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Euphoria: Ignorance Is Bliss

Expansion for Euphoria: Build a Better Dystopia

Euphoria: Ignorance Is Bliss Rulebook

Table of Contents

Table of Contents

  • Part 1: Multiplayer Rules
    • Components
    • First Time Set Up
    • Set Up Changes
    • Factions and Recruits
      • Selecting Recruits
      • Minority Starting Bonus
    • Setting Up the New Antiques Bazaar
    • Miner Meeples
    • Minor Rule Changes
    • The New Antiques Bazaar
    • Factionless Recruits
    • Clarifications
  • Part 2: Automa Rules
    • Automa Introduction
    • Automa Set Up
    • Give the Automas Their Components
    • Set Up the Decks
    • Automa Faction Selection
    • What Automas Don't Do or Have
    • Automa Allegiance
    • Automa Cards
    • Penalizing Market
      • Market Penalties
    • Automa Turns
    • Draw an Automa Card

Part 1: Multiplayer Rules

Components

  • 1 New Antiques Bazaar board
  • 54 recruit cards*
  • 6 player mats
  • 24 large tokens (each = 5x commodities)
  • 16 new market tiles*
  • 7 tunnel stickers
  • 1 player aid card

* Market tiles and recruit cards are marked with an expansion icon to identify them as expansion components.

Components for solo & optionally 2-player

  • 27 Automa cards
  • 1 Automa player aid
  • 4 double-sided faction/penalty cards
  • 1 Automa rulebook

First Time Set Up

The first time you play this expansion, place 3 tunnel stickers on your Euphoria game board. The extra 3 stickers (labeled Black & White) are for original Kickstarter double-sided boards.

Set Up Changes

Perform set up as in the original game with the changes and additions given in this section.

Place the player aid card on top of "Key" box on the board if present. Otherwise, place it below the Farm.

Give each player a player mat to organize their components. Morale and knowledge are now tracked on the player mats instead of on the board.

Factions and Recruits

Selecting Recruits

Choose to use either the new set of recruits and markets OR the original set of recruits and markets. Do not mix these sets together.

Within the new deck of recruit cards are 6 factionless recruits, which are explained in detail on page 6.

After 4 recruit cards are dealt to each player, if you have more than 1 factionless recruit:

  1. Discard a factionless recruit of your choice and draw another card.
  2. Repeat until only 1 of the 4 recruits is factionless.

If you select a factionless recruit during setup, it must be your active recruit.

Minority Starting Bonus

Whether you play with the original recruits or the new recruits (factionless or normal), there is a new rule intended to help players who find themselves at a disadvantage.

After simultaneously selecting and revealing recruits, identify the faction(s) with the most active recruits. These are the majority faction(s). If the faction of your active recruit is not in the majority faction(s) and it isn't factionless, you gain 2 commodities as a starting bonus.

Example: Morten, David, and Jasmin each have 1 active Icarite recruit (3 total Icarite recruits). Jamey and Mira each have 1 active Euphorian recruit (2 total Euphorian recruits). Biddy has 1 active Subterran recruit. The Icarites have the most active recruits, so Jamey, Mira, and Biddy each gain any 2 commodities as a starting bonus.

Setting Up the New Antiques Bazaar

If you play with the new recruits and markets, place the New Antiques Bazaar board next to the game board.

  • Shuffle the deck of artifact cards and place it to the left of the 2-commodity slot. Leave room for a discard pile to the right of the board.
  • Place 1 random artifact card face-up on each of the 4 artifact spaces.

If you play with the original recruits and markets, don't use the New Antiques Bazaar and ignore all rules related to it.

Miner Meeples

During set up, place the miner meeple on the space with the number corresponding to the number of players. For example, if there are 3 players, place the miner meeples on the spaces labeled "3".

Minor Rule Changes

The following are minor changes to the base game rules that are in effect whether or not you use other expansion elements.

  • If you begin your turn with multiple workers sharing the same number and you wish to place those identical workers on the same turn, you must lose 1 morale per worker you place beyond the first. You can't place an extra worker unless you have 1 morale to lose.
  • When visiting a constructed market on which you do not have an authority token, you can choose to place an authority token on that market instead of placing it on the territory.

