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Pampero

Pampero Rulebook

Table of Contents

Table of Contents

  • Common Components
  • Player Components
  • Game Setup
    • Zones and Sectors
    • Location Numbers
    • Common Setup
    • Scoring Tile Setup
  • Player Setup
    • Construction Sites
    • Player Color Components
    • Generic Color Components
    • Set Up Turn Order
  • Playing the Game
    • Objective
    • Game Structure
  • The Action Phase
    • Action Rounds 1 – 3
  • Action 1: Play an Action Card
    • Understanding Action Cards and the Company Mat
    • Card Requirements
    • The Zone Value
    • Alternative Cost
    • Energy
  • Grid Board Overview
    • Electrical Towers
    • Electrical Tower Sections
  • Contract Tiles Overview
    • Income Arrows
  • Action Card Effects
    • Build an Electrical Tower
    • Build a Wind Farm
    • Play a Connection Tile
    • Move Bulldozers
  • Action Card Effects (cont'd)
    • Fulfill a Standard Contract Tile
    • Linked Contract Tiles
    • Contract Tile Pairs
    • Connection Tiles
  • Action Card Effects (cont'd)
    • Standard Contract Tile Checklist
    • Fulfill a Remote Contract Tile
    • Sell to a Foreign Market
    • Take Venture Capital
    • Fulfill a Solar Contract Tile
    • Other Effects
    • Specialist Cards
  • Action 2: Retrieve All Action Cards
  • Action 3: Take a Battery
  • The Consolidation Phase
  • The Turn Order Phase
  • The Scoring Phase
    • First Scoring
    • Second Scoring
  • The Scoring Phase (cont'd)
    • End Game Scoring
    • Specialist Scoring Cards
  • Victory!
  • Alternate Rules
    • Longer Game
    • Introductory Scoring Tiles
    • Preset Tower Bonus Tile Setup
    • Contract Tile Restrictions
    • Limited Battery Storage
  • Game Structure Summary
    • 1. The Action Phase (page 8)
    • 2. The Consolidation Phase (page 18)
    • 3. The Turn Order Phase (page 19)
    • Scoring Summary
  • Credits

Common Components

  • 1× game board (double-sided)
  • 1× tower bonus board
  • 36× tower bonus tiles (12× zone A • 12× zone B • 12× zone C)
  • 12× connection tiles (6× zone A • 6× zone B–C)
  • 31× standard contract tiles (15× A tiles • 10× B tiles • 6× C tiles)
  • 10× remote contract tiles
  • 31× solar contract tiles
  • 18× foreign market cards (9× Argentina • 9× Brazil)
  • 36× specialist cards: 18× action • 18× scoring
  • 18× scoring tiles (9× stack I • 9× stack II)
  • 2× Introductory scoring tiles
  • 24× wooden batteries
  • 16× venture capital tiles
  • 1× Extended time track
  • 70× Money tokens (20× $1 • 20× $5 • 20× $10 • 15× $20)
  • 2× zone B discount overlays

Player Components

(In four player colors)

  • 1× grid board
  • 1× company mat
  • 2× wooden discs (1× time track disc • 1× turn order disc)
  • 5× wooden bulldozers
  • 7× wooden electrical towers
  • 1× wooden energy marker
  • 11× wooden wind farms
  • 5× wooden income markers (residential • industrial • commercial • resort • remote)
  • 3× wooden action markers

Player components (generic color):

  • 8× basic action cards
  • 27× wooden transformers (3× #1 • 4× #2 • 6× #3 • 3× #4 • 3× #5 • 4× #6 • 4× #7)
  • 7× network tiles
  • 1× starting connection tiles

Solo components (see Solo Rulebook):

  • 6× majority markers
  • 1× solo grid board
  • 1× solo pass tile
  • 18× solo cards

Game Setup

The following setup instructions are broken into Common Setup and Player Setup sections. The setup instructions under Player Setup (pages 6-7) are carried out once for each player.

Zones and Sectors

The terms "zone" and "sector" are used throughout these rules. The board has zones A, B, and C. Zones A and B each have sectors. Zone A encompasses sectors A1, A2, and A3 while zone B encompasses sectors B1 and B2. Zone C is not divided into sectors.

Uruguay is bisected by Río Negro, the Black River. North of the river, Uruguay is primarily rural (zone A), while the land to the south has more varied uses: industry (sector B1), resort (sector B2), and urban (zone C).

Zone B has borders with large neighboring countries: Argentina and Brazil.

Location Numbers

Aside from remote and solar contract tiles, which are not tied to specific locations on the game board, every contract tile has a Location number. Location numbers are ONLY used to match the tile with the correct space on the game board during setup.

Match back of contract tile to space on board, then flip over and place into space. (Example: a contract tile with Location 2 in sector A2 — which is in zone A — is placed on that space.)

Common Setup

  1. Place the game board in the center of the table. Use the 1–2 players or 3–4 players side of the game board, as appropriate for your player count.

    Note that certain components have spaces labeled for specific player counts. For instance, if a space is marked "4P", ignore it unless you are playing a 4-player game.

  2. Place the tower bonus board on the table near the game board.

  3. Shuffle the specialist action cards to form a deck. Create a face-up display of 3 specialist action cards near the game board.

  4. Shuffle the specialist scoring cards to form a deck. Create a face-up display of 3 specialist scoring cards near the game board.

  5. For each neighboring foreign country (Argentina and Brazil):

    • Shuffle that country's foreign market cards and place them face down on the board to form a deck. Each country's cards are identified by the flag on their backs.
    • Deal 3 cards face up in the indicated spaces next to the deck.
  6. Shuffle the solar contract tiles, and randomly place 1 face up on each space on the solar contract display on the game board. Return the rest to the box.

  7. Separate the connection tiles by their backs and shuffle each set separately. One set for zone A and a second for zones B/C.

    Place each set of connection tiles in the matching zones on the game board, (dividing the B/C stack randomly between zones B and C) in the indicated circular spaces. Turn the tiles face up, and return any unplaced tiles to the box.

Alternate rule — 8 Longer Game: For a longer game, place the extended time track over the time track printed on the game board. The longer game will decrease the emphasis on scoring phases to earn money. It is recommended that you use the printed time track for your first game.

Scoring Tile Setup

  1. Place the two Introductory scoring tiles aside for now. Separate the scoring tiles by their backs into two face down stacks, I and II. Draw a random tile from each stack, and place them face up on the I and II spaces at the end of the time track on the game board.

Alternate rule — 10 First game? It is recommended that you use the two introductory scoring tiles. Place the first introductory scoring tile (showing I on its reverse) face up below the first scoring space on the time track. Make sure the tile is shifted to the right of the space so the A printed on the board is showing. Similarly, place the second introductory scoring tile (showing II on its reverse) face up below the second scoring space. Make sure the ABC printed on the board is showing.

