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Petróleo S.A.

Petróleo S.A. Rulebook

Table of Contents

Table of Contents

  • Game Objective
  • Components
  • Description of the Board
  • Game Set-up
  • Order of Play - General Explanation
  • Movement in the Game Track
    • Examples of Movement
  • Possible Actions in Each Quadrant
    • Departure
    • Explore Quadrant
    • Buying Quadrant
      • Storage Tanks
      • Pipelines
    • Produce Quadrant
    • Lease Tanker Quadrant
  • Other Actions
    • Load Barrels
    • Buy/Sell Oil
    • Request Bank Loans
  • Price Quote Cards
    • Move Tanker 1 Space
    • Close Access to Storage Port
    • Close Access to the Refinery Port
    • Increase Reserves 1 Barrel
    • Exploration for Deposits
    • Pipeline Explosion
    • Tanker Accident Loses Half Its Load
    • Increased Productivity (+1 Derrick)
  • Game End
  • Important Rules That Should Not Be Forgotten and Tactics for Better Play

Game Objective

The game is won by the player who makes the most money. The game ends when one player has in his hand $2000 zillions in cash. The unpaid loans a player has are subtracted from the total.

Components

  • This Rule Book
  • Game board
  • 12 Storage tanks, with a capacity of 4, 8 and 12 barrels
  • PRICE gauge marker
  • Bank notes of 500 zillion, 100 zillion, 50 zillion, 10 zillion and 5 zillion
  • 12 colored chips (3 of each color)
  • 4 Stickers numbered "1"
  • 4 Stickers numbered "2"
  • 20 black chips
  • 1 die VALUES
  • 1 die DROPS
  • 4 Oil tankers
  • 20 Pipelines
  • 52 Derricks in 4 different colors
  • 60 barrels of oil
  • 24 cards PRICE
  • 8 cards TANKER
  • 35 cards EXPLORATION

Note: The pieces depicted here are for rules explanation only and not a picture of the actual parts.

Description of the Board

Open the board and place in the center of the table. The board is characterized by the following elements:

  • Tankers: The TANKERS move between cells along these lines. It costs one movement point to move between cells. To move between two PORTS a TANKER must spend three movement points.
  • Exploration Zones: Each area bounded by a dashed line is an Exploration Zone on the sea. There are 16 zones on the board.
  • Table: Indicates the cost of different possible actions.
  • PRICE cards area: During the game, PRICE cards that are played are placed here, face up.
  • Oil price indicator.
  • Storage tanks: To deposit the oil. One in each player color.
  • Port: To offload the oil. There is only one dock - only one ship is allowed to dock.
  • EXPLORATION card deck: Place here, face down.
  • EXPLORATION spaces: Place 1 EXPLORATION card face up in each of the 3 spaces.
  • Refinery Port: Tankers are placed here to start the game, one per dock. Players begin and end each round here.
  • GAME TRACK: This area is THE HEART OF THE GAME and consists of five quadrants, where players choose various actions. Player order is determined here.
  • ACTION quadrants: EXPLORE, BUY, PRODUCE, Lease TANKER.

Game Set-up

  1. Place the tankers in the OIL REFINERY dock, one per player.
  2. Players choose the color they wish to play and take the tokens in that color. Prior to the first play, take two of each color and paste the stickers numbered "1" and "2" on them. Each player will have a PLAYER marker and tokens marked "1" and "2".
  3. Each player receives $500 from the bank: 4 x $100, 1 x $50, 4 x $10, 2 x $5.
  4. Turn order: Each player rolls the VALUE die once. The player rolling highest places their PLAYER marker in the STARTING PLAYER circle on the track and puts the black plug underneath to indicate First Player. Put the remaining player markers in descending die value order to the left of the starting player until all are placed. After rolling, player markers are put on the turn order track from right to left.
  5. Place the PRICE gauge marker on the board. Set the upper marker (Price in Refinery) to $100 zillion and the bottom (Price in Storage Tank) to $60 zillion.
  6. Distribute the 24 PRICE cards equally amongst the players. (4 player game: 6 cards each; 3 player game: 8 cards each; 2 player game: 12 cards each.)
  7. Shuffle the EXPLORATION cards and place 1 card face up in each of the areas marked 100/50/0. The remaining EXPLORATION cards are placed face down in the space marked "X".
  8. The game is ready to start. Elect one player to be the banker.

Order of Play - General Explanation

As mentioned above, the object of the game is to achieve $2000 zillions in cash. And there is only one way to achieve this: SELL OIL!