The New Antiques Bazaar

If you play with the original recruits and markets, skip this section (do not use the New Antiques Bazaar).

In the New Antiques Bazaar, 4 face-up artifact cards form a queue. Whenever you gain an artifact card, take any 1 of the 4 artifacts in the bazaar (you may not draw from the top of the deck). The rightmost artifact in the bazaar is free while the others have a cost shown below them.

After taking an artifact from the bazaar (and paying the cost, if applicable), perform the following steps in order. Do steps 1 and 2 every time you gain an artifact, even if you gain multiple artifacts on the same turn:

  1. Slide any artifacts on the left of the empty space to the right, filling in the empty space.
  2. Draw the topmost artifact card from the deck and place it face-up on the leftmost space (with a cost of 2 commodities).

If the artifact deck is empty, shuffle the discard pile to create a new deck. If this is not possible, the queue is not restocked. The queue will be restocked from right to left as soon as an artifact is placed in the discard pile.

Reminder: When playing with the New Antiques Bazaar, you may not draw an artifact from the top of the deck.

Factionless Recruits

Factionless recruits are as the name suggests: they are not linked to any specific faction, hence the black background behind their name. These recruits do not provide any benefits from the allegiance track. Instead, they grant you an ability that's more powerful than those of normal recruits.

You cannot gain a factionless recruit during the game. If you draw factionless recruits (i.e., via your ethical dilemma), discard them and draw replacements.

Variant: After playing with the factionless recruits, you may decide that you don't like the way they change the game. If so, remove the factionless recruits from the deck before the game and place them in the box.

Christine the Anarchist (Recruit: Factionless) After retrieving, you may gain 1 commodity for each worker beyond the first you retrieved. You do not get the tier 1 bonus of any other active recruit you have.

Jeroen the Hoarder (Recruit: Factionless) If you have at least 1 resource and retrieve 3-4 workers, gain 1 resource (keep it in addition to the original resource).

Kofi the Hermit (Recruit: Factionless) You start with 1 worker and can't get more. When you retrieve for free, take a new turn. When a recruit activation space is reached on a tunnel or allegiance track, discard Kofi and activate one of your recruit(s).

Spiros the Model Citizen (Recruit: Factionless) Once per turn, after you place a worker, you may lose 1 morale to place another worker (as if you had rolled 2 of a kind).

Youssef the Tunneler (Recruit: Factionless) When you use a tunnel, you may always gain both the resource and 1 artifact card.

Davaa the Shredder (Recruit: Factionless) When you use a tunnel without bumping a worker, you do not pay the tunnel cost.

Clarifications

When playing a 2-player game (without Automas), the market "Dilemma's Prison" allows the other player to retrieve only 1 worker.

Printed text on the "Dilemma's Prison" market tile: When retrieving all your workers, the players to your right and left can immediately retrieve one worker.

Recruit abilities can only be used once per trigger event.

Example: Shaheena the Digger has this ability: "At the end of your turn, you may pay 1 stone to gain 1 artifact card without paying its commodity cost (if any) on the Bazaar." The end of your turn is a trigger event. Since a turn only ends once, you may only make 1 trade per turn.

Example: Makoto the Forger has this ability: "You can use glasses as if it were any artifact (except when used in combination with the ability of another recruit). When you do, gain 1 commodity." Here, you can use glasses as any artifact as many times as you want, since there's no trigger event limiting its use, but you cannot gain more than 1 commodity each time you use the ability, because using the ability is a trigger event.

Part 2: Automa Rules

Artificial opponents for 1-2 players. Designed by Morten Monrad Pedersen & David J. Studley with Nick Shaw.

Automa Introduction

This rulebook introduces a system for adding 2 artificial opponents, called Automas, to Euphoria that take the place of human players.

You can use them either to play solo or to allow 2 humans to increase the player count to 4.

The Automas play by different rules so that they are quick to manage. Their rules are described in this rulebook. Regular game rules, not explicitly overridden here, are still in effect (e.g., Automas place authority tokens when placing workers on the spaces that allow this). Human players follow the same rules as normal.