Introductory scoring tile setup example: introductory scoring tiles shifted to right side of spaces.

If you are not using the Introductory scoring tiles (showing two lightning bolts on their backs), shuffle the remaining regular I and II scoring tiles together. Draw two random tiles, placing one of them on the first scoring space and the other on the second scoring space along the time track. Shift both of these tiles to the left so that the green and red icons printed on the board are visible next to both tiles.

Standard scoring tile setup example: scoring tiles shifted to left side of spaces.

Return the rest of the scoring tiles to the box. They will not be used in this game.

  1. Separate the tower bonus tiles by their backs into three stacks, A, B, and C. Randomly place a face down tile in each space of the tower bonus board. Tiles showing zone A are placed in the green A section, tiles showing zone B are placed in the orange B section, and tiles showing zone C are placed in the pink C section.

    Flip the tower bonus tiles face up, remove all tiles with an X, and return them to the box.

    Preset Tower Bonus Tiles: There is an alternate preset setup for a different play experience — see page 23.

  2. Place each standard contract tile face up on the game board space with the zone, sector, and location number that matches the value on the back of the contract tile. Return unused tiles to the box.

  3. Shuffle the remote contract tiles, and randomly place 1 face up on each matching space on the game board. Return unused tiles to the box. (Remote contract tiles are not specific to zones, they are placed randomly in the indicated spaces.)

  4. Count out 6 batteries per player and set them on the illustration in the bottom right of the game board. Return the rest of the batteries to the box; they will not be used in this game.

  5. Place the 2 zone B discount overlays near the tower bonus board.

  6. Place the money tokens and venture capital tiles within easy reach.

Player Setup

Choose a player color (yellow, white, blue, or purple) and take the following:

Construction Sites

Relevant sections of this are repeated later alongside rules relating to this concept, so no need to remember it all now!

Circular spaces on the game board that show either a wind farm, an electrical tower, or both are called construction sites. Each wind farm or electrical tower must be built on an unoccupied construction site showing the appropriate icon:

SiteMeaning
Wind farm construction siteOnly wind farms may be built here
Tower construction siteOnly electrical towers may be built here
Mixed construction siteEither wind farms or electrical towers may be built here

Player Color Components

  1. 1 company mat. Place this in your play area, leaving space above and below to place cards.

  2. 3 action marker discs. Set these near the right-hand side of your company mat.

  3. 2 wooden discs: one is your turn order disc, and one is your time track disc. Place these in your play area for now.

  4. 1 two-layer grid board. Place this in your play area near the action planning mat.

  5. 27 wooden transformers. Place these on the dark gray spaces on your grid board such that their number matches the column number printed in the electrical tower spaces directly above each column, from 1 to 7, left to right. Place them standing up and pushed to the top of the indented space, so any icons printed inside the space are still visible.

    Note: The numbers on the transformers are only used when certain scoring tiles are in effect, so they are not relevant in every game.

  6. 7 wooden electrical towers. Use these to cover the spaces numbered 1–7 above each column of transformers you placed in the previous step. Take the left-most electrical tower and place it on an empty starting (gray) electrical tower space in sector A2 of the game board. It does not matter which space.

  7. 5 wooden bulldozers. Place one bulldozer next to a combo space (showing both a wind farm and an electrical tower) in sector A2. Do not place it directly on the space. Keep the rest in an empty space in your play area.

  8. 11 wooden wind farms. Place 1 wind farm on an empty starting (gray) wind farm spaces in sector A2 of the game board. It does not matter which space. Keep the rest in an empty space in your play area.

  9. 1 wooden energy marker. Place this on space 1 of the energy track on the bottom of your grid board.

  10. 5 wooden income markers. Place these face up in the matching leftmost starting spaces at the top of the grid board.

  11. Set of 8 basic action cards. These form your starting hand of cards.

Generic Color Components

  1. Place 1 starting connection tile (1 energy / $3) in your play area.
  2. Place 1 battery in your play area.
  3. Place $25 in your play area.
  4. Place seven network tiles in your play area.

Set Up Turn Order

  1. Take each player's time track disc, and stack them in a random order on the leftmost space of the time track on the game board.
  2. Take each player's turn order disc, and arrange these left to right on the turn order track (upper-left corner of the game board), matching the top-to-bottom disc order from the time track. In other words, the top disc on the time track will be the same color as the leftmost disc on the turn order track.

Playing the Game

Objective

The goal of Pampero is to have the most money at the end of the game.

Game Structure

The game lasts a variable number of years. Each year consists of:

  1. The Action Phase (divided into 3 action rounds)
  2. The Consolidation Phase
  3. The Turn Order Phase

and possibly:

  1. The Scoring Phase

The scoring phase does not occur during every year, but there will always be three scoring phases during the game, and the third will signal the end of the game. Some player actions will influence when these scoring phases occur (see The Scoring Phase - page 20).

The Action Phase

The action phase includes 3 action rounds. During an action round, each player takes 1 turn.

Action Rounds 1 – 3

On your turn, place an action marker disc on the next available number (starting with 1) on your company mat to mark the current action round.

Then perform one of the following:

  1. Play an Action Card,
  2. Retrieve All Action Cards, or
  3. Take a Battery.

Most of the rules for Pampero are concerned with Action 1: Play an Action Card. Hence, there are a lot of rules to cover before getting to Actions 2 and 3. For your reference, here is where you can find them:

  • Action 2: Retrieve all Action Cards - page 18
  • Action 3: Take a Battery - page 18

Action 1: Play an Action Card

Below is an overview of the procedure taken to play an Action card. This information will apply to most of the action cards in Pampero. In the next section we will cover some of the common effects that action cards allow you to take, and, finally, each card will be detailed in full in the Reference Book.

Everything you do in Pampero revolves around playing action cards from your hand to your company mat. Action cards may look complicated, but once you understand a few key concepts they will become much easier to grasp.

  • The middle of the action card depicts the card effect, which occurs when you play it.
  • The top (and mirrored on the bottom) of the action card depicts the requirements to play that card, and how it does or doesn't interact with a zone on the main board. The top and bottom sections of action cards are referred to as the frame. The information on the top and bottom of the frame is identical; it is repeated because you may play an action card to the top or bottom of your company mat.

Understanding Action Cards and the Company Mat

Your company mat features two rows of action card spaces - one along the top edge and one along the bottom. Each action card space has an operations tab on one or both sides. The operations tab shows a zone (A, B, or C), a value in pesos ($), and an energy value.

When you play an action card, you must choose the top or bottom row on your company mat, and play the action card to the leftmost empty action card space (even if that is between two action cards). Place it so that only one operations tab is showing, as shown below.

When you play an action card to your company mat, the interaction between the card's frame and the operations tab will give you the information you need to play that action card.

An action card space with two operations tabs allows the action card to interact with zone A (below left) or zone B (below right).

An orange striped area (shown on the lefthand action card in the example) means that the effect must be linked to the zone shown in the operations tab (A in this case).