The game is played in a number of rounds. Each round is one complete revolution of all markers through the Game Track. In each round, players can make one or more moves.

The most profitable (but not required) way to achieve this is to have in their own hands the entire cycle of production and sale, i.e.:

  • Have an exploration license with Derricks to be able to produce.
  • Have pipelines to carry oil to the storage tanks.
  • Be able to deposit and store the oil produced.
  • Have a tanker to transport oil from storage tanks to the refinery where you sell for the maximum price.

To achieve these four objectives the players move through the various quadrants that allow you to perform actions each round.

Figure: Mandatory player movement and direction of travel for the player markers. All players move in the same clockwise direction.

Movement in the Game Track

The movement of markers on the Game Track allows each player to choose what actions they wish to take. Each quadrant allows you to take a series of actions. The actions can only be taken after all players have chosen the quadrant to which they wish to travel.

Note: This is the explanation of the rules of travel along the Game Track in each round. The explanation of what can be accomplished in each quadrant can be found on pages 6-12.

  • A player must move around the turn track. You cannot pass on your movement and remain in a quadrant.
  • A move to the next quadrant has no cost. The player places his marker PLAYER in the circle with the lowest numbered space available.
  • You can skip a quadrant. Each quadrant skipped costs $5. The maximum number of quadrants that can be skipped is 3. In this case you pay $15.
  • You cannot make a full circuit, i.e., skip quadrants until you return to where you are.
  • You MUST stop at the DEPARTURE quadrant. When a player moves / jumps so as to pass the DEPARTURE quadrant, it must stop. All the other players immediately return to this quadrant, even if they have already paid for having skipped a quadrant and have not had the opportunity to perform the action for that quadrant.
  • The first player to go first in a round cannot go back again to be the first player in the next round. Hence the black plug under the first player, to remember that this player cannot occupy the first circle when they return to DEPARTURE.

Examples of Movement

  • Fig. 01 - Beginning of the game. The four players are set in turn order on the player track. Red is the first player so it takes a black plug. Red decides she wants to move to the first quadrant. Therefore, she need not pay anything and puts her marker in the PLAYER 1 circle in EXPLORATION.
  • Fig. 02: The blue player also wants to move to the EXPLORE quadrant. They also pay nothing and put their marker in the 2 circle for that quadrant. The yellow player wants to go now to the Lease TANKER quadrant. He will need to pay $15 to the bank ($5 for each quadrant skipped). This movement is the maximum number of spaces that a player can jump. If the yellow player wished to return to the Departure quadrant they could not do because it would return to the same place.
  • Fig. 03: Finally it's the green player's turn to decide which quadrant to go to. Green decides to go BUY and pays $5 to skip one space.
  • Fig. 04: Now that all players have chosen their quadrants it is time for Actions, based on the area where the marker is placed (see pages 6-12 for possible actions). The order always moves from left to right. In this example the yellow player would be the first to perform their action, followed by green, then red and finally blue.
  • Fig. 05: After the actions taken (or not, it is not required to implement the actions that the quadrant permits), players will once again choose the next quadrant where they want to move. Here the yellow player decides to become first player. And there is no alternative, because the next quadrant is DEPARTURE. He places his PLAYER marker in the circle with the number 1. And, importantly, removes the black token from under the red player and puts it under the new first player. He will now be the first player, so in the next round cannot go back to being the first player in DEPARTURE.
  • Fig. 06: As the yellow player placed his token in the DEPARTURE area, this immediately forces all other players to do the same, thus cancelling their opportunity to choose other areas. (The black FIRST PLAYER marker is under the yellow token.)

Possible Actions in Each Quadrant

In each quadrant a player can take the series of actions listed on the board. While a player is obligated to move each turn, actions are optional with the exception of maintaining the TANKER(S) they may have (see Keep/Move Tanker, page 10).

Departure

The DEPARTURE quadrant is where rounds begin and end. When all player tokens are placed here, the First Player marker is under the token in Space 1. This player cannot return and be First Player in the next round.