Designer's Note: Our artificial opponents got their names from the Italian word for "automaton," chosen because the first one we made was for the game Viticulture, which is set in Italy.

Automa Set Up

If you use the expansion markets and recruits, remove the recruits and markets listed below from the game:

  • Dilemma's Prison (market)
  • Khaleef the Bruiser (Subterran recruit)

If you use the base game markets and recruits, instead remove:

  • Fountain of Youthful Thinking (market)
  • Amanda the Broker (Icarite recruit)
  • Ben the Ludologist (Euphorian recruit)

Editor's note: on the printed page these five recruits sit in a second column with no lead-in line. They are transcribed here as an additional removal list.

Also remove the following recruits:

  • Josiah the Hacker (Subterran recruit)
  • Lee the Gossip (Icarite recruit)
  • Maxime the Ambassador (Icarite recruit)
  • Phil the Spy (Subterran recruit)
  • Rebecca the Peddler (Icarite recruit)

Set up the game as normal, except for the Automas that are handled differently as described in the following 3 sections.

The Automas take the place of human players and contribute to the player count. Therefore, you must do the setup as a 3- or 4-player game.

Give the Automas Their Components

One Automa is called the Black Automa; the other is called the White Automa. Set aside space on the table for each Automa and give them 4 workers (roll them) and 10 authority tokens corresponding to their color.

The Automas always take their place in the turn order after the human player(s), black first, then white. It's a good idea to choose a spot for the Automa components that will help you remember this.

Set Up the Decks

  1. Separate the Automa cards into 4 piles based on the color of the box in the upper left corner: green (has the letter "S" in them), black ("B"), white ("W"), and light purple ("D").
  2. Shuffle each of the 4 piles individually and place them face-down.
  3. Using these 4 piles, construct 3 face-down decks with the number of cards from each pile given below. This mix of cards represents intermediate difficulty and can be adjusted (see "Difficulty Levels").
PileAutoma deckAdd-in deck 1Add-in deck 2
Green622
Black011
White011
Purple011

The Automa deck is used to control both Automas. The add-in decks will be added into the Automa deck later.

  1. Return the remaining Automa cards to the box.
  2. Shuffle the 3 decks and set the two add-in decks aside for now.
  3. Take the top card of the Automa deck and place it face-up to the right of the deck, leaving room for 1 card in between. This first card will be used as the support card for the first turn. (Support cards are explained in the "Automa Cards" section.)

Automa Faction Selection

After you've chosen your own recruits:

  1. Shuffle the faction/penalty cards.
  2. In a game with 1 human player: a. Draw faction/penalty cards one at a time for the black Automa until it has a card with a faction that is different than either of your two recruits. b. Draw cards in the same way for the white Automa, with the additional constraint that the faction must also be different than that drawn by the black Automa.
  3. In a game with 2 human players: Draw a faction/penalty card for each Automa. Unlike a game with 1 human player, the factions don't need to be different from those of other players.
  4. Place the drawn faction/penalty cards next to each Automa's other components with the non-penalty side up. a. The side with the penalty symbol is called the penalty side.
  5. Return unused faction/penalty cards to the box.
  6. The Automas' factions count towards determining which factions have the most active recruits.

What Automas Don't Do or Have

  • Automas have no morale, knowledge, or ethical dilemmas, which makes sense as they're just stacks of cardboard.
  • They also have no recruits.
  • They never pay the costs of using action spaces, and the only benefits they gain from such spaces are:
    • Placing authority tokens.
    • Advancing miners.
    • Advancing allegiance tracks.
  • They never perform knowledge checks.
  • They never place more than 1 worker per turn.

Automa Allegiance

The faction icon on an Automa's faction/penalty card shows that Automa's faction. The Automas will get to place up to 2 authority tokens for that faction.

  • The first time that recruits of an Automa faction would be activated, either through the allegiance track or via a tunnel, place 1 of that Automa's authority tokens next to the allegiance track.
  • When an Automa's faction reaches the last tier of the allegiance track, place 1 more of that Automa's authority tokens next to the allegiance track.

