown on the train.

When they deliver to a train, the player draws a railroad company tile from the draw bag for each worker they are placing in a single deliver goods action. Sets of identical railroad company tiles are worth bonuses that are paid out during end game scoring.

The player does not collect any coins until the train is full according to player count, unless the player is entitled to a bonus from an active office. In that case they collect this bonus at the time of the delivery.

Once all spaces on a train are full according to player count, players earn an immediate bonus based on who has the most and second-most workers present. The player with the most workers on that train gets a bonus of $2. The player with the second-most workers gets a bonus of $1. If a player is the only player with workers on that train, they get a bonus of $3. If more than one player is tied for the most or second-most workers, ties are broken in left-to-right order going to the player who first reached the tied number.

Then, each player with workers on the scored train takes them back. First, they fill up any empty idle worker spaces at the top of their player board. If they still have more returning workers, they may place one remaining worker on the empty on-call space at the center of their player board. They place all further returning workers to the future workforce area, filling in the rightmost empty space(s). For workers returning to the workforce area in this manner, they must pay for again in future hire workers actions to move them to empty idle worker spaces.

On-call Space: The player may freely use a worker on the on-call space in any regular future action. However, the player may never hire directly to the on-call space. Only a train worker that cannot be placed on an idle worker space (as all are already full with workers) may be placed there.

Finally, the player who had the most workers on the train collects the train card. The player places the card facedown next to their player board. It may be worth end game bonuses depending on the goal card(s) the player has (and when playing with Module 2, it may offset a penalty depending on the active economic forecast cards).

They draw the topmost train card from the deck to replace the train that was just scored. Once the train card deck is empty, the players will stop replacing scored trains. Instead, that train space remains empty, and the players may no longer deliver goods to that train space. If a player moves the dockworker to a space adjacent to an empty train space, they will be limited to deliver to available spaces on adjacent shipping containers or cargo ships.

Example: Marion pays $1 to move the dockworker 3 spaces, to deliver 2 goods to the train in front of the dockworker. She spends 2 morale, places two idle workers on the matching spaces of the train, and returns 1 coffee and 1 grain to the warehouse. Marion draws 2 railroad company tiles from the bag and places them next to her player board. As the train is now full, it is scored. Marion has the most workers on the train and gains $2. Angelika and Donna are tied as both placed one worker. Angelika gains $1 as she placed her worker first, and Donna receives $0. Finally, Marion and Angelika place their workers back on their idle worker spaces. Donna currently has 3 idle workers, so she places the returning worker on the on-call space, increasing the number of available workers for her following actions. Finally, Marion collects the train card, and then draws a new train card to replace the collected train in the port area.

C. Build a Truck

Spend morale and iron to increase the number of trucks, and optionally place a worker on the truck to activate it.

When building a truck, the player spends 1 morale and returns 1 iron to the warehouse area (see Refilling the Warehouse Area). They may only build 1 truck in a single build a truck action. The player gains a basic truck from the truck card deck, and places it next to their player board. If they have an available idle worker, they may immediately place it on the driver's space of their newly built truck. Once placed here, the worker may not be moved for the rest of the game. The player is not required to add a driver to a newly built truck. However, a truck is not considered active, and therefore may not be used to pick up or deliver goods, until it has a driver. If the player hires a worker on a later turn, they can freely place it on a truck that needs a driver.

D. Upgrade Trucks

Spend morale and iron to increase the capacity of trucks, and optionally place a worker on the truck to activate it.

When upgrading trucks, the player spends 1 morale and returns 1 iron to the warehouse area (see Refilling the Warehouse Area) for each truck they want to upgrade. They may upgrade as many of their basic trucks in a single upgrade trucks action as they want, so long as the player can afford to pay the required morale and iron per truck. For each upgrade, the player flips over one of their basic trucks to the upgrade side showing a trailer. If workers are already on the trucks, they are placed again on the now upgraded driver's seat. The goods also remain loaded on the truck.

As explained above for building a truck, if the upgraded truck does not have a driver, and the player has an available idle worker, they may immediately place it on the driver's space of the upgraded truck.