A gray striped area (shown on the righthand action card in the example) means that the action does NOT pertain to the map at all. However, it must still be played to action card spaces, just like the others.

Example: Action card 1 will interact with zone A, whereas action card 2 will not interact with any zone, despite being played in an action card space showing zone B.

Card Requirements

Some action cards have additional requirements to play them, shown in the spaces that connect to the zone value when the action card is played to the company mat. Usually these requirements need a certain component to be present on the map before you can play the action card, such as a bulldozer or an electrical tower. If you cannot meet the requirements, you cannot play the action card.

If the action card you are playing requires a cost to be paid (see The Zone Value and Alternative Cost) then the owner of the components that meet the card's requirements determines to whom you pay that cost:

  • If you are the owner of the component that meets the card's requirements, then any cost is paid directly to the bank.
  • If another player is the owner of the component that meets the card's requirements, then any cost is paid directly to that player.

Which player's pieces are eligible to meet requirements is indicated on each action card:

  • A person icon — this indicates that any other player's component may be used to satisfy the action card's requirements, paying any costs to that player.

    Note: This also applies if you choose to pay an alternative cost, such as batteries (see Alternative Cost).

  • A bank icon — this indicates that you may use your own component to satisfy the action card's requirements, paying any costs to the bank.

  • If both the person icon and the bank icon are shown on the action card, it means that either your own OR another player's component may be used to satisfy the action card's requirements.

  • Some specialist action cards have a dark background behind their requirement. This is a reminder that you may only use your own component to satisfy that card's requirement.

Example: This action card requires a bulldozer, but it may belong to any player (indicated by the person and bank icons). If you choose to use an opponent's bulldozer to satisfy the requirement, you must pay the owner the zone cost, in this case $5.

Note: If the requirement is a bulldozer, the owner of the bulldozer must move it after the action card effect is complete. (See Move Bulldozers - page 13)

The Zone Value

Each action card space on your company mat has values in pesos ($) indicated above each zone as part of the operations tab. This is called the zone value.

Depending on the action card that you play, the zone value can be either a cost to play an action card to that space, OR a benefit that you receive from playing an action card to that space. Which it is depends on the action card played:

  • If the action card's frame shows a -$ on a red background, then the zone value is a cost and must be paid in order to play the action card.
  • If the action card's frame shows a +$ on a green background, then you will instead receive the zone value shown as a benefit for playing the action card.

Note: Various game effects may alter the zone value.

Example: Action card 1 will cost $5 to play, whereas action card 2 will gain you $10.

Alternative Cost

Some action cards offer an alternative cost, which you can pay instead of the zone value on your company mat. These have an alternative cost indicated in the frame, with a red line leading to the specifics of that alternative cost.

The example action card allows the player to pay in batteries instead of paying the zone value in Uruguayan pesos ($). In this case, the alternative cost is 1 battery, as the operations tab shows zone A.

Energy

If an action card shows an energy icon in its frame, it means that, upon playing this action card, you will receive the amount of energy shown in the corresponding operations tab. Record this by moving your energy marker right on your energy track (located at the bottom of your grid board) a number of spaces equal to the amount of energy gained. Most action cards show a small X that ends the line connected to the operations tab. This indicates that no energy is gained by playing this action card.

Example: Action card 1 will gain you 1 energy, whereas action card 2 will gain you no energy.

Grid Board Overview

Before we start explaining the action card effects, it's important to establish some context by providing a general overview of your grid board.

Your grid board is an abstraction of your power network. It is divided into the following areas, from top to bottom:

  • The Income Tracks — progression limited by electrical towers
  • The Electrical Tower Row
  • The Grid — access limited by electrical towers
  • The Energy Track — progression NOT limited by electrical towers

Electrical Towers

The key to expanding your capabilities is building electrical towers. Throughout the game, you will build electrical towers to the main board, starting with the leftmost tower and continuing right. Electrical towers are built using various action cards (see Build an Electrical Tower - page 12).

The gameplay elements (wooden pieces, tracks, etc.) on the grid board are divided into tan, white, and blue vertical bands of irregular shape. In order to gain access to the gameplay elements within each band, you must first build the corresponding electrical tower.

The exception to this is the energy track, which does not exist within a vertical band and thus does NOT require electrical towers to be built.

More detailed explanations of the effects of building electrical towers, as well as the income tracks, grid, and energy track, will be seen in later sections.

What do these icons mean? Don't worry! These icons are only used when a specific scoring tile is in play (2.3). Otherwise, you can ignore them.

Electrical Tower Sections

This progression shows how the grid board is unlocked, from left to right, as electrical towers are built (LEVEL 1 through LEVEL 7). The green highlighted areas are unlocked.

Contract Tiles Overview

The following few effects also deal with fulfilling contract tiles, so now is a good time to give an overview of the various types and terminology used in Pampero.

A contract tile will have one or more icons printed on it. These are called market icons, and they represent the various markets to which you can provide green energy. Each market will give you an income throughout the game, which is recorded on the income tracks of your grid board.

The market icons are: Residential, Industrial, Resort, Commercial, Solar, Remote.

There are two main types of contract tiles: standard, and non-standard. This distinction is made because some action cards will allow you to fulfill ANY standard contract tile, but NOT a non-standard one.

Specific types of contract tiles are denoted with a market icon like this:

  • Standard contract tiles: residential, industrial, resort, commercial.
  • Non-standard contract tiles: solar, remote.

Note that a residential contract tile may feature other market icons, but still counts as a residential contract tile as long as there is at least one residential market icon printed on it. (Likewise, a contract tile with a second market icon is also considered to be a tile of that second market type — e.g. also an industrial contract tile, or also a commercial contract tile, due to the second market icon on each.)

Only standard contract tiles are specifically related to a zone. Remote contract tiles are placed randomly on the main board, and solar contract tiles aren't placed in a zone at all.

The three contract-tile icons used on cards and tiles are: standard contract tile, non-standard contract tile, and any contract tile.

When reading icons, pay particular attention to the contract icon, and if it denotes standard, or non-standard contract tiles only, or perhaps it includes all contract tiles, regardless of type.

  • Residential market icon on a standard contract tile icon: includes only standard contract tiles with residential market icons (excludes solar and remote contract tiles).
  • Residential market icon on an any-contract-tile icon: includes all contract tiles with residential market icons (includes solar and remote contract tiles).

Income Arrows

Many market icons will feature 1 or 2 green income arrows. These indicate that the corresponding income marker should be advanced 1 or 2 steps on its income track (at the top of the grid board) when the contract tile is fulfilled. A contract tile with 1 or more market icons with 2 income arrows is called a lucrative contract tile. Some useful iconography conventions to understand regarding this:

  • Two question-mark market icons on a contract tile icon: any contract tile (standard or non-standard) with two market icons, regardless of income arrows.
  • A single income-arrow market icon on a contract tile icon: any lucrative contract tile (standard or non-standard).