Automa Cards

Automa cards are used to decide what the Automas do on their turn.

  • The card ID has no gameplay effect.
  • Automa cards are always used in pairs. These are placed horizontally next to each other, and only the center area formed by the two combined cards is used in the current turn.
  • The left card is called the action card, and only its right half is used. The right card is the support card, and only its left half is used.
  • For placing workers, the black Automa uses the black section at the middle of the card, and the white Automa uses the white section just below it.
  • The worker placement box (the blue box, bottom middle) is used for the two Automas' worker placements: the black area for the black Automa, and the white area for the white Automa.
  • The icon in the purple box is used to determine the artifact card to be removed from the New Antiques Bazaar (if any).
  • The icon in the green box (if any) is used to determine whether an Automa will leave a worker on the board when retrieving workers.

Penalizing Market

On an Automa's turn, any constructed market that doesn't have that Automa's authority token on it is a penalizing market (i.e., the Automa is affected by a penalty because of that market).

Any time the Automa has any penalizing markets, the penalty side of its faction/penalty card must be face up (the side with the penalty symbol). Otherwise, the non-penalty side must be face up.

Market Penalties

When the penalty side (with the penalty symbol) of the Automa's faction/penalty card is face up:

  • Every time the Automa rolls a 6, that worker is immediately placed on the faction/penalty card. Workers on the card are unavailable to place. It's possible for ALL the Automa's workers to be on the card.
  • Workers that already have knowledge 6 when the card is turned to the penalty side (with the penalty symbol) are not moved to the card.

When the Automa retrieves workers, these unavailable workers are retrieved and rolled along with its other retrieved workers. This means that it is possible for the Automa to need to retrieve workers for two (or more) consecutive turns (if it rolls all 6s and the workers all become unavailable immediately).

  • If the card is returned to the non-penalty side, any workers on it remain there until the Automa retrieves its workers.

Automa Turns

Both Automas' turns are handled by the same Automa card pair.

When Automas take their turn (remember that they do so after all humans), go through the following steps:

  1. Draw an Automa card.
  2. The New Antiques Bazaar (if applicable): Discard 1 artifact (and refill the Bazaar as usual).
  3. Black Automa's turn: Retrieve workers or place a single worker.
  4. White Automa's turn: Retrieve workers or place a single worker.

Draw an Automa Card

At the beginning of an Automa's turn:

  1. If there's an action card from the previous turn, discard the support card and slide the action card to the right so that it becomes the support card for this turn.
  2. If there are no cards left in the Automa deck, rebuild the deck: a. Gather all the Automa cards that were in the deck during this pass-through (discards, action, and support) as well as all the cards from 1 of the add-in decks you created during setup if one remains. b. Shuffle those cards to form a new Automa deck. c. Draw the top card from the Automa deck and place it as the support card for this turn.

Draw a card from the Automa deck and place it to the left of the support card. This is the action card for the two Automas during their turn.

Automa and the New Antiques Bazaar

Ignore this section if you're playing without the New Antiques Bazaar.

If an icon like the one shown on the printed page (an artifact card with a highlighted icon) is present, discard the highlighted artifact from the bazaar. Only one artifact is removed, not one per Automa.

Retrieve Automa Workers

When an Automa has no workers to place, it will retrieve its workers.

An Automa will also retrieve workers when it has exactly 1 available worker and its action for the turn is one of the three action icons shown on the printed page.

Whenever an Automa retrieves workers:

  • It will leave behind workers on construction sites.
  • If there's a camping indicator (a triangle icon) on the support card, it will also leave 1 worker behind on a commodity area not belonging to its faction (if there is one). It will only do this, however, if it will still retrieve at least 1 worker.
  • If there are multiple such workers, it will leave behind 1 worker with the highest knowledge. Use the Faction area tiebreaker (see "Tiebreakers" section) if there are more than one of those workers.

Remember, Automas never do knowledge checks. Other than that, they bump and retrieve workers as normal, including rolling retrieved workers.

Remember to check whether retrieved workers with knowledge 6 should be placed on the faction/penalty card. (See the "Market Penalties" section.)