Actions are performed in this order:

  1. Pay interest on loans (not applicable in the first round): All players who have loans pay $10 for each loan marker in their possession. (See Request Bank Loans, page 13.)
  2. New exploration cards (not applicable in the first round):
    • Remove the card from the space marked 0 (bottom space) and return it to the bottom of the deck.
    • Slide the other cards down - the card from the space marked $50 moves to the space marked $0.
    • The card from the space marked $100 slides down to the space marked $50.
    • Turn over a new card from the top of the deck and place it in the space marked $100.
  3. Market price cards (not applicable in the first round): The player who is in the first circle in this area plays one of his PRICE cards. The player is always required to play a card if they have one. If they have no card, the next player must do so and so on until one player plays a card. Only one card is played. See the explanations of the various PRICE QUOTE cards on page 14.
  4. Moving markers around the game track during game play: Players move their markers to one of four ACTION quadrants following the number order.
    • Note: the first play of the game this is the only action performed.
    • When moving other than returning to DEPARTURE, the black marker remains under the first player as reminder that they cannot be first the next round.

Explore Quadrant

  • Choose a card from EXPLORATION and roll the dice.
  • Keep/move the tanker (an explanation of this action is found on page 10).

A player who chooses this action may start an exploration of any area that is free. The EXPLORATION cards define the possibilities of finding oil in an area and how much it will cost. Each card has two values (number of drops and value in zillions).

The player chooses from one of the three exploration cards that are face up.

  • If you choose the first from the bottom and it is marked "0", it's free.
  • If you want to choose the second, labeled with $50 zillions, this value is paid immediately to the Bank.
  • If you want to choose the third, labeled with $100 zillions, this value is paid immediately to the bank.
  • You cannot draw a card from the deck which is face down.

After choosing this card, the cards slide down to fill the empty space. Turn over a new card to fill the top spot. The player then puts this EXPLORATION card in an empty area on the board.

The player then rolls the dice (VALUES and DROPS). The result of the VALUE die is added to the value on the card and indicates how much the player must pay for exploring this area. The value of the DROPS die is added to the number of drops on the card and indicates the productivity of the area being explored.

A prospecting area can be completely dry, i.e., the result on the die was 1 drop and the amount shown on the card is -1 drop. These areas are unproductive for the entire game. But they still belong to the player (marked with a Derrick EXPLORATION card) and can serve as conductors for pipelines (see page 8). As to the value resulting from exploration, they still must pay for it the same (value from the box where you got the card + value on the card + value added as a result of the die roll).

  • Example: The red player chose the card in the $50 box. Take this card and pay $50 to the bank immediately. The card shows +1 drop, +$10. After taking the card the player makes the necessary adjustment by moving the card in the $100 box down to $50 and turning over the top card and placing it in the $100 box. The card in the $0 box does not move. Roll the two dice and add these values to those on the card. In this case the result was 1 drop and $70. Pay $80 to the bank (10 on the card and 70 from the die).
  • Each drop equals one derrick. Place two Derricks in your area of exploration (1 drop from the card + 1 drop from the die roll).

One area of exploration can NEVER have more than three Derricks. That is the maximum production per area.

Buying Quadrant

  • Buy storage tanks and improve pipelines.
  • Keep/move the tanker (an explanation of this action is found on page 10).

The player who chooses this quadrant can buy two types of equipment (either or both simultaneously) - STORAGE TANKS and PIPELINES.

Storage Tanks

The storage tanks are used to save the oil produced. To purchase a tank it is not necessary to have productive areas of exploration. The storage tanks are placed at the top of the board in the zone for tanks in the color of the respective player. It is possible to have more than one storage tank.

There are three types of storage tanks:

  • 4 Barrel tank - cost $10
  • 8 Barrel tank - cost $40*
  • 12 Barrel tank - cost $100*

* You must always purchase a 4 barrel storage tank first. You can then buy an 8 barrel tank and finally, a 12 barrel tank. Maximum capacity is 12 barrels total.

You can only buy/increase your storage tank once per round. You cannot just pay $150 (10+40+100) to buy a 12 barrel tank to start.

A player cannot produce more oil than he has storage capacity for.

Example: In this example we see that the various players have bought and/or made improvements in their TANKS. The barrels that are being produced (see Production, page 10) are placed in the area matching the player's color. Note that the yellow player reached the capacity limit of the DEPOT - 4 barrels. If he wants to produce more, he must first move to a TANKER (see Lease TANKER, page 10) or improve the tank, increasing its capacity to eight barrels.

Pipelines

The PIPELINES serve to link the production areas to the oil TANK. The connection does not need to be to a tank in its specific color. If a zone has Derricks and is not linked by a PIPELINE to STORAGE TANKS, it cannot produce anything.

A player can only buy and place a pipeline in their own area of exploration, paying $20 per border between zones the pipeline crosses to reach the storage tanks. If a player explores a new area immediately adjacent to an existing area of theirs and that area is already linked by pipeline to the storage tanks, then they pay only $20 and connect to their existing pipeline.