Examples: Each contract tile shown in the rulebook's example row qualifies for all of the icons shown next to it — e.g. a residential tile with 2 income arrows qualifies as: standard contract tile, any contract tile, residential (standard), residential (any), lucrative (standard), lucrative (any).

Action Card Effects

Now that you understand how an action card's frame interacts with the company mat, as well as the basics of the grid board and contract tiles, let's take a look at the effects themselves and how to carry them out.

Your starting 8 basic action cards provide the core of the effects you may perform in Pampero, and these are detailed below. You may increase your available effects by collecting specialist action cards throughout the game (see Specialist Cards - page 17).

Note: Specialist action cards may offer further effects and/or alternative costs. This section just describes the core of how each type of effect works. Specific detail of each action card can be found in your Reference Book.

Build an Electrical Tower

Build one of your electrical towers to expand your grid's capabilities and gain 2 tower bonus tiles.

  1. Place the leftmost electrical tower from your grid board onto an unoccupied tower construction site or a mixed construction site on the main board (There must be a bulldozer at the construction site).

  2. If the electrical tower you placed has a bonus effect printed beneath it on the grid board, resolve it immediately.

  3. On the tower bonus board, select 2 orthogonally adjacent spaces, with or without tower bonus tiles.

    The spaces that are available for selection depend on the zone into which you placed the electrical tower:

    • If the electrical tower was placed in zone A, both spaces must be within the zone A portion of the tower bonus board.
    • If the electrical tower was placed in zone B, the spaces can be within zone A or zone B on the tower bonus board, or one from each (though they must still be orthogonally adjacent).
    • If the electrical tower was placed in zone C, the spaces can be anywhere on the tower bonus board (though they must still be orthogonally adjacent).
  4. For each space you selected:

    • If the space does not have a tower bonus tile on it, apply the printed effect immediately.
    • If the space has a tower bonus tile on it, take the tile and place it onto your company mat, onto the slot matching the tile.
      • If that slot is already covered by an identical tower bonus tile, then place the new tile on an empty slot as close as possible to the matching space. Doing this will cover a slot meant for another tower bonus tile.
      • If, instead, the matching slot on your company mat is already covered with a tower bonus tile of a different type, then the newly-acquired tile is discarded.

    Some tower bonus tiles have an immediate effect, while others will improve your action card effects or provide additional scoring at the end of the game. The effect of every tower bonus tile is detailed in your Reference Book.

Example: Blue plays their action card to allow them to build an electrical tower in zone B. This costs $10 (Blue could also pay with 2 batteries, but chooses not to). They take the leftmost electrical tower from their grid board (this gains them 1 energy immediately, as indicated below that space) and add it to a tower construction site on the main board next to their bulldozer. They must then move their bulldozer as indicated on the action card's frame. They may then choose any two adjacent tower bonus tiles from within the zone A and zone B areas. They choose the tiles indicated and add them to their company mat, allowing them to advance their commercial and remote income markers.

2 Player Game. After selecting your tower bonus tiles, discard any 1 additional tower bonus tile from within the areas of the tower bonus tile board that you were allowed to select spaces. It does not need to be adjacent to spaces you selected.

Alternate Rahdo Rule. This alternate rule creates a less confrontational play style in a 2 player game. When deciding which tower bonus tile to discard in a 2 player game, select one adjacent to the two you selected. If you selected two tower bonus tiles in the same row, then discard an adjacent one in the same row. If you selected two tower bonus tiles in the same column, discard the other bonus tile in the same column. It may be that it is not possible to discard any tower bonus tile.

Build a Wind Farm

Build one of your wind farms and gain energy.

  1. Place a wind farm from your supply onto an unoccupied wind farm construction site or a mixed construction site on the main board (There must be a bulldozer at the construction site).

Note: The purpose of building wind farms in Pampero is to gain energy. Thus, the frame of an action card that allows you to build a wind farm will always allow you to gain energy.

You cannot advance your energy marker beyond 14, and it cannot go below 0. Your energy marker is not limited by anything else (such as how many electrical towers you have built).

Example: Blue plays their wind farm action card in a slot that allows them to operate in zone A. This costs $5, and gains Blue 1 energy, as shown on the action card's frame and the operations tab. Because Blue doesn't have a bulldozer in zone A, he has chosen to use Yellow's bulldozer to fulfill the action card's requirements. Thus, the $5 cost is paid to the Yellow player. Blue then places their wind farm on a wind farm construction site next to Yellow's bulldozer (Yellow must now move their bulldozer).

Play a Connection Tile

Activate one of your connection tiles.

  1. Place one of your connection tiles onto the action card and carry out its effect immediately.
  2. Whenever an action card with a connection tile is retrieved from the company mat, the connection tile is placed back in your play area, and is ready for use again.

Note: Connection tiles are gained by fulfilling certain contract tiles throughout the game (see Fulfill a Standard Contract Tile - page 14). Players begin the game with a connection tile that gains them $3 OR 1 energy when played.

Example: Blue plays an action card that allows them to play a connection tile, so they play a tile that allows them to advance their resort income marker 1 space.

Move Bulldozers

Move your bulldozers into more advantageous positions to prepare for future building.

  1. Choose to either:
    • Move one of your bulldozers already in a sector to an unoccupied construction site either in the same sector or in an adjacent sector, or
    • Move one of your bulldozers already in a sector to the utility area on the game board, where spaces are unlimited, or
    • Move one of your bulldozers already in the utility area to an unoccupied construction site anywhere on the game board, or
    • Move one of your bulldozers already in the utility area or in a sector to one of the spots on the parking grid, claiming the bonus printed on the space. Bulldozers may not be moved from the parking grid, and will remain there for the rest of the game.
  2. A construction site is unoccupied if there is no wind farm or electrical tower on it, and no bulldozer already placed next to it.
  3. If a single bulldozer icon has more than 1 arrow next to it, choose 1 bulldozer and move it (choosing 1 of the options above) once for each arrow. You do not have to perform all moves if you wish not to. The movement cannot be split over multiple bulldozers unless more than 1 bulldozer icon is shown (each with its own arrow).

Example: Yellow wants to move their bulldozer so they can build an electrical tower on a future turn. They can't move it to the mixed construction site, as it is already occupied by Blue's bulldozer. Yellow could choose to move their bulldozer into the utility area (where space is unlimited), and move it out on a later turn, or to place it permanently into the parking grid to claim a bonus. Instead Yellow chooses to move it to an unoccupied tower construction site in an adjacent sector.

Action Card Effects (cont'd)

Fulfill a Standard Contract Tile

Spend Energy to fulfill a standard contract tile, increasing your income and scoring opportunities.