Place a Worker

If an Automa has at least 1 available worker and doesn't retrieve, it places a worker. Look at its row in the worker placement box of the current card pair.

Placement is based both on the action icon (on the current action card) and the faction icon (on the support card). The latter can either be the icon of one of the four factions or it can be the generic Automa icon, which indicates the Automa's faction.

The action icon will show what kind of action space the Automa will place its worker on. Refer to the corresponding action section below (see "Actions" section) and carry out the instructions there.

The Automa always places its available worker with the highest knowledge, except when it's placing in its own commodity area. In this case, it selects its available worker with the lowest knowledge.

It does this whether the generic Automa icon is shown or if it is the specific icon of its faction.

Example: The black Automa's faction is Icarus and it has workers with knowledge 2 and 6 available. The worker placement box for the current card pair looks like the illustration on the printed page. You start by looking up the commodity-area icon in the appropriate subsection and find that this symbol means the Automa will place a worker on a commodity area. Since the faction icon next to the commodity-area icon is the generic Automa icon, the Automa will place its knowledge 2 worker on the Icarus commodity area. Had the faction icon been the Wastelands icon, the Automa would have placed its knowledge 6 worker on the commodity area in the Wastelands.

Editor's note: the action and faction icons on this page are pictograms. Where the text above refers to them by description, the description is the one the printed page supports.

Tiebreakers

When placing a worker on either artifact markets or constructed markets/construction sites, the Automa will often have multiple spaces, possibly in multiple faction areas, that it considers for placement. These are called valid spaces.

The Faction Area Tiebreaker

In such situations, the Automa will first select the faction area to consider. A faction area is all the action spaces belonging to a specific faction.

Starting in the faction area corresponding to the icon shown on the current support card, it assesses the factions in the order shown below, until it finds one with a valid space:

Editor's note: the order is shown on the printed page as a circle of four faction icons (Euphoria, Wastelands, Subterra, Icarus). The printed page gives no further written list of the order; the circle is the reference, and the examples below apply it.

The Construct(ed) Market Tiebreaker

When choosing a construction site or constructed market, and having applied the appropriate faction area tiebreaker, there'll often still be multiple valid spaces left.

In such situations, the Automa will select the space on the bottommost location of the board.

Examples of using these tiebreakers are included in the descriptions of the actions where these are relevant.

Actions

Designer's Note: There can be a bit of a learning curve associated with the Automa actions, but these will soon click and play will become as smooth as butter.

Commodity Area Action

For this action, the Automa places a worker on the commodity area of the faction indicated on the current Automa card.

Remember: If the Automa must place a worker on the commodity area of its own faction, it will (contrary to all other situations) place the worker with the lowest knowledge.

Tunnel + Breeze Bar Action & Tunnel + Sky Lounge Action

The two icons shown here correspond to two distinct, but very similar, actions.

For both actions, all tunnel action spaces are valid.

In addition, one space in Icarus is valid according to which of the two icons are shown:

  • Breeze Bar (market that gives artifacts) is valid.
  • Sky Lounge (market that gives resources) is valid.

Artifact Market Action

Go through the rows of the table below, from top to bottom, until you find a row that gives the Automa at least 1 valid space in any faction area. If multiple faction areas have valid spaces, use the tiebreakers. The Automa places a worker and possibly an authority token, as specified.

Designer's Note: As seen in the table, the Automa starts by seeking a construction that's already taking place, which might sound counterintuitive for an action called "artifact market action," but this simulates how human players often do everything they can to join a market that's being constructed.

Valid spacesWhat to placeWhere to place
Spaces on construction sites where there's already a workerA worker; an authority token (only if this completes the construction)Worker: available construction site space. Authority token: constructed market
Artifact markets in faction areas with a penalizing marketA worker and an authority tokenWorker: artifact market. Authority token: penalizing market
All artifact marketsA worker and an authority tokenWorker: artifact market. Authority token: territory

Automas can place authority tokens on territories that are already full. In such a situation, an Automa places the authority token next to the territory.

Example: The white Automa has drawn an artifact market action and the faction icon is Icarus.

