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Free Market: NYC

Free Market: NYC Rulebook

Table of Contents

Table of Contents

  • Contents
  • Set Up
  • Concepts
    • Round of Turns
    • Stages Panel (Stages 1-17)
    • Game Round
    • Types of Stages
  • Stages in the Game
    • Management Stages (1-4)
      • Stage 1 (Game Round Setup)
      • Stage 2 (Payments)
      • Stage 3 (Merchandise Auction)
      • Stage 4 (Managers Assignment)
    • Operation Stages (5-17)
  • Sales & Prices
    • Crates
    • Market Demand
    • Cost Price
    • Additional Fees
    • Wholesale Price
    • Concealment Pouch and Hidden Crates
  • Shop and Factory Partnerships
    • Shop Partnership
    • Factory Partnership
  • Roadblocks
  • Delivery Action
    • Purchase Order
    • Pawn Shop
  • Guarding with Workers
  • Other Features
    • Donation Tower
    • Strike
    • Politicians
    • Awards
    • Keeping Order
    • Penalties and Reparations
    • Player's Screen
  • Game End
  • Scoring
  • Game Duration Options
  • Takeovers Examples Table
  • The Possible Ways to Profit from the Action Zone
  • First Time Assembly
  • Stocks (Add-on 1)
  • Career Cards (Add-on 2)
    • Card Structure
    • Cards Setup
    • Card Symbols Table

Contents

  • 1 Rules booklet
  • 1 Game Board (double-sided, for 2-3 or 4-5 players)
  • 1 Market Demand Die
  • 7 Market Demand Chips
  • 5 Player Screens
  • 56 Crates (cubes)
  • 1 Game Round Chip
  • 1 Donation Tower (3D paper building)
  • 7 Wholesale Price Cubes (7 colors)
  • 1 First Player Marker (cup)
  • 30 Managers (meeples, 5 colors)
  • 5 Score Trackers
  • 1 Concealment Pouch
  • 40 Workers (mini meeples, 5 colors)
  • 1 Stage Marker
  • 40 Shops (5 colors)
  • 12 Strike tokens
  • 15 Trucks (5 colors)
  • 20 Roadblocks (5 colors)
  • 20 Purchase Orders tokens
  • 20 Award/Politician Discs (5 colors)
  • 10 Characters (paper cartoons)
  • Coins: 30x 1, 30x 3, 20x 10, 10x 30
  • 4 extra zip bags
  • Add-on: 30 Career cards
  • Add-on: 10 Stock tokens

Board terms: Cost Price, Roadblocks, Action Zone, Factories, Politicians' Panel, Market Demand Meter, Shops, Score Track, Stage Marker, Stages Panel (Management Stages, Operation Stages), Container Site, Wholesale Price Cube, Awards Panel, Additional Fees, Game Round Meter.

Set Up

  1. Select the game board according to the number of players. The corresponding number is indicated on the upper right corner of each board.

  2. Put all the crates (56) in the Concealment Pouch and mix well.

  3. Each player receives:

    • A. 1 Player's Screen of choice -- the icon's color on front will represent the player throughout the game.
    • B. 1 Character of choice, to be mounted on the Player's Screen.
    • C. 3 managers + 1 truck (according to the Player's color).
    • D. 2 Hidden Crates.
    • E. 12 Coins: 3 of "coin 1" + 3 of "coin 3".

    Note: The 3rd player in a game of 2-3 players or the 4/5th player in a game of 4-5 players receives 1 additional coin.

  4. Each player arranges the items that he receives behind the Player's Screen, which is used to conceal his assets from other players. The remaining inventory is added to the Supply and placed beside the game board.

  5. Place a Market Demand Chip at "0" on each of the 7 Market Demand Meters.

  6. Place the Game Round Chip at level 1 on the Game Round Meter.

  7. Place the Stage Marker on stage 1 of the Stages Panel.

  8. Give the Cup (First Player Marker) to the selected player.

  9. Determine the number of Game Rounds to be played, 4 or 5.

After set up, the first round of the game begins!

Concepts

Round of Turns

At the start of the game select the first player. The Cup is given to the first player to mark who opens each round. The round is played in clockwise order following the first player and is finished once each active player completes their turn.