  1. Choose an unlocked standard contract tile (not a remote or solar contract tile) on the game board. A contract tile is unlocked if your grid board has been improved enough (through building electrical towers) to grant you access to both the zone that the contract tile is in, AND the type of market icon(s) on the contract tile. (There must be an electrical tower in the sector.)

    Unlocking Zones. A zone is unlocked if your grid board has been improved enough (through building electrical towers) to operate in that zone. Zones are unlocked on the grid board in this order:

    • Level 1 unlocks zones A and B.
    • Level 4 unlocks zone C.

    Unlocking Market Icons. A market icon is unlocked if your grid board has been improved enough (through building electrical towers) to grant access to it.

    EXCEPTION: SOLAR CONTRACT TILES. Solar contract tiles are an exception. At the start of the game solar contract tiles are ALL unlocked, regardless of which market icons appear on them.

    Market icons are unlocked in this order:

    • Level 1 unlocks contract tiles that feature residential and remote market icons, as well as ALL solar contract tiles (regardless of which market icons appear on them).
    • Level 2 unlocks contract tiles that feature industrial and resort market icons.
    • Level 3 unlocks contract tiles that feature commercial market icons.

    This guide on the grid board lets you know which zones and market icons are unlocked by which electrical towers.

  2. Spend the energy required by the contract tile (shown on the game board next to the tile space) by moving your energy marker to the left on the energy track on your grid board. The contract tile is now fulfilled. (For example, a contract tile marked 4 costs 4 energy to fulfill.)

  3. Take the fulfilled contract tile from the board. Move an available transformer from your grid board to cover the space on the main board from which you took the contract tile. Then place the contract tile into the space vacated by the transformer on your grid board.

    • The transformer you choose must be unlocked. A transformer is unlocked if the electrical tower at the top of its column has been built.
    • If it is your first contract tile, it must be placed into one of the three leftmost spaces, each marked by an arrow.
    • Otherwise, it must be placed into an unlocked transformer space that is connected to a previously placed contract tile on your grid board (no "skipping" transformers). Transformer spaces are connected via thick gray lines, or via thin magenta network lines. Network lines have requirements that must be met in order to utilize them.

    Alternate rule — Contract Tile Restrictions. For a tighter game experience, you can place limits on where certain contract tiles can be placed. See page 23.

    Network Requirements. If the transformer space you wish to access is connected via a thin magenta network line, you must first fulfill its network requirement before you access the transformer there.

    Whenever you fulfill a network requirement, cover the requirement on your grid board with a network tile to indicate that it doesn't need to be paid again, even if using the same network line again to access a different transformer space.

    (See your Reference Book for details on network requirements.)

Example: Blue has placed their first contract tile on transformer space 1 on a previous turn, and now wishes to access a second transformer space to place a second contract tile. Transformer space 2 is only an option if the electrical tower above that column is already built. If not, the only option is transformer space 3, connected via a magenta network line. In order to access this transformer space, Blue must pay the network requirement, in this case 1 energy.

Note: Certain transformer spaces have bonus effects printed inside the space. Whenever you place a contract tile into one of these spaces, immediately carry out the bonus effect (for more details, see your Reference Book).

  1. For each income arrow on the contract tile you have taken, advance your income marker matching the market icon 1 space. If a market icon on the contract tile has two income arrows, advance that income marker 2 spaces. Market icons without income arrows have no immediate effect, but may be relevant for scoring or other card effects.

    Income Thresholds. An income marker may not cross an income threshold that has not been unlocked. Income thresholds are the striped vertical bands that divide the income tracks, and are unlocked by building the corresponding electrical tower. Any advancements that would cause the income marker to move past a locked threshold are wasted, so plan carefully! It is valid to take contract tiles even when the income marker cannot advance the full amount (or at all).

    Example: The residential income marker can only move one more space before it will reach the income threshold. It will then not be able to move any further until the next electrical tower is built.

    • The first time any of your income markers reaches or passes a dark green space, you immediately gain a specialist card (see page 17).

      Example: Yellow's remote income marker moves forward 1 space. Since it is Yellow's first income marker to reach the dark green band, Yellow gains a specialist card, as noted by the icon at the top of the column. If, on a later turn, Yellow's resort income marker reaches the same dark green band, it will have no effect.

    • If your income marker reached or passed a printed market icon with an income arrow, then also advance that income marker one space.

      Example: Purple's commercial income marker moves into a space containing a resort market icon with an income arrow. Purple immediately advances their resort income marker 1 space.

Linked Contract Tiles

Normally, you can fulfill 1 contract tile each time you use this effect; however, if the contract tile space on the main board is linked to another, you can also fulfill the linked contract tile in the same action.

You do NOT need to pay the zone cost for your action card a second time. However, fulfilling the second contract tile is otherwise treated as a completely separate effect, so all other requirements (electrical towers, energy, etc.) must be met separately. This means that, for links that bridge two sectors, there must be an electrical tower in each one. In this case, both electrical towers must be the same color.

Contract Tile Pairs

Some contract tiles are arranged in pairs as shown in the rulebook diagram. Only one of the pair may be fulfilled during the game, so when either contract tile is fulfilled, the other is removed from the game immediately.

Connection Tiles

On the main board you will see round connection tiles with red connection lines (with a lock icon) connecting to 2 or more contract tile spaces. Each time one of these contract tiles is fulfilled, the connection is considered to be unlocked.

If you fulfill one of these contract tiles, check to see if there are 2 unlocked connections. If so, you can immediately gain the connection tile. Sometimes a single connection line might split, and have multiple contract tile spaces connected to it. In this case only 1 of the connected contract tiles needs to be fulfilled for that connection to be considered unlocked. Connection tiles may be activated for their effects by various action cards (see page 13).

Example: Yellow wants to claim the connection tile. Purple has previously fulfilled a connected contract tile, unlocking one of the two connections needed. Fulfilling any 1 of the 4 connected remote contract tiles will allow Yellow to claim the connection tile.

Action Card Effects (cont'd)

Standard Contract Tile Checklist

Here is a recap of the requirements you need to meet to be able to fulfill a standard contract tile successfully.

  • You must be able to pay the zone cost of the action card.
  • The zone your chosen contract tile is in must be unlocked.
  • You must pay the energy to fulfill the contract tile.
  • An electrical tower must be already built in the sector.
  • The market icons featured on your chosen contract tile must be unlocked.
  • You must be able to satisfy the network requirement on your grid board, if necessary.
  • Your chosen transformer must be unlocked.
  • The transformer space must be connected to a previously fulfilled contract tile on your grid board (if it is not your first).

Fulfill a Remote Contract Tile

Spend Energy and Batteries to fulfill a remote contract tile, increasing your remote income and scoring opportunities.

Remote contract tiles are fulfilled in the same way as standard contract tiles, with the following distinction:

Remote contract tiles do not have a fixed energy cost printed on the main board. Instead, they have a cost in energy and/or batteries that is printed at the top of the remote contract tile itself. This cost must be paid in order to fulfill the remote contract tile. For example, a remote contract tile may cost 2 energy OR 1 battery to fulfill. (Remote contract tiles have various energy and/or battery costs.)