Upgraded trucks provide a third storage space for goods on the trailer. Upgraded trucks allow the player to carry building materials (iron and wood) and food (coffee, grain, and meat) at the same time, so long as they are separated: building materials in the truck with food in the trailer, or vice versa.

Example: Angelika already has two active trucks. Now, she upgrades both by paying 2 morale and returning 2 iron to the warehouse area. Angelika flips her trucks to the side showing the trailer. She places the workers back on the driver's seats of both upgraded trucks, and places the coffee back on the second truck.

E. Build an Office

Spend morale and wood to gain an office with an ability, and optionally place a worker at the office to activate it.

When building an office, the player spends 1 morale and returns 1 or 2 wood, depending on the cost shown on the office card, to the warehouse area (see Refilling the Warehouse Area). The player may build only 1 office in a single build an office action. The player takes the chosen office card from the display and places it next to their player board. If they have an available idle worker, they may immediately place it on the worker space of their newly built office. Once placed here, the worker may not be moved for the rest of the game.

The player is not required to add an idle worker to a newly built office, but the player may not activate the office's ability until it has a worker to activate it. If the player hires a worker on a later turn, they may freely place it on an office that needs a worker.

The player may use the abilities of each of their active offices as explained below and on the player aid. If the ability contradicts any established rule, the player may choose to follow the general rules or the ability.

At the end of a build an office action, the player draws a card from the office card deck and places it in the faceup display so that there are four office cards available.

Example: Marion has two previously built offices in her play area. Both of them have a worker staffing the office to activate their abilities. She takes a build an office action and spends 1 morale and 1 wood that she returns to the warehouse area to build the "Tool Shop". Marion adds the office to her play area. She does not currently have an available idle worker to staff the "Tool Shop". Thus, it is not active, and she may not use its ability until she puts a worker on it to activate it in a later turn. Finally, Marion draws a new office card and places it faceup in the display.

Office Abilities

The offices grant different advantages to the player building and activating them with workers:

  • 01 & 02 - Fuel Station: With the fuel station, a player may move clockwise up to 4 spaces for free when taking a pick up goods/deliver goods action at the warehouse/port area (as indicated by the icons on each office). If the player chooses to move 5+ spaces with one of these offices active in their play area, they pay $1 or 1 morale per each additional space moved as usual.
  • 03 & 04 - Garage: With the garage, a player may move counterclockwise 1 space for free when taking a pick up goods/deliver goods action at the warehouse/port area (as indicated by the icons on each office). If the player chooses to move counterclockwise 2+ spaces with one of these offices active in their play area, they pay $1 or 1 morale per each additional space moved.
  • 05 & 06 - Break Room: With the break room, a player gains a discount of 1 morale at the warehouse/port area when taking a pick up goods/deliver goods action (as indicated by the icons on each office). The player must spend a minimum of 1 morale when taking the action, even when using these offices.
  • 07 - Human Resources: With human resources, a player gains 3 morale each time they take a hire workers action. The number of workers hired in a single hire workers action does not affect the morale bonus. If the player hires two or more workers at once, the bonus is still only 3 morale total.
  • 08 - Machine Shop: With the machine shop, a player gains $1 for each delivery at the port area that includes at least 1 building material (iron or wood). It does not matter how many goods are delivered. The bonus is $1 for each delivery space the player places a worker on in a deliver goods action that is associated with wood or iron.
  • 09 - Grocery Distributor: With the grocery distributor, a player gains $1 for each delivery at the port area that includes at least 1 food (coffee, grain, or meat). It does not matter how many goods are delivered. The bonus is $1 for each delivery space the player places a worker on in a deliver goods action that is associated with meat, grain, or coffee.
  • 10 - Construction Contract Office: With the construction contract office, a player may sell iron and wood directly for coins without having to deliver them to the port area. Moving iron or wood from the player's truck(s) to the construction contract office costs 1 morale per good, and the player may do this anytime during their turn in addition to the chosen action. Once both spaces are full on the card, the player immediately discards the goods back to the warehouse and gains $4. The player may make deliveries to this office as many times as they would like as long as they have the resources and morale to spend to do so.