Stages Panel (Stages 1-17)

Refers to the horizontal panel of 17 stages (across the middle of the board), where each stage is played in order from left to right. The Stage Marker is used to keep track of the current stage. At each stage, all active players complete their turn (Round of Turns) before collectively moving on to the next stage.

Game Round

Once all players have completed all the stages in the Stages Panel (1-17) -- then one Game Round is complete. Track the current Game Round number by moving the Game Round Chip one notch clockwise on the Game Round Meter after each Game Round.

Types of Stages

The Stages Panel is divided into two main parts:

  • Management Stages (Stages 1-4): used to prepare the game for a round, during which the players assign their managers to their tasks.
  • Operation Stages (Stages 5-17): used to implement the managers' actions, according to the players' strategies and their ability to improvise.

At any time -- Action may be performed during or outside of a player's turn, but between stages 5-17. Please note the "when not to use" exceptions where mentioned.

During the game, when players are required to give or take items/coins (such as buying or selling), these pieces will remain between the player and the stockpile, if not stated otherwise. The stockpile will be referred to as the Supply.

Stages in the Game

Reminder: The Stage Marker should be positioned according to the progression of the stages.

Management Stages (1-4)

Stage 1 (Game Round Setup)

A. Promote the Game Round Chip on the Game Round Meter one notch clockwise. Not required in the first round after setup, skip this stage and move to stage 3.

B. Roll the Market Demand Die. Depending on the result, move a Market Demand Chip one notch: "+" clockwise or "-" counterclockwise on a Market Demand Meter. Repeat and roll the Market Demand Die for each Market Demand Meter. Flip the corresponding Wholesale Price Cube so that it will display the new Wholesale Price, and place each cube in its corresponding Action Zone square.

C. Fill all the containers in the Container Site with 2 hidden crates as following: if the container is empty, place 2 randomly selected crates from the Concealment Pouch; if there is one crate in the container, place only one. You cannot mix between crates which belong to different containers.

Note: In some places (e.g. in the Container Site) on the game board there are meeple symbols with numbers inside them. Each number represents the minimum number of participants which enables the use of this part of the board. If the number of participants is smaller than the number in the symbol, these parts cannot be used in the game.

Stage 2 (Payments)

Note: On the first Game Round, skip this stage and move to stage 3.

A. Each player with partnership at a factory receives the items or coins that are specified on the image of that particular factory in the Action Zone squares.

B. For each player with a disc on the Politicians' Panel:

  • If your disc is on -1, you may move it to +1 for the cost of 1 coin donate to the Tower.
  • If your disc is on +1, you are entitled to collect 1 coin from the supply.

Remember! A politician who is not loaded at this stage (the disc is at -1), cannot be used.

C. Players with 3 managers or less do not pay tax. Players with 4 or more pay tax to the supply:

  • In Game Rounds 2-4: Pay 2 coins per additional manager over 3.
  • In Game Round 5: Pay 3 coins per additional manager over 3.

Note: A player who has no coins left to pay his taxes in full, must donate any asset in his possession (such as a crate) for 1 coin (since donations are tax deductible). If the deficit is more than one coin, the balance must be paid to the supply as soon as the player earns additional coins.

D. All Strike tokens in the Action Zone must be returned to the Supply.

Stage 3 (Merchandise Auction)

The first player (with the cup) begins the auction by placing a bid on a pair of crates in the Container Site. The bid must be said out loud.

The bid must be placed for 2 crates from the same container. You may not mix and match between crates from different containers.

The minimum bid permitted is the Cost Price (displayed on the Market Demand Meters) of both crates.

Any player may outbid if desired (not according to the Round of Turns, as long as he can cash it). Complete the bidding call with the classic auction procedure: "Going once, twice... Sold"! Make sure to give appropriate time to those who wish to have time to think about a counterproposal.

The winning bid is paid to the supply in exchange for the 2 crates. In addition, the winner is entitled to purchase 1 hidden crate from the Concealment Pouch at the cost of 2 coins.

The next player in turn (clockwise from the first player) bids on a container of his choice.

Each player may declare "PASS" on his turn to make an initial bid. This player is still permitted to outbid an opponent's initial bid.