Sell to a Foreign Market

Send Batteries to neighboring countries to advance your income and scoring opportunities.

  1. Foreign market cards can only be accessed by playing an action card to a zone B action card space on your company mat.
  2. Spend the batteries indicated on your chosen foreign market card from your supply.
  3. Take the chosen foreign market card and add it to your player area.
  4. Take income from the market icons indicated on the foreign market card (see Collect Income - page 19).
  5. Flip the foreign market card over so that the two market icons are visible. These market icons may earn you money during future scoring phases.
  6. Refill the foreign market card row on the main board with the top card from the deck.

Example: Blue chooses a foreign market card that requires 5 batteries. They spend 5 batteries from their supply. Then, Blue receives income from each of the market icons shown on the right hand side of the foreign market card, in this case they receive their residential income twice, and their resort income twice. Each income is determined by the value shown at the bottom of the column of the corresponding income marker. Blue earns $20 (residential: $5 x2, plus resort: $5 x2). Finally, Blue flips the foreign market card over and keeps it in their player area.

Take Venture Capital

Gain immediate money from investors, but remember they must be repaid at the end of the game.

  1. In order to take venture capital, you must have an empty, unlocked venture capital slot. Venture capital slots are arranged along the top of the grid board. A venture capital slot is unlocked if you have built the corresponding electrical tower (the electrical tower that shares the same vertical color band).
  2. Take a venture capital tile from the supply and add it to an empty, unlocked venture capital slot.
  3. You will receive the zone value printed on the action card space. This is indicated in the usual way in the action card frame (see Zone Value - page 9).
  4. Additionally take income from the highest income marker in the same income zone (area of contiguous color) as the venture capital tile you just placed. The income amount is shown at the bottom of each column, above the electrical tower spaces.
  5. At the end of the game, you must pay $30 for each venture capital tile you have on your grid board (see End Game Scoring - page 22).

Example: Blue wants to take venture capital. They have already taken venture capital twice. The next venture capital slot is connected to an electrical tower that has not yet been built, so they cannot take venture capital at this time. The next electrical tower does not unlock the next venture capital slot, so Blue will have to build two electrical towers before being able to take venture capital again.

Fulfill a Solar Contract Tile

Solar contract tiles cannot be fulfilled with the basic action cards, but we will cover them here as a special case.

Solar contract tiles are fulfilled in the same way as standard contract tiles, with the following distinctions:

Solar contract tiles can ONLY be fulfilled by activating the solar icon. Even though a solar contract tile may show other market icons, it can never be fulfilled using an effect that would fulfill any other type of contract tile.

When fulfilling a solar contract tile, you must choose a tile that is next in line on the solar contract display. Starting with either of the two arrows on the left of the display, and proceeding along that row, you must take the next tile you encounter. If the row forks, you may choose either tile.

When you fulfill a solar contract tile, there is no energy cost. Instead of placing your transformer into a zone, place it on the solar contract display, covering the space that you took the contract tile from.

Example: Any 1 of the 3 highlighted solar contract tiles are available to be fulfilled.

Other Effects

Turn order adjustment. Simply move your turn order disk to the space directly beneath it on the bottom row of the turn order track, keeping the same position. This will help you come earlier in turn order when turn order is adjusted (see The Turn Order Phase - page 19).

Wild Card. This action card allows you to choose which effect you wish to carry out. The icon in the frame refers to the various requirements being denoted beneath each effect. Note that only the build wind farm effect gains energy.

Specialist Cards

Gain a Specialist Card. Whenever you may gain a specialist card, you may choose which type you take.

Specialist Action Cards. Specialist action cards are added to your hand and played to the company mat just like your basic action cards. Once gained, a specialist action card is yours for the remainder of the game, and operates exactly as your basic action cards do. For details on the effects of specific specialist action cards, see your Reference Book.

Specialist Scoring Cards. Specialist scoring cards are kept in your play area, and can be played during any future scoring phase (see The Scoring Phases - page 20). Once used, they are discarded.

Action 2: Retrieve All Action Cards

  1. You can only choose this option if you have at least two action cards on your company mat (as the icon suggests).
  2. Return all action cards from your company mat to your hand. Any connection tiles on action cards are placed into your play area and are ready to be used again.
  3. Then move your time track disc one space forward on the time track, on top of any other discs already in that space. This will help to progress the game toward the next scoring phase.
  4. Finally, move your turn order disc to the space directly beneath it on the bottom row of the turn order track, keeping the same position. Ignore this step if your turn order disc is already on the bottom row.

Action 3: Take a Battery

  1. Take 1 battery from the supply. If there are no batteries remaining in the supply, nothing happens.
  2. Then, move your turn order disc to the space directly beneath it on the bottom row of the turn order track, keeping the same position. Ignore this step if your turn order disc is already on the bottom row.

The Consolidation Phase

The Action Phase ends when all players have taken 3 actions. Each action is tracked with an action marker on the player's company mat so once all players have placed all 3 of their action markers on their company mat, move on to the Consolidation Phase.

After players have become familiar with the rules, most of the Consolidation Phase can be carried out simultaneously to speed things up. The only steps in which turn order is important are: 3. Produce Batteries (only if the supply runs out), and 5. Advance your Time Track Disc.

In turn order, each player performs their consolidation by following the steps outlined on their company mat:

  1. Retrieve action markers. Retrieve your three action markers and place them beside your company mat.

  2. Retrieve 1 action card. Choose the top or bottom row of action cards on your company mat, and retrieve the rightmost action card to your hand. Any connection tiles on that action card are placed into your play area and are ready to be used again. Skip this step if there are no action cards to retrieve.

  3. Produce batteries. Trace a line from your energy marker to the electrical tower space directly above it. For every battery production icon on and to the left of this space, collect 1 battery from the supply. Note that battery production icons are uncovered when you build electrical towers. The battery supply is limited, if you run out, take as many as you can and forfeit the rest.

    Example: Blue's energy marker is on 9. Tracing a line to the top of the column, and then left along the electrical tower row, 2 possible battery production spaces still have electrical towers blocking them, so they do not produce any batteries. There are 2 battery production icons visible, so Blue takes 2 batteries from the supply.

    Alternate rule — Limited Battery Storage. For a tighter game experience, following production, you must discard batteries down to the number of vacated electrical tower spaces on your grid board. Note that while the first electrical tower space does not produce a battery, it provides storage for 1 battery for this purpose. This is not recommended for your first game.

  4. Collect income. Collect income for each of your income markers on your grid board. The amount collected for each income marker is the value indicated at the bottom of its column (directly above the electrical tower row).

    Example: Yellow's income markers provide them with the following income: residential income earns $5, industrial income earns $5, commercial income earns $4, resort income earns $5, and remote income earns $4. Yellow earns a total of $23.