F. Hire Workers

Spend meat or money to move workers from the future workforce area to the idle workers spaces so they may be used for several actions.

The player hires new idle workers from the workforce area at the bottom of their player board. Hiring workers does not cost any morale, and they may hire as many as they can pay for.

The workforce area is divided into four sections. The first area has four available workers for hire and they each cost either 1 meat or $1. The second area has three available workers for hire and they each cost either 1 meat or $2. The third area has four available workers for hire and they each cost either 2 meat or $2. The fourth area has two available workers for hire and they each cost either 2 meat or $3. One of the end-game triggers is when any player hires one or both of the workers from this section.

When hiring new workers, the player must always hire them from the leftmost available space(s). The cost for each worker hired is shown above their section of the workforce area.

The player may choose to pay either in meat or coins (see Refilling the Warehouse Area when they return meat). In a single hire workers action, they are only limited by the amount of meat or coins they have to spend, the number of workers they have available in their workforce area, and how many empty idle worker spaces they have at the top of their player board.

The player may not split the cost of multiple workers in a single hire workers action between meat and coins. If they are hiring more than one worker in a single action, they must pay the total cost either entirely in meat or entirely in coins.

Taking a Loan to Hire a Worker

In the rare instance that a player is ever in a position where they must hire a worker, but they do not have enough meat on their trucks or available in the warehouse or enough coins on hand, the player must take a loan. They take a loan card from the respective deck, and take $3 from the supply.

A player may not choose to take a loan under any other circumstance and they may only take one loan at a time. Taking a loan is a free action, so a player may take a normal turn to hire a worker. Loans are never repaid during the game. For each loan a player has taken during the game, it will cost them a $5 penalty at the end of the game.

Note: A player does not have to take a loan if they can first move the warehouse manager to pick up meat in a warehouse location in a pick up goods action, to then use to hire in a later turn. Only if there is no meat available in any warehouses and the player has no other actions that they may take except to hire a worker, they must take a loan.

Example: Donna hires two workers from the workforce area. As she has no meat on her trucks and only $1 left, she must take a loan to gain $3. Donna spends $4 and places two workers from the workforce area on her idle workers spaces.

G. Advance on Admin Tracks

Return goods to advance on admin tracks, which grant better abilities for the pick up goods, deliver goods, and take a break actions.

There are three tracks in the administration area that show the limitations of various aspects of the players' companies. A player advances on admin tracks by returning goods back to the warehouse area (see Refilling the Warehouse Area) of the type related to the track they want to advance on: They need iron for the forklift track, wood for the gantry track, and coffee for the human resources track. They do not spend morale when advancing on admin tracks.

In a single action, the player either advances one space on a track by returning 1 good of the associated type, or they advance two spaces by returning 3 goods of the associated type. If the player has the proper resources, they may advance on more than one admin track in a single action.

The following restrictions apply for advancing on the admin tracks:

Idle workers: The player may need idle workers.

  • If the player's disc would advance to or beyond a space that has a location for workers above it, the player must place an idle worker on one of the spaces to advance to or beyond that location. Once placed here, the worker may not be moved for the rest of the game. Without an idle worker, the player cannot move onto these spaces.

Achievement tiles: Several spaces on the admin tracks are blocked by achievement tiles.

  • As long as a track space is covered with an achievement tile, the players may not advance to or beyond that space. To remove these tiles, the players must meet certain requirements. When a player meets the requirement for an achievement tile, that player gains that tile from the admin tracks and places it next to their player board. They do this independent of their position on that admin track, even if they have not progressed down the track at all. By removing the achievement tile, they unlock the spaces below and beyond that tile for all players. The player immediately gains either 2 or 3 morale (as shown on the tile), and the tile may be worth end game bonuses depending on the goal card(s) the player has. (When playing with Module 1, it may also be worth a bonus depending on the active workflow modifier cards.)