The auction stage does not end once each player has 1 turn. The Round of Turns continues to go around until no players wish to make an initial bid on a container. Not all containers must be bid on.

Stage 4 (Managers Assignment)

Starting with the first player, each player (in turn) assigns 1 manager to any stage of choice between stages 5-17. Repeat the Round of Turns until each player has assigned all of his managers. Managers are placed on the meeple outline above the selected stage.

Note: Players may not assign 2 managers during 1 Round of Turns, nor may they skip the turn of an opponent without permission.

The number of managers that may be assigned to a particular stage is indicated above each stage:

  • 1 manager can be assigned.
  • 2 managers can be assigned.
  • 1 more manager can be assigned if the number of players in the game is the same as written in the meeple.
  • All players can assign a manager.

Operation Stages (5-17)

In stages 5-17, players operate the managers that were assigned during stage 4.

Stages are played in numerical order. If no managers are assigned to a particular stage, then that stage is skipped. On stages in which multiple managers are assigned, the order is determined by the Round of Turns.

Note: The rules below apply to a 4-5 player game. Note the differences for a 2-3 player game.

UNION MEMBER (5)

  • Gives you the first player cup, indicating that you are now the first player in the Round of Turns. Place it in front of your Player's Screen.
  • Donate 1 crate to the Donation Tower.
  • Collect 2 purchase orders.

AIR FREIGHT (6)

  • Collect 1 coin + 1 strike + 1 purchase order.
  • You may perform 2 of the following 3 actions (you may select the same action twice):
    • Exchange 1 of your crates for any crate at the Container Site (if this action is repeated, you may exchange from a different container).
    • Sell a crate to the Supply for its basic cost.
    • Buy a crate at the Container Site for its basic cost (if this action is repeated, you may buy from a different container).

INFRASTRUCTURE (7)

  • Collect 3 Coins.
  • Collect 1 roadblock. Must be immediately placed in the Action Zone.
  • For each shop/factory located in the column/row of the placed roadblock, collect 1 coin from the supply + 1 coin from the shop/factory partner (If you are the partner of the shop/factory, collect the coin from the supply).

WORKERS (8)

  • Pay 3 coins to the supply.
  • Collect 3 workers + 1 hidden crate + 1 strike (in a 2-3 player game, do not collect a strike).
  • Workers may be assigned (or reassigned) to any square in the Action Zone at any time. You may also collect your workers back behind your player's screen.

Note: You may assign a maximum of 2 workers on a truck, or on a square in which you have a shop, factory, roadblock.

MARKET DEMAND (9)

  • Pay 2 coins to the supply (in a 2-3 player game, donate 2 coins to the tower).
  • Collect 1 purchase order.
  • Adjust up to 3 different Market Demand Meters of your choice by 1-2 notches clockwise or counterclockwise.
  • Calibrate Wholesale Price Cubes accordingly.

EXPRESS DELIVERY (10)

  • Pay 3 coins to the supply.
  • Perform 1 of the 2 following actions:
    1. Delivery Action.
    2. Purchasing action -- Collect 4 hidden crates. Keep 3, return 1 to the Concealment Pouch.

TRUCK SALES (11)

You may perform 1 of the 3 following actions:

  1. Sell a truck to the supply for 11 coins + 1 strike.
  2. Buy 1 truck + 2 workers from the supply for 6 coins.
  3. Perform both actions above: Keep your truck, collecting 5 coins. Collect 1 strike + 2 workers.

Note: If the truck was in the Action Zone, return it behind your Player's Screen.

PURCHASE ORDER (12)

  • Pay 3 coins + 1 crate to the supply.
  • Collect 3 Purchase Orders + 1 strike.

PARTNERSHIPS (13)

  • Collect 2 coins + 1 worker + 1 of the following:
    • 1 factory + 1 shop.
    • 2 shops.
  • These must be placed in the Action Zone immediately.

GALA HONORING (14)

  • Donate 3 coins to the Donation Tower.
  • Collect 2 Award/Politician Disks for placement on Politicians' Panel and/or Awards Panel. You must place at least 1 but may keep 1 for later use at any time.

Note: you must follow the Round of Turns, At Any Time action is not allowed.

STANDARD DELIVERY (15)

  • Perform the Delivery Action.