  5. Advance your time track disc. Advance your time track disc 1 space on the time track. If there are other time track discs already in that space, stack yours atop them.

The Turn Order Phase

If every player's time track disc has NOT reached the last space of the time track, follow the instructions below to adjust the turn order. Otherwise, skip to the scoring phase (see End Game Scoring - page 22).

  1. Move all turn order discs still on the top row of the turn order track aside.
  2. Move the turn order discs on the bottom row of the turn order track to the top row, adjusting their positions based on the time track: The further a player's time track disc is along the time track, the earlier that player's turn order disc should be placed on the turn order track. If multiple discs on the time track are on the same space, the color higher in the stack is considered further along.
  3. Finally, add the turn order discs that were moved aside to the remaining free spaces of the top row of the turn order track, again using the time track to determine their relative order, as above.

Example: Firstly, the turn order discs on the top row are moved aside. Next, the turn order discs from the bottom row are moved up to the top row. Since Yellow's time track disc is further along the time track than Purple's, Yellow's turn order disc is moved ahead of Purple's on the top row of the turn order track. Finally, the turn order discs that were set aside are added to the end of the turn order track. Blue's and White's time track discs are on the same space of the time track, but since Blue's is on top of White's, Blue's turn order disc is moved ahead of White's on the turn order track.

The Scoring Phase

During the scoring phase, check to see if scoring occurs. If scoring does not occur, begin the next year. If scoring does occur, continue the scoring phase by carrying out the appropriate scoring as outlined below.

There are 3 scorings in every game. During each scoring, the appropriate scoring tile is evaluated.

Each scoring tile is evaluated only once per game.

Spaces on the time track are marked with the following icons to indicate when a scoring will be triggered: First Scoring, Second Scoring, End Game Scoring.

Each scoring is triggered when, after the turn order phase is complete, all players' time track discs have reached or passed the next scoring icon on the time track. If this has not occurred, skip the scoring phase and begin the next year.

During each scoring, players have the opportunity to play specialist scoring cards (see Page 22).

First Scoring

The first scoring occurs after every player's time track discs have reached or passed the indicated space on the time track.

Carry out the first scoring in the following manner:

  1. EVALUATE THE FIRST SCORING TILE. During this scoring, only the TOP half of the first scoring tile is used.

    This scoring allows all players to score for having achieved certain things so far in the game. For each time a player fulfills the criteria on the left of the scoring tile, they will receive the reward shown on the right. (See your Reference Book for details on scoring tiles.)

    PLAYING WITH THE INTRODUCTORY SCORING TILES. The first introductory scoring tile evaluates only contract tiles fulfilled from zone A. First, each player counts all of the residential market icons on their grid board from contract tiles that came from zone A.

    Players then multiply their total number of residential market icons by the current income shown below their residential income marker, and take that amount of money from the bank.

    Repeat this process for industrial, resort, and commercial market icons.

    There are no specialist scoring cards, or additional tiles that can contribute to the evaluation of this scoring tile. Players only count market icons from zone A contract tiles on their grid board.

    Then, continue with scoring as outlined below.

    The scoring tile in the first scoring space will not be evaluated again in this game.

  2. PLAY SPECIALIST SCORING CARDS. Players now play any specialist scoring cards from their hand (see Specialist Scoring Cards - Page 22). (See your Reference Book for details on specialist scoring cards.)

  3. FLIP INCOME MARKERS. Once scoring is complete, flip all income markers face up again (some specialist scoring cards flip income markers face down to avoid repeat scoring).

First Scoring Tile Examples

  • Each player gains $3 for each battery they have.
  • Each player gains $3 for each contract tile they have of any type except solar contract tiles.
  • Each player gains $3 for each zone B tower bonus tile on their company mat.
  • Each player gains $5 for each transformer of lvl 5 or 6 they have on the main board.

Second Scoring

The second scoring occurs after every player's time track discs have reached or passed the indicated space on the time track.

Carry out the second scoring in the following manner:

  1. EVALUATE THE SECOND SCORING TILE. During this scoring, only the BOTTOM half of the second scoring tile is used.

    This scoring allows only one player to score. The player who has fulfilled the criteria on the left of the scoring tile the majority of times will receive the reward shown on the right (once only). If more than one player are tied for the majority, no one gains the reward. (See your Reference Book for details on scoring tiles.)

    PLAYING WITH THE INTRODUCTORY SCORING TILES. The second introductory scoring tile evaluates majorities in each market icon. First, each player counts all of their residential market icons from the following possible sources:

    • Contract tiles on their grid boards (including solar and remote contract tiles).
    • Tower bonus tiles on their company mat.
    • Connection tiles.
    • Played specialist scoring cards that add market icons.
    • Foreign market cards (market icons shown on the back).

    The player with the most residential market icons takes the income shown below their residential income marker. If more than one player are tied for the majority, no one gains the reward.

    Repeat this process for industrial, resort, commercial, and remote market icons.

    Then, continue with scoring as outlined below.

    The scoring tile in the second scoring space will not be evaluated again in this game.

  2. PLAY SPECIALIST SCORING CARDS. Players now play any specialist scoring cards from their hand (see Specialist Scoring Cards - Page 22). (See your Reference Book for details on specialist scoring cards.)

  3. FLIP INCOME MARKERS. Once scoring is complete, flip all income markers face up again (some specialist scoring cards flip income markers face down to avoid repeat scoring).

Second Scoring Tile Examples

  • The player with the most wind farms on the main board gains $15.
  • The player with the most residential market icons gains $15.
  • The player with the most network tiles on their grid board gains $15.
  • The player that spent the most energy on fulfilling contract tiles gains $15.

The Scoring Phase (cont'd)

End Game Scoring

End game scoring occurs after every player's time track discs have reached or passed the final space on the time track.

This triggers the end of the game.

Carry out end game scoring in the following manner:

  1. EVALUATE END GAME SCORING TILES. During this scoring, both the top AND bottom halves of both end game scoring tiles are used.

    Evaluate the top scoring tile first, followed by the second. The scoring tiles are evaluated in the same way as during the first and second scoring (all players score the top criteria, and only the player with majority scores the bottom criteria). The difference is that both top and bottom criteria are scored during end game scoring, for both scoring tiles. (See your Reference Book for details on scoring tiles.)

  2. PLAY SPECIALIST SCORING CARDS. Players now play any specialist scoring cards remaining in their hand. (See your Reference Book for details on specialist scoring cards.)

    Note: Time track discs stop when reaching the end of the time track, even if actions would normally cause them to move.

  3. SCORE END GAME TOWER BONUS TILES. Players who took tower bonus tiles with end game scoring effects evaluate those now. These tiles can be identified by the red banner at the top. Examples:

    • Gain $2 per electrical tower you have on the main board
    • Take an income matching a market icon on one of your foreign market cards
    • For one of your venture capital tiles, you may pay $15 instead of $30
    • You may take any one income

    (See your Reference Book for details on tower bonus tiles.)