These are the various achievement tiles:

  • Offices: The first player to build the noted number (3x or 4x) of active offices claims this tile. This includes the office they start with during setup. Offices are only active if they have a worker on them.
  • Trucks: The first player to build the noted number (3x or 4x) of active trucks claims this tile. This includes the truck they start with during setup. Trucks are only active if they have a worker on them.
  • Cargo Ship Deliveries: The first player to complete the noted number (2x or 3x) of deliveries to cargo ships claims this tile. The deliveries may be all to the same or to different cargo ships.
  • Shipping Container Deliveries: The first player to deliver goods to the noted number (2x or 3x) of shipping container spaces claims this tile. The deliveries may be all to the same or to different shipping containers.
  • Train Cards Won: The first player to win the noted number (1x or 2x) of train cards claims this tile.

Example: In an earlier turn, Marion won the first train card of the game, and thus also gained the matching achievement tile from the forklift track. As she only has two active offices, she does not fulfill the requirement of the first achievement tile on the gantry track. Now, Marion advances on the admin tracks. First, she returns 3 iron to the warehouse area and places her idle worker on the second location for workers on the forklift track, then she moves her disc 2 spaces forward. Since she passed the dual arrow icon, in all future pick up goods actions Marion may pick up goods from both warehouses in front and behind the warehouse manager. Marion also returns a coffee, and moves her disc forward on the human resources track. She reaches the space marked "4", allowing her to reset the morale to "4" in all future take a rest actions.

The three admin tracks limit the player's actions as follows:

Forklift Track: The forklift track limits how many types of goods (coffee, grain, iron, meat, or wood) the player may pick up in a single pick up goods action. By returning iron to the warehouse area, the player advances on the forklift track. At the start of the game, the player may only pick up one type of good. When they reach the third space, they may pick up two types, and on the seventh space three types of goods.

Gantry Track: The gantry track limits how many goods the player may deliver to the port area in a single deliver goods action. By returning wood to the warehouse area, the player advances on the gantry track. At the start of the game, the player may only deliver up to two goods. When they reach the third space, they may deliver up to three goods, on the fifth space up to four goods, and on the seventh space up to five goods.

Human Resources Track: The human resources track shows to what number the player resets their morale track at the top of their player board. By returning coffee to the warehouse, the player advances on the human resources track. At the start of the game, the player may only reset the morale up to "3." When they reach the third space, they may reset morale up to "4," on the fifth space up to "5," and on the seventh space up to "6".

There are a few more symbols below the different tracks:

Below the forklift and gantry tracks, there are dual arrow icons.

  • Once the player has reached the space with this icon on the forklift track, they may now pick up goods from both warehouse spaces behind and in front of the warehouse manager in a single pick up goods action, as opposed to having to choose either the space behind or in front of the warehouse manager.
  • Once the player has reached the space with this icon on the gantry track, they may now deliver goods to two attached delivery spaces in a single deliver goods action, as opposed to only one of the spaces.

The first player to reach the sixth space on any of the three admin tracks draws two goal cards from the goal card deck and keeps one in hand, returning the other card facedown to the bottom of the deck.

The stars spaced out at the bottom of each track may earn end game bonuses if the player has reached them and has a corresponding goal card.

H. Take a Rest

Reset the morale.

If the player's disc is on the first or second space of the morale track on their player board (so the player has 0 or 1 morale left to spend), they may take a take a rest action to recuperate their workers' morale. The position of their disc on the human resources track shows how much morale the player resets to when they take the take a rest action. The player does not gain the amount of morale shown on the human resource track. Instead, they move their disc to the amount shown on the human resource track. Of course, taking a rest does not cost any morale!

Example: Marion has 1 morale left on her morale track, but wants to pick up 2 goods from the warehouse area. In order to gain enough morale, she takes a take a rest action. Her disc on the human resources track is on the third space showing that she resets her morale back to the space marked "4". Thus, Marion resets back to 4 morale, which she may spend on her next turn. Note, that Marion does not add 4 to the 1 morale she has left to move her disc to the space marked "5."