Note: you may sell crates on any available square with or without a shop.

SENIOR MANAGERS (16)

Hire or fire one manager:

  • Hire -- collect a manager and pay/collect from supply according to Game Round:
    • Game Round 1: Pay 8 coins.
    • Game Round 2: Pay 5 coins.
    • Game Round 3: Pay 2 coins.
    • Game Round 4+: Collect 2 coins.
  • Fire -- discard a manager and collect 11 coins from the supply.

FUNDRAISER (17)

Perform one of the following actions:

  1. Jackpot! Receive all the assets in the Donation Tower.
  2. Donate 2 coins to the tower. Perform any stage between stages 5-16.

Note: After completing stage 17, allow all players to perform "at any time" actions before moving on to the next Game Round. (E.g. placing and/or discarding a strike by utilizing a politician).

Note: Whenever you need to pay a coin to another player and you have no coins, you may pay as soon as you get coins.

Sales & Prices

Crates

The merchandise in this game is represented by cubes that are called "crates". Each crate's color signifies a different type of consumers goods.

There are 7 types of crates used in this game:

  1. Jewelry (Red)
  2. Industry (Orange)
  3. Antiques (Brown)
  4. Electronic Goods (Green)
  5. Furniture (Yellow)
  6. Clothing (Purple)
  7. Tools (Blue)

As displayed in the corresponding Action Zone squares and Market Demand Meters.

Market Demand

There are 7 Market Demand Meters (as shown in the "Terms Map"). Each one of them shows the current market demand for a certain type of goods (represented by the crate's color). The demand can be either positive or negative.

Cost Price

Displayed in the upper right corner of each Market Demand Meter. The number represents the initial purchase price for one crate (of a certain color) unless specified otherwise.

Additional Fees

Each row of shops in the Action Zone is distinguished by a fixed extra fee of +1 or +2 coins. This extra fee increases the selling price of each crate to the shop (according to the shop's location). As seen on the board, the extra fee is +1 for the top row and +2 for the bottom row.

Wholesale Price

A Wholesale Price is what you get when selling crates to the shops on the Action Zone. To calculate the Wholesale Price for each of the 7 types of crates (of each color) we will use the same formula:

Cost Price + Market Demand + Additional Fees = Wholesale Price

The Example, in this case, demonstrates a Wholesale Price calculation: The Antiques Cost Price is 5, the Market Demand is -1, and the Additional Fee is +2. Therefore, the Wholesale Price Cube will be placed with a result of 6 faces up.

Once the Wholesale Price of a particular color is calculated, place the Wholesale Price Cube in the upper left corner of the Action Zone square with the same color. Place the cube with the calculated Wholesale Price face up. Repeat for each crate color using the matching Market Demand Meters, Action Zone squares and Wholesale Price Cubes.

This is a way to keep track of the Wholesale Price for each color crate. The prices will change throughout the game as the market demand changes. As the game progresses, flip the Wholesale Price Cube to its correct side.

Concealment Pouch and Hidden Crates

The concealment pouch is used to store the supply crates in a hidden manner.

A Hidden Crate is a crate that was randomly picked from the Concealment Pouch without revealing its color to the other players.

Shop and Factory Partnerships

The game board contains shops and factories built into it. When a player establishes a shop (house piece) on a square in the Action Zone, it signifies a business partnership with the existing shop/factory built into that square.

There can only be one partnership per square. Therefore, there can only be 1 shop (house piece) on any given square at all times. Partnerships do not prevent other players from performing the Delivery Action on that square.

Shop Partnership

Anytime a sale is made for 1 or more crates on a square in which you are a partner (you have a shop), collect 1 coin from the seller + 1 coin from the supply. If you made the sale, collect 2 coins from the supply.

Factory Partnership

Each factory on the board displays the bonuses that a partner is entitled to receive for each Game Round at stage 2 as the following:

  • Cement Factory - Collect 1 worker
  • Textile Factory - Collect 1 hidden crate
  • Steel Factory - Collect 1 purchase order
  • Canned Food Factory - Collect 1 coin from each opponent
  • Automobile Factory - Collect 3 coins from the supply

Note: If a strike is placed on a factory in which you are a partner, it prevents you from receiving this factory's bonuses in the current Game Round (At the end of stage 2 all strikes are removed).