No construction is in progress in any faction area, so the Automa skips the first row of the table.

Next, it checks whether there are any penalizing markets (markets where that Automa doesn't already have an authority token). Lo and behold, there are 3 such markets: 2 in Subterra and 1 in Euphoria.

So, the Automa uses the faction area tiebreaker, starting in Icarus and following the faction circle until it meets the first faction area containing a penalizing market. That faction area is Subterra. (It skips Icarus and Wastelands because neither has a penalizing market.)

Therefore, the Automa must place a worker on the Subterran artifact market.

Since there are 2 penalizing markets in Subterra, the construct(ed) market tiebreaker tells you to place the Automa's authority token on the bottommost of the 2 Subterran constructed markets.

Construct(ed) Market Action

Go through the rows of the table below, from top to bottom, until you find a row that gives the Automa at least 1 valid space, using the tiebreakers as needed. The Automa places a worker and possibly an authority token, as specified.

Valid spacesWhat to placeWhere to place
Spaces on construction sites where there's already a workerA worker; an authority token (only if this completes the construction)Worker: available construction site space. Authority token: constructed market
Spaces on construction sites where there are no workersA workerBottommost space
Penalizing marketsA worker and an authority tokenWorker: penalizing market. Authority token: penalizing market
All constructed marketsA worker and an authority tokenWorker: constructed market space. Authority token: territory

Designer's Note: In this action the Automa wants to construct markets, if possible. The next priority is eliminating market penalties. If those strategies fail, it'll use a constructed market to place an authority token on a territory.

Automas can place authority tokens on territories that are already full. In such a situation, an Automa places the authority token next to the territory.

Example: The black Automa has drawn a construct(ed) market action and the faction icon is Subterra.

No construction is in progress in any faction area, so the Automa skips the first row of the table.

Next, it checks whether there are any construction sites without any workers, and finds that only the 2 markets in Euphoria are unconstructed and have no workers on their construction sites. Therefore, row 2 of the action table applies. The 4 spaces on the construction sites for each of those 2 markets in Euphoria are valid spaces for worker placement.

Since only Euphoria has valid spaces, the faction area tiebreaker isn't needed. The construct(ed) market tiebreaker means that the Automa places its worker on the bottommost Euphorian construction space on the board.

Difficulty Levels

If you want to change the difficulty level, make the following adjustments when setting up the Automa decks:

Beginner:

  • Initial Automa deck: 8 green card(s).
  • Add-in decks: 2 green, 1 black, 1 white, and 1 purple card(s) in each.

Intermediate (as described in "Setup"):

  • Initial Automa deck: 6 green card(s).
  • Add-in decks: 2 green, 1 black, 1 white, and 1 purple card(s) in each.

Experienced:

  • Initial Automa deck: 5 green card(s).
  • Add-in decks: 2 green, 1 black, 1 white, and 1 purple card(s) in each.

Veteran:

  • Initial Automa deck: 4 green card(s).
  • Add-in decks: 1 green, 1 black, 1 white, and 1 purple card in each.

Expert:

  • Initial Automa deck: 4 green, 1 black, and 1 white card(s).
  • Add-in decks: 1 green, 1 black, 1 white, and 1 purple card in each.

I Want To Cry:

  • Initial Automa deck: 4 green, 1 black, and 1 white card(s).
  • Add-in decks: 1 black, 1 white, and 1 purple card in each.

Optional Solo Variant

When setting up the game to play solo, you can draw faction/penalty cards for the Automas without regard for the factions of your recruits and the faction of the other Automa.

Designer's Note: This variant can lead to interesting match-ups against the Automa, but makes the game swingier.

  • Automa and the New Antiques Bazaar
  • Retrieve Automa Workers
  • Place a Worker
  • Tiebreakers
    • The Faction Area Tiebreaker
    • The Construct(ed) Market Tiebreaker
  • Actions
    • Commodity Area Action
    • Tunnel + Breeze Bar Action & Tunnel + Sky Lounge Action
    • Artifact Market Action
    • Construct(ed) Market Action
  • Difficulty Levels
  • Optional Solo Variant