  4. PAY BACK YOUR INVESTORS. Pay $30 for each of your venture capital tiles.

Specialist Scoring Cards

During each scoring, players have the opportunity to play any number of specialist scoring cards from their hand. Specialist scoring cards are not played to the company mat, and have no cost. Specialist scoring cards may be kept and not played until subsequent scorings, if the player wishes. Once a specialist scoring card is played and its effect is evaluated, it is discarded.

Specialist scoring cards only benefit the player who plays them. Other players may not benefit from their effects.

Most specialist scoring cards have two options when played, separated by a red slash. When playing, the player must declare which of the two effects they are using.

Specialist scoring card effects that can have an affect on majorities during scorings are marked with the crown icon.

Some specialist scoring cards act as multipliers, denoted with the multiply icon. These grant the player a reward based on how many times, or how highly they have achieved a criteria. Note that these scoring effects may be played during any scoring, not just the first scoring (when the scoring tile also provides a multiplier).

(See your Reference Book for details on Specialist scoring cards.)

Victory!

The player with the most money wins!

If there is a tie for most money, the tied player with the most wind farms on the main board wins.

If still tied, the tied players will just need to figure out a joint venture and serve the government as a team!

Alternate Rules

The following alternate rules are intended to be mixed and matched as the players see fit.

Longer Game

For a longer game, place the Extended time track over the time track printed on the game board during setup.

Gameplay effect: The longer game will decrease the emphasis on scoring phases to earn money, meaning that players will earn more money from other means.

Introductory Scoring Tiles

It is recommended that you use the two Introductory scoring tiles for your first game.

During setup, place the first Introductory scoring tile (showing I on its reverse) face up below the first scoring space on the time track. Make sure the tile is shifted to the right of the space so the A printed on the board is showing. Similarly, place the second Introductory scoring tile (showing II on its reverse) face up below the second scoring space. Make sure the ABC printed on the game board is showing.

Fill the two end game scoring tile spaces as per the usual setup rules.

Gameplay effect: The introductory scoring tiles simplify the first and second scoring phases to create an easier learning experience.

Preset Tower Bonus Tile Setup

During setup, arrange the tower bonus tiles as shown in the rulebook's preset diagram (instead of placing them randomly).

Gameplay effect: The random setup of the tower bonus tiles can lead to some powerful combos that can open up some strong and focused strategies for players. This setup balances turn order, but leads to slower growth early in the game.

Contract Tile Restrictions

This alternate rule limits where certain contract tiles may be placed on your grid board.

A contract tile may only be placed into a column located under, or to the right of, the electrical tower space that unlocks access to that contract tile (electrical tower 1 unlocks residential, remote and solar market icons plus zones A and B; electrical tower 2 unlocks industrial and resort; electrical tower 3 unlocks commercial; electrical tower 4 unlocks zone C).

This means that a contract tile with an industrial or resort market icon may only be placed in columns 2 through 7, unless it is from zone C, in which case it may only be placed in columns 4 through 7.

Gameplay effect: This places more restrictions on players, so good play requires more long term planning.

Limited Battery Storage

During the consolidation phase, immediately following production, you must assess your battery storage limit. Your battery storage limit is equal to the number of vacated electrical tower spaces on your grid board. Excess batteries are discarded. You may store any number of batteries between producing; your battery storage limit is only enforced during the consolidation phase. Note that while the first electrical tower space does not produce a battery, it provides storage for 1 battery.

Gameplay effect: Limited battery storage creates a tighter gameplay experience. It is not recommended for your first game.

Game Structure Summary

1. The Action Phase (page 8)

In turn order, take one of the following actions:

  • Play an action card
    1. Play an action card to an action card space on your company mat.
    2. Ensure that you have met all requirements denoted in the action card's frame.
    3. Pay or receive money as denoted in the action card's frame and the operations tab on the company mat.
    4. Carry out the action card's effects.
  • Retrieve all action cards — Only if you already have two or more action cards on your company mat:
    1. Take all of your action cards back into your hand.
    2. Move your time track disc one space on the time track.
    3. Move your turn order disc to the same position in the bottom row.
  • Take a battery
    1. Take a battery from the supply.
    2. Move your turn order disc to the same position in the bottom row.

2. The Consolidation Phase (page 18)

  • Retrieve action markers — Retrieve your three action markers and place them beside your company mat.
  • Retrieve 1 action card — Retrieve one of your rightmost action cards from your company mat to your hand. Any connection tiles on that action card are placed into your play area and are ready to be used again.
  • Produce batteries — Trace a line from your energy marker to the electrical tower space directly above it. For every battery production icon on and to the left of this space, collect 1 battery from the supply.
  • Collect income — Collect income for each of your income markers on your grid board. The amount collected for each income marker is the value indicated at the bottom of its column (directly above the electrical tower row).
  • Advance your time track disc — Advance your time track disc 1 space on the time track. If there are other time track discs already in that space, stack yours atop them.

3. The Turn Order Phase (page 19)

If all player's time track discs haven't reached the final space on the time track:

  1. Move all turn order discs still on the top row of the turn order track aside.
  2. Move the turn order discs on the bottom row of the turn order track to the top row, adjusting their positions based on the time track: The further a player's time track disc is along the time track, the earlier that player's turn order disc should be placed on the turn order track. If multiple discs on the time track are on the same space, the color higher in the stack is considered further along.
  3. Finally, add the turn order discs that were moved aside to the remaining free spaces of the top row of the turn order track, again using the time track to determine their relative order, as above.

If all player's time track discs have passed the next scoring space on the time track, carry out a scoring phase. Otherwise, begin the next action phase.

Scoring Summary

First Scoring — Evaluate only the top of the first scoring tile.

  1. All players receive the reward on the right of the scoring tile for each time they satisfy the criteria on the left.
  2. Play specialist scoring cards.
  3. Flip income markers.

Second Scoring — Evaluate only the bottom of the second scoring tile.

  1. The player who satisfies the criteria on the left of the scoring tile the most times receives the reward shown on the right. If tied, no reward is received.
  2. Play specialist scoring cards.
  3. Flip income markers.

End Game Scoring

  1. Evaluate end game scoring tiles. During this scoring, both the top AND bottom halves of both end game scoring tiles are used.
  2. Play specialist scoring cards.
  3. Score end game tower bonus tiles.
  4. Pay $30 for each of your venture capital tiles.

Credits

Game Design: Julián Pombo. Graphic Design & Illustration: Ian O'Toole. Game Developer: Vital Lacerda. Main Playtester: Scott Campbell. Solo Version: Julián Pombo. English Rules Writing and Editing: Nathan Morse, Kevin Brusky, & Ian O'Toole. Proofreading: Ori Avtalion, Drea VanRyken. Project Manager: Kevin Brusky.