Roadblocks

Constructing a roadblock in a particular column or row in the Action Zone signals that you are responsible for the infrastructure development in that region of the Action Zone. Thus, when constructing a roadblock, you are entitled to the following:

Street Roadblock - impacts column of squares beneath it. Collect 1 coin from any player that already has a partnership in the column + 1 coin from the supply. If you are a partner in the column, collect 2 coins from the supply. When new partnerships are established in that column, collect 1 coin from that player and 1 coin from the supply. If it's your partnership collect 2 coins from the supply.

Train Roadblock - impacts row of squares to its right. Collect 2 coins from the supply for any existing partnerships in the row, regardless if they are yours or opponents'. When new partnerships are established in that row, collect 2 coins from the supply regardless if they are yours or opponents'.

Note: If you are taking over an opponent's roadblock, you are not entitled to be paid for pre-established partnerships in that column/row, due to the fact that they already paid to the prior constructer.

Delivery Action

The Delivery Action (delivery phase) is performed at stage 15 (Standard Delivery) and optional at stage 10 (Express Delivery).

The instant that a player begins the Delivery Action, players may not assign or reassign workers, strikes, and trucks until the Delivery Action is complete.

The Delivery Action can be broken down into 4 steps. Not all are mandatory but must be played in order if played.

  1. Loading - take your truck and load 0-2 workers (from your Player's Screen or the Action Zone) on it, and/or choose 1-2 crates that you want to sell from your screen (put them aside for later use).

  2. Route - park your truck in any available square in the Action Zone.

    Note: If the square is occupied (with an opponent's truck on it), you may move his truck in 2 ways: utilize a politician or implement a takeover.

  3. Takeovers - move your truck with 1-2 workers on it to an occupied square to carry out the takeover of the opponent's partnership. In order to successfully overtake an opponent's partnership, you must bring more workers to that square than the number of workers the current partner has on it. If the opponent has 2 workers on the square, you cannot take it over as a truck can only hold a maximum of 2 workers. If he has 1 worker on the square, then 2 workers are needed for a takeover. If they have 0 workers on the square, then 1 worker is needed. Once workers are used for a takeover, they must be discarded along with the overtaken workers/shop.

    Note: The quantity of the discarded items of both sides is always the same.

    You can also take over a roadblock. The same rules apply: workers can guard a roadblock, and more workers must be brought to the roadblock in order to take it over. The only difference is that you may not park your truck on the roadblock but on the adjacent square to that roadblock.

    There is an additional circumstance in which a player can defend their partnership or roadblock. If a player does not have enough workers to defend a square undergoing a takeover but has workers on a truck on a directly adjacent square (horizontal or vertical, not diagonal) then they are permitted to move their workers (without the truck) from the adjacent square to defend the takeover. Once a worker is used to defend a takeover, he is discarded.

    To better understand the different results of "Takeovers" options, refer to the examples in the Takeovers Examples table.

    When taking over a partnership, if there is a roadblock in that column/row, then you must pay that player(s) 1 coin. If you have a roadblock in that column/row, collect 2 coins from the supply.

Purchase Order

If you have purchase orders (supply contracts) for additional crate sales, then you may sell up to as many crates as you have purchase orders.

Pawn Shop

The pawn shop operates similarly to the other shops in the game. The same rules apply regarding partnerships, takeovers, and deliveries. The difference with the pawn shop is that it is not restricted to 1 type of industry.

Therefore, for example, you may sell 1 orange crate and 1 purple crate at the pawn shop in a single Delivery Action. (Note that a Delivery Action is still limited to 2 crates.)

However, crates are not sold at the pawn shop at their Wholesale Price but rather each crate will be sold at its Cost Price + 2 Coins.

In a 2-3 player game, whenever you sell crates at the pawn shop, you may collect 1 extra coin from the supply for the whole deal.

Guarding with Workers

Workers are also considered guards that protect your partnerships and roadblocks. Each player can assign and reallocate their workers at any time to the following locations:

  • 1-2 workers near a partnership (shop/factory)
  • 1-2 workers near a roadblock
  • 1-2 workers on a truck
  • Retract workers back to Player's Screen

See the Guarding example in the takeovers table.