You cannot buy PIPELINES for a given area, in stages. That is, if a particular area of exploration is further from the TANKS and the OIL PIPELINE will cross more than one border, the player must pay the entire cost of ensuring that the area of exploration is immediately linked to TANKS.

Once purchased, there is only ONE piece of pipeline within the area of exploration for which it was purchased. This shows that this area is linked to TANKS.

A player can only benefit from their own network of PIPELINES; they cannot benefit from the networks of other players. The PIPELINES can only connect areas of exploration to the area of TANKS. They cannot directly connect the exploration areas to the refinery.

Fig. 1 - In this illustration circles indicate the number of zones the players had to cross to connect their areas of exploration to the storage tanks.

  • The red player paid $20 for each exploration area - linked to a storage tank - for a total of $40. Each one crosses a single area.
  • The green player paid the same per connected exploration area ($20 ea, $40 total). It doesn't matter how many Derricks each area contains.
  • The pieces that represent the pipelines are placed on the cards indicating that these areas are linked to the storage tanks.

Fig. 2 - Later in the game, the red player wants to connect his exploration area that is furthest from the tanks. Red pays $20 to connect to their existing pipeline. It should be noted that one of the Derricks is lying on its side, indicating there is no production from that area but it can still serve as a connection to the tanks.

  • The green player also pays only $20. Despite being two areas away, he has an area of exploration adjacent which is already connected. So since he just crosses a single border, he only pays $20.
  • The blue player must pay $40 to connect to the tanks, crossing two borders. They cannot connect through the green player's pipeline.
  • Since the yellow player was late in exploring, he must pay $60 to connect to the tanks, crossing three borders.

Produce Quadrant

  • Production barrels.
  • Keep/move tanker (for an explanation of this action see page 10).

In this quadrant the player can produce oil. They can only produce once in each of its areas of exploration. That is, they cannot produce in a zone of exploration in the same move twice.

Each Derrick produces 1 barrel. To produce in an exploration area, the following is needed:

  • at least one derrick.
  • to be connected by PIPELINE to the TANKS.
  • the player needs to have a tank with available storage capacity. The most you can produce is enough to fill the capacity of your tank.

A player pays $5 to the bank for each area in which they produce. It doesn't matter how many Derricks they have within an area, the price is always the same: $5. There is no requirement that all Derricks produce. A player can have three Derricks in the area and pay $5. But only produce two barrels, for example, because they don't have the capacity to store three barrels.

When a player produces, they put the number of barrels that are being produced from their tank in the area matching the player's color.

Fig. 1 - The red and green players choose the PRODUCTION quadrant to produce oil.

  • The green player pays $5 to produce. But he can only produce two barrels as his tank capacity is 4 barrels and he already has two barrels stored.
  • The red player pays $10 (5 per each zone). Producing a barrel per Derrick, they will have two barrels in the tank.
  • The blue and yellow players have not opted for this quadrant. But even if they had, they couldn't produce anything. The yellow player has no tanks to hold anything produced. And the blue player has no pipelines.

Fig. 2 - Status of tanks after production actions of red and green players.

Lease Tanker Quadrant

  • Lease tanker.
  • Keep/move tanker.

1 - Lease. In this game players DO NOT buy the oil tankers. They lease them!

It is in this quadrant that you can lease an OIL TANKER in the REFINERY port (if available) to carry barrels of oil.

The player pays $50 to the bank and places one of his numbered tokens ("1" or "2" in his color) under the TANKER. Take a tanker card with the same number as the chip and place it in front of them, off the game board. This card serves to put the barrels of oil on the ship to the refinery.

From this point the tanker is leased by the player. The numbered player token must remain underneath the vessel which implies costs until such time as it ceases to be leased (see Keep/Move).

A player can only lease one tanker in a round. But they can have two at the same time (obviously leased during different turns).

IMPORTANT: a player cannot sell oil at the refinery and lease back a tanker in the same play.

Fig. 1 - The yellow player leased an OIL TANKER. He put the yellow 1 token under the ship and took the corresponding tanker card.

2 - Keep/Move Oil Tanker. From the moment a player leases a tanker, they must pay for its maintenance. In each of the four quadrants is written ACTION HOLD/MOVE TANKER. This indicates the player is required to pay $10 to the bank if you have a tanker. Therefore, on the play when you lease the tanker, you pay $60 ($50 + $10 lease maintenance).

