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HATSUDEN

HATSUDEN Rulebook

Table of Contents

Table of Contents

  • I. Preparation
  • II. Play
    • Acquisition of a Special Technology Card
    • City Electricity Demand
  • III. Ending Your Turn
  • IV. Finishing the Game
  • V. Point Distribution
  • Special Technology Cards

I. Preparation

Place all five natural energy cards horizontally in the middle of both players. Immediately next to the natural energy card, shuffle and place the Special Technology Cards face down. Place two city cards directly above and below the Special Technology Cards. These two city cards are yours and you are not responsible for your opponent's city cards. The space between the 5 natural energy cards and your 2 city cards creates a 10-square grid. From there, proceed to shuffle the deck of power station cards and deal 5 cards to each player. Once the cards have been dealt, place the draw pile next to the Special Technology Card draw pile.

II. Play

For each player's turn, they must choose one of the following four actions:

  1. Construct a power station. To create a power station, place a card with the corresponding power-type under the natural energy source.

  2. Improve a power station. Place a stronger power station on top of a current one to increase its power. The two numbers do not add up. The top number just becomes the new charge.

Acquisition of a Special Technology Card

If you construct or improve to a "4" card, you are able to draw a Special Technology Card. If there are no more Special Technology Cards, no more can be acquired for the remainder of the game.

  1. Construction of steel towers. Place a steel tower (The back-side of the draw cards) in an empty space. Steel towers do not have to correspond with the natural energy source. Steel towers do not generate electricity and cannot be improved.

City Electricity Demand

Each power station transmits to the corresponding horizontal rows. A city needs 10 points of electricity, although 9 and 11 are also acceptable. If the power exceeds 11 due to construction or improvement, you must select a card that is causing the overcharge and turn it over to become a steel tower. Make sure your row doesn't exceed 11.

  1. Review of Power Transmission Plan. Choose not to place a card in your grid, but pick a card from your hand and discard it next to the draw pile face up (NOTE: If there are multiple cards discarded, do not pile them. Make sure they are all visible.).

III. Ending Your Turn

At the end of a turn, draw one card from the deck to keep your hand at 5 cards. If there are discarded power station cards next to the deck, you may choose to draw one of these instead of drawing from the draw deck.

IV. Finishing the Game

If any player places cards in all 10 squares, the opponent makes another turn and ends the game. If all 10 squares are not filled in, even after the last turn has been played, the remaining squares will be filled with steel towers.

V. Point Distribution

In this game, we compete for "utilization of various kinds of energy" and "proper transmission of energy to the cities".

  • Utilization of natural energy First confirm who is generating more power. For each "Sun", "Geothermal", "Wind Power", "Hydropower", and "Biomass", compare the total of the corresponding vertical two-cell power generation amount, and the larger side receives the natural energy card, turns it over (Showing the bolt), and puts it on their side. This will earn the player 1 point. If the amount of power is the same for both players, neither of them can receive the energy card.

  • Power transmission to the city Next, check how much electricity is supplied to the two cities in your area by totaling the amount of electricity generating horizontally in each row. If you were able to supply 10 electricity, take the city card, turn it over, and place it on your side. You receive 1 point for each city. If you only supply 8 or less electricity, you will be deducted 1 point. The player with the most points (Bolt cards displayed on their side) will be the winner. In the case of a tie, the player with the most power flowing into their cities wins (e.g. If player 1 has 10 and 10 flowing into their cities, they have a total of 20. If player 2 has 11 and 10 flowing into their cities, they have a total of 21 and will win.). If that also results in a tie, the player who began the game second automatically wins.

Special Technology Cards

There are 4 types of special technology cards. You can use them as soon as they are drawn, or you can reserve them. These special technology cards are not included in the main 5 cards of your hand, so you can use the special technology cards as freely as you want during your hand.

  • The Accumulator (City +1) If you acquire this card, you are able to place it on top of one of your cities to increase its tolerance to a total of 12, so even if your row becomes 12 electricity, you do not need to adjust it down to 11 or less. However, the amount of electricity required to obtain points at the time of scoring is still 10 from the city, and if the point value is 8 or less, the penalty will not change.

  • Secret Build (Secret ?) If you acquire this card, you will be able to hide one of your power station builds by placing this card on top of the power station you are planning to build, hiding it from your opponent. At the end of the game, you will remove the Secret Build card and reveal the value. Hidden cards follow normal placement rules. If it exceeds the tolerance of the city, it is necessary to turn a power station immediately into a steel tower.

  • Efficiency Improvement of Power Generators (Smart x2) If you acquire this card, you are able to place it on any natural energy card. At the end of the game, the player who takes that energy card will receive two points instead of one.

  • Downsizing Power Station (Down) If you acquire this card, you are able to decrease the power of one of your stations only once. You must place this card on top of the previously played power station, and then you can play a power station card of lesser value.