In the instance that your workers are used to defend a takeover, even successfully, your workers are discarded.

No player can move workers as soon as the Delivery Action is underway, with the exception of bringing workers from an adjacent square to defend a takeover.

If there are 2 workers guarding a partnership or roadblock (not on a truck), that place is safe and cannot be taken over.

Other Features

Donation Tower

The tower is used to raise funds for justified causes. Whenever the Donation Tower symbol appears on the game board beside a red arrow, or whenever a player needs to donate coins/items, the donation must be placed into the tower.

The contents of the tower are collected by the player that performs the tower action at stage 17.

Strike

A strike token may be placed at any time on any square in the Action Zone, regardless if there are existing partnerships on it or not. Strikes close the shop or factory for the current Game Round, disabling the Delivery Action in the given square. A partner in a factory that has a strike token on it is disabled from receiving the bonuses in the following Game Round, in stage 2.

However, politicians can remove strikes during the same Game Round in which the strike was placed.

At the end of stage 2 of every Game Round, all strike tokens from the previous round are removed.

Politicians

Elected officials with the power to influence business transactions and the growth of the economy. To utilize a politician, a politician disk is placed on the +1 circle of the politician of choice (each politician can contain only one player disk). It may be used at any time in 1 of the following 3 ways:

  1. Move any opponents truck to a different square (whether or not the truck has workers on it).
  2. Remove any existing strike in the Action Zone.
  3. Alter any Market Demand Meter by 1 notch, provided that the demand is increased after you change it.

Displayed above each politician on the panel are the minimal requirements that allow you to use the given politician. For example, one of the politicians requires you to have 1 coin or more in order to use him. You will be able to use them as long as you still meet the displayed requirements.

You may use multiple politicians in a row. For example, move the Market Demand Meter by 1 notch and then use a different politician to move it by another notch. However, you may not use the same politician twice in a row. After each use, move the disk from +1 to -1, signaling that the politician is currently not available for use.

At stage 2 of every Game Round, you may move your politician disks from -1 back to +1, at the cost of 1 coin donation per politician, allowing you to use them again. If your disk is already on +1 at stage 2, collect 1 coin from the supply.

A disk can be placed directly on the panel by playing the Gala Honoring stage or can be reallocated from the Politicians' Panel at any time. Once a disk is placed, you may alter your nomination to a different award within the panel. At any time, you may reallocate the disk from the Politicians' Panel on +1 or -1 to the Awards Panel, but not the other way around.

Note: When the Gala Honoring stage is played, the other players may not reallocate their politicians.

Awards

Awards are a way to receive large payouts at the end of the game. Players may nominate themselves for an award by placing a disk on that award circle. You can have only one nominee of each kind.

Displayed above each award on the panel, are circles that represent the number of nominations permitted for that award. An additional nomination is allowed if the number of players is the same as the number written in the added circle.

The different categories of awards represent the different assets that are attained throughout the game. Awards can only be given to nominated players. At the end of the game, awards are given to the nominee with the most assets in the corresponding category of that award. For example, if you nominate yourself for the trucks award, and by the end of the game you have the most trucks amongst the pool of nominees, then you win the award (as long you at least 1 asset of the category).

Every award has a 1st and 2nd place. 1st place receives the full sum indicated on the award, and 2nd place receives half of that sum. If there is a tie for the 1st place, there is no 2nd place, and both winners or more receive the full sum; however, If there is no tie for the 1st place but there is a tie for the 2nd place, then all 2nd place winners receive half of the indicated sum.

Keeping Order

To enhance the fluency of the gameplay, we assign various roles to the players, depending on the number of players.

The major role is the "Game Manager" that keeps track of the stages and manages the 4 Management Stages (help maintain order during the auction stage). This player is also responsible for moving the Stage Marker.

Another role is the "Bank Manager", who deals the money and/or the items in the supply.

It is also common to appoint the role of a "Merchandise Manager" to one of the players. This player will deal the hidden crates from the concealment pouch (without looking).

Penalties and Reparations

Penalties - Whenever a player knocks over a Player's Screen (his own or an opponents'), he pays a fine of 1 coin to the supply.