End of the Game and Final Scoring

The final rounds of the game are triggered, when one of the following things happen:

  • Any player hires one or both workers from the rightmost section of the workforce area (the area that costs 2 meat/$3 per worker hired) on their player board.
  • The players score the sixth train card in the port area, so that the train deck is empty after refilling that train card space.

When a player triggers the final turns of the game, they advance the disc on the end game action track to the dark grey space with a flag. The other players in turn order finish the current round so that all players will have had an equal number of turns.

Now, the players play three final rounds. The first player advances the disc to the first light grey space, and each player takes a turn choosing one of the actions. The players repeat this two more times, before the game ends.

Afterwards, the players begin the final scoring:

  • First, any remaining trains that have workers on them are scored for majority, even if not all worker spaces are full (see Train Deliveries). If both trains have workers on them, first the players score the left train completely, followed by scoring the right train.
  • The players then earn coins for their claimed railroad company tiles. For each set of 1/2/3/4/5 identical tiles the players are paid $1/$3/$5/$8/$10. Each tile more than five in a set of the same company earns them $2.
  • The players then score their goal cards and collect the appropriate amount of coins depending on if they have fulfilled the requirements of the goal cards.
  • Finally, for each loan card the players have taken, they must pay a $5 penalty.

The player with the most coins is the winner. In the event of a tie, the tied player with the most remaining morale is the winner. If there is still a tie, all players still tied share the victory.

Module 1: Workflow Modifier Cards

This module adds workflow modifier cards, which affect actions or costs for all players during the game. Two of them are used in each game, and therefore each game will have a new combination of effects.

Setup

In addition to the steps explained in the Setup section, shuffle the workflow modifier cards and place two cards faceup next to the game board for all players to see. Return the unused cards to the box.

Sequence of Play

The workflow modifier cards affect actions during the game as follows:

  • 01 - Building Maintenance: The player's office received during setup counts as their first office. When building their second office, a player must return an additional wood to the warehouse area. When building their third office, they must spend an additional $1.
  • 02 - Admin Costs: When advancing on the three admin tracks to or beyond a space with a star, a player must spend an additional $1 besides a good of the appropriate type.
  • 03 - Projected Sales: For all deliveries to shipping containers, a player gains $1 immediately at the time of the delivery.
  • 04 - Logistics: A player may spend 1 morale on their turn to swap any two goods between any two different warehouses. They may only do this once per turn.
  • 05 - Rough Workday: When a player takes a rest, they advance their disc on their morale track one space less than their limit as indicated by their position on the human resources track.
  • 06 - Diversified Assets: When a player scores an achievement tile, they gain a bonus of $1 plus $1 for each achievement tile they already have in their possession.

Module 2: Economic Forecast Cards

This module adds economic forecast cards, which predict bonuses or penalties that may affect players at the final scoring. Two of them are used in each game, and therefore each game will have a new combination of effects.

Setup

In addition to the steps explained in the Setup section, shuffle the economic forecast cards and place two cards faceup next to the game board for all players to see. Return the unused cards to the box.

End of the Game and Final Scoring

The economic forecast cards potentially earn a bonus or cost a penalty to the players at the final scoring as follows:

  • 01 - Fleet Bonus: The players gain a bonus for the number of active trucks. If they have 2 trucks they gain $1, for three trucks they gain $3, and for four or more trucks they gain $5. In order for a truck to count towards these totals, it must have a worker on it.
  • 02 - Domestic Shipments: All players pay a penalty for missing out on trains. If a player has not won a train they pay $3. If they have won one train they pay $1. If they have won 2 or more trains they do not incur a penalty.
  • 03 - International Shipments: The players can gain a bonus for delivering goods to cargo ships. The players who have delivered to the most cargo ship spaces total gain $5 each. The players who have delivered to the second most cargo ship spaces gain $2 each.
  • 04 - Payroll Taxes: The players pay a penalty based on how many workers they have employed on trucks, admin tracks, offices, and delivery spaces at the port area. Workers on spaces on their player board do not count toward this penalty (idle workers, an on-call worker, and future workforce). For 12 or fewer employed workers a player pays $2, for 13 employed workers they pay $3, and for 14 or more employed workers they pay $5.
  • 05 - Administrative Advancements: The players can gain a bonus for the best admin track values. The player who is on the highest space on each admin track gains $3 per track. The player who is on the second highest space on each admin track gains $1. If more than one player is on the same space on an admin track, the player lowest in the stack (who got to that space first) wins the tie.
  • 06 - Salary Increase: The players pay a penalty based on how much morale they have left over. If a player has 2 or less morale, they pay $4. With 3-4 morale left over, they pay $2. With 5 or more morale left over, they do not pay a penalty.
  • I. Each player gains a truck card from the truck cards deck and places it with the basic truck side faceup in front of them. Then, they place one worker as the driver on that truck. They place three workers on the idle worker spaces at the top of their player board, and the remaining 13 workers on the future workforce spaces at the bottom of their player board.
  • J. In turn order, each player places a disc on the spaces marked "0" of the three admin tracks: The first player's disc is at the bottom, and the last player's disc is on top. They place their fourth disc on the space marked "3" of the morale track on their player board.
  • K. Shuffle all goal cards to form the goal card deck. Deal three cards to each player and place the remaining deck facedown next to the game board. Each player chooses one card to keep and returns the other two cards facedown to the bottom of the goal card deck. The players place their selected goal card facedown next to their player board, hidden from the other players. They may look at their own goal card(s) at any time.
  • L. Set aside the correct number of goods according to player count. Return any unused goods to the box.
    • 2 players: 4 goods of each type
    • 3 players: 6 goods of each type
    • 4 players: 7 goods of each type
  • M. From the goods set aside, place one cube each of coffee, iron, meat, and wood in the center of the table.
  • N. Place the four starting office cards (numbered "01" to "04") faceup in the center of the table, setting the rest of the office cards aside for now.
  • O. Starting with the last player and proceeding counterclockwise, each player selects their starting office card and good from those previously placed in the center of the table. Each player places their starting office card faceup next to their player board, and their good on one of the goods spaces of their truck. They place one of their three idle workers on the worker space of their office in order to activate it.
  • P. If there are goods remaining after the initial draft (in a 2-player or 3-player game), place them along with the remaining goods into the draw bag and mix them up. Draw out 3/4/5 goods for a 2/3/4-player game to fill each warehouse space. Once all warehouse spaces are full, if any goods are left over in the bag, place them on the loading dock at the top of the warehouse area from right to left.
  • Q. If there are office cards remaining after the initial draft (in a 2-player or 3-player game), shuffle them together with those set aside earlier. Place four office cards faceup next to the game board. Place the remaining cards facedown next to them as the office deck.
  • R. Based on player count, place the appropriate railroad company tiles into the draw bag. Tiles with a dark background are only used in 3-player and 4-player games.
  • S. Place the coins as a supply next to the game board. The players do not start the game with any coins. Place the stack of loan cards next to the coins.
  • 11 - Food Contract Office: With the food contract office, a player may sell coffee, grain, and meat directly for coins without having to deliver them to the port area. Moving coffee, grain, or meat from the truck(s) to the Food Contract Office costs 1 morale per cube, and the player may do this anytime during their turn in addition to the chosen action. Once all three spaces are full on the card, the player immediately discards the goods back to the warehouse and gains $6. The player may make deliveries to this office as many times as they would like as long as they have the resources and morale to spend to do so.
  • 12 - Construction Shop: With the construction shop, a player gains a morale discount. A player who has this active office does not pay any morale when they take the build a truck, upgrade trucks, or build an office action.
  • 13 - Tool Shop: With the tool shop, a player gains 2 morale each time they move up on the forklift track or the gantry track. The number of spaces the player advances in a single action does not affect the morale bonus. The bonus is still only 2 morale total per track movement. If the player moves up on both the forklift and gantry tracks in a single action, they gain 4 morale total.
  • 14 - Distribution Office: With the distribution office, a player may swap two goods per turn between two different warehouses. The player does not pay any morale for trading goods.