Reparations - Each character has an attributed slogan. The moment a player takes over an opponent's partnership (shop/factory) or roadblock, that opponent has the opportunity to say his character slogan out loud in exchange for 1 coin from the supply. The slogan should be said promptly after the takeover; however, it may be said until the end of the Game Round.

Player's Screen

The details drawn behind the screen (with your cartoon) are designed to remind the player of common actions that are allowed to use and when (In case of contradiction, follow the regular written rules):

  1. The order of the possible actions in the "Delivery" phase.
  2. The items' value at the end of the game -- for score tracking purposes.
  3. The profits that can be made from partnerships and roadblocks.
  4. The common activities that can be done anytime during the game (including prohibited times).
  5. Quick index for locating resources in each stage.
  6. Actions that can be performed by a politician (used at any time, including the "Delivery" phase).
  7. How to prepare for utilizing a politician in stage 2.
  8. The order of actions that is performed after the final round of the game for scoring purposes.
  9. The character slogan that can be said out loud in order to receive reparation of 1 coin from the supply after losing a partnership/roadblock.

Game End

A classic game ends after 4 Game Rounds -- in the 4th round after stage 17, the gameplay is complete. However, at that point, give an opportunity to players who wish to make final nominations on the Awards panel (according to the Round of Turns). Then proceed to score.

Scoring

All players place their Score Trackers on the Score Track on "200", where the counting starts. All players execute the following:

  1. Remove the Players' Screens; reveal what is hiding behind the curtain.
  2. Each player collects their assets from the Action Zone (do not remove the disks in the Awards Panel).
  3. Individually sort and organize assets.
  4. Each player counts his coins, declares his total coin worth and moves the Score Tracker accordingly.
  5. Each player declares the "End Game Value" of their stocks (if they have any) and moves the Score Tracker accordingly.
  6. Each player calculates the total net worth of their remaining assets according to the Scoring Value, as indicated on the Player's Screen. Each player declares their calculated worth and moves the Score Trackers accordingly.
  7. Awards Ceremony: start with the most valuable award (Partnerships), declare the winners of each award. Count the added worth and move Score Trackers accordingly.
  8. If players are entitled to additional worth according to their Career Cards, move their Score Trackers accordingly.

The player with the highest worth according to the Score Trackers is crowned the winner.

Game Duration Options

A classic game ends after 4 Game Rounds; however, 5 and 6 round games are possible:

  • 4 Game Rounds - the ideal option for players new to this game, families, young players and less experienced board gamers.
  • 5 Game Rounds - recommended for most competitive and experienced players.
  • 6 Game Rounds - less recommended due to limited resources, for those seeking more challenging and extended gameplay.

Tip! When playing with players that are new to this game, the add-ons are usually less recommended.

Takeovers Examples Table

This table is purely pictorial (columns: Complexity, Takeovers Action, Discarded Item, Moved Item, Outcome). It shows five illustrated examples labelled 1 Light, 2 Mid, 3 Mid (marked "Not Allowed"), 4 Heavy and 5 Heavy, using meeple and truck pictures that cannot be reproduced in text. See the Delivery Action rules above for the written takeover rules; note that the quantity of discarded items of both sides is always the same.

The Possible Ways to Profit from the Action Zone

AssetsYour SaleOpponent SalesTaking Over a Partnership (Roadblock exist)Establishing a Partnership (Roadblock exist)Partnership Existing Prior to Roadblock
Partnership Establishment or Takeover2 coins from supply1 coin from opponent + 1 coin from supply---
Roadblock Establishment--1 coin from opponent + 1 coin from the supply (applies to both the Taking Over and Establishing columns)-
Roadblock Takeover--1 coin from player + 1 coin from supply (applies to both the Taking Over and Establishing columns)-

Exception for Roadblocks: if you are a partner, collect the 2 coins from the supply. Exception for Train Roadblocks: always collect the 2 coins from the supply.

Remember:

  1. Whenever a partnership is established in a row/column where you have a roadblock, you are entitled to 2 coins.
  2. If there is a sale on a square in which you have a partnership, you are entitled to 2 coins.

First Time Assembly

  • Donation Tower: assemble the 3D paper building as illustrated.
  • Player's Screen with your character: mount the character on the Player's Screen as illustrated.
  • Wholesale Price Cubes: paste the 7 different colored stickers onto the Wholesale Price Cubes. Match the color of the cube to the color of the stickers.

Find the add-ons at back of the booklet.

This game does not aim to make any social, historical or political claims. All related background, context, drawings and content shown here are for entertainment purposes only.

Stocks (Add-on 1)

There are 10 stock tokens, varying in worth. Each stock token has 3 values:

  1. Purchase Cost -- the amount paid to supply to buy the stock.
  2. Early Trade Value -- the amount received if stock is sold before the game is complete.
  3. End Game Value -- the amount received if stock is sold at game's end.

A player may only purchase 1 stock per Game Round. Stocks can only be purchased at stage 4 of each round during the manager assignments. To purchase a stock, a player must sacrifice his turn during the Round of Turns while assigning managers, in exchange for the opportunity to buy one of the available stocks. Players that purchase stock will still have the opportunity to assign their managers in the next Round of Turns, as the Round of Turns continues until all managers are assigned.

Tip: It may be beneficial to buy stock during last the manager's assignment in order not to lose your valuable turn.

The early trade in of stock may be made at any time during the game, including the Management Stages. Those who purchase stocks and do not trade it in early, get the full value when calculating the score at the end.

Career Cards (Add-on 2)

The Career Cards simulate the diversified advantages of differing skill sets and career paths. Player has the opportunity to select cards that can give them additional specified abilities in the game which can significantly affect game strategy and the path to success.

Using the cards is simple -- each card outlines specific supplementary capabilities and the way in which they can be used in the game.

Card Structure

  1. Career title
  2. Each card has an illustration symbol showing the place & time of the activities (As seen on the "Card Symbols" table).
  3. The main illustration shows the capabilities the Career Card can give you.
  4. An explanation of the capabilities that the Career Cards give you (As seen on the cards).
  5. The serial number of the card.

In the event that the symbols contradict the written text, one must take into account the notes in the text. In the event that the card content contradicts the rules, one must take into account the notes in the card.

Cards Setup

Before the card selection process, read all the Career Cards out loud. The cards are selected after the game set-up in the following way:

  1. Mix the deck well.
  2. Deal each player 6 cards.
  3. Choose 2 of 6 cards.
  4. Pass the 4 unselected cards to the player on your left.
  5. Repeat steps 3 & 4: choose 2, pass 4 (do this shuffle for the same number of times as there are players in the game).
  6. After the final shuffle, each player chooses the 2 cards that he would like to keep for the course of the game and the remaining 4 are discarded.

A quick setup version: perform steps 1-3 only.

Tip: This add-on is less recommended for first time players.

Card Symbols Table

  • To be performed in the first round only
  • To be performed starting from round 2
  • Can be performed only once in each round, starting from round 2
  • Can be performed only on the specified stage
  • Can be performed only once in each round
  • Can be performed only at the end of the game (usually to add points to the score)
  • Can be done whenever possible. Can occur multiple times in a single Game Round
  • Can be performed anytime (stages 5-17)
  • Represents the stage in which the action can be performed (according to the image)
  • Discard after a single use

When taking over an opponent's roadblock, you are not entitled to payment for pre-established partnerships in that column/row. However, following the takeover, the standard roadblock rules apply for future establishments.

Remember! When a player takes over an opponent's partnership or roadblock, that opponent can state their character's slogan in exchange for 1 coin from the supply.

  • Sale - sell 1-2 crates for the current Wholesale Price as displayed on the Wholesale Price Cube according to the appropriate square.

    Note: The Wholesale Price Cubes may represent the Wholesale Price. However, if a sale of the same type of goods is made in a different row, you should consider the Additional Fee that changes according to that row (-1 or +1 to the price).

    You may only sell crates of a certain color in the square with the matching color (same type of goods), except for the Antiques that may be sold at any shop. For example, you may not sell blue crates in the orange square.

    In one Delivery Action, you may only sell up to 2 crates. If you have multiple trucks, you can sell crates in multiple locations (still, you may not exceed the limit of 2).

    It is permissible to sell crates on a square regardless of whether an opponent has a partnership on that square or not.