  • If a player has a token in any of these quadrants, they may move their TANKER in any direction (but are not required to move).
  • However, they must ALWAYS pay $10 for maintaining the ship.

Each quadrant indicates KEEP/MOVE TANKER. A player can move the vessel once between two cells and must pay $10 for maintaining the vessel. It can be moved in any direction and switch to another shipping line. There may be two ships in the same cell.

There is no requirement to move the TANKER. The only exception is when it is in port to offload oil. In this case you must leave with your TANKER on the next play after entering (unless the port is closed).

To move between two ports a ship has to make three movements.

To terminate the lease of a TANKER, it is only necessary that it enters the REFINERY port (whether or not it is loaded). Simply remove your chip which marks the TANKER (p. 13).

Example - The yellow player is in the PRODUCTION quadrant. In addition to producing oil, he has the right to move the tanker ONCE. Obviously, they also paid their maintenance cost: $10.

Example - The player moved his ship to the TANK PORT. On the next play they are required to leave the port.

  • When players are in the DEPARTURE quadrant, it is not necessary to pay for maintenance.
  • When the markers are in the DEPARTURE quadrant, they do not pay maintenance. But it is possible to move the vessel. This requires a player to use the PRICE QUOTE card with this indication (see PRICE QUOTE cards on page 14).

Other Actions

In addition to the actions described above that you can make if your marker is in the respective quadrant, players can take other actions.

Load Barrels

A tanker can carry up to 12 barrels.

To load a TANKER with barrels, it is necessary that the ship is in the STORAGE TANK PORT. As soon as a player moves his ship to the port, they immediately upload all the barrels that they have in their respective STORAGE TANK. Remove the barrels from your TANK and put them on the TANKER card.

Warning: If a player has two tankers leased simultaneously, it is very important that the barrels are placed on the card corresponding to the numbered token beneath that TANKER.

In the STORAGE port, a TANKER must leave on the next move after entering. However, if the player also chose the PRODUCTION, they may produce more barrels and load them in TANKER, and then leave the port. But beware: it can only produce up to the limit of available capacity on the TANK.

Fig. 1 - The yellow player is in the PURCHASE quadrant. It has three barrels stored. Pays $10 for maintenance of the tanker and moves their ship to the storage tank port.

Fig. 2 - Immediately loads their TANKER with the barrels it has stored. Since they are in the PURCHASE quadrant, they can make purchases (before or after the movement of the ship). Then finish their move.

Fig. 3 - In the next round the player moves their PLAYER MARKER to the PRODUCTION quadrant. Therefore, it produces 3 more barrels (because it is the maximum that can be produced at the moment). Load the ship and move it immediately because it cannot stay in port.

Note that a player can only do production once at each of its exploration areas. A player cannot repeat the production of the same zone in the same turn to reach the limit of 12 barrels.

Do not forget to pay the $10 TANKER maintenance.

Buy/Sell Oil

In the STORAGE TANK port, a player can buy the barrels held in TANKS from other players and carry them in their TANKER immediately.

This purchase is made at the price of the QUOTE marker indicated by the arrow below.

  • The value of each barrel is indicated by the upper QUOTE marker.
  • Example: The arrow indicates the value that you pay to another player for each barrel you buy from them in the storage area. In this case, $110 per barrel.
  • Whenever there is a sale at the refinery, irrespective of the number of barrels sold, the price goes down $10 immediately after conclusion of the transaction.

The other players are forced to sell. But to ensure a balance between selling players, this acquisition has to follow an order:

  • Purchase a barrel from the player who is ahead in the cycle (i.e., their marker is in the leftmost quadrant and leftmost number in the boxes).
  • After buying one barrel, they purchase from the second place player and finally a barrel from the third place player.
  • Only then can they come back to buy a second barrel from the first player, and so on.

In the REFINING port, when a player enters with their TANKER, they may immediately sell the barrels they carry to the bank. The value of the sale is calculated as follows: Number of barrels x price per barrel.

IMPORTANT: When a ship enters the refinery, the lease on that TANKER terminates immediately (mandatory). Leave the TANKER in the REFINERY port, return to the bank the numbered chip marking the TANKER and the corresponding TANKER card.

If the sale is made while the player is in the Lease TANKER quadrant, they cannot lease a TANKER this turn.

Request Bank Loans

A player can borrow money from the Bank at any time during the game. Loans are always in multiples of 100 (100, 200, 300, etc).

When taking a loan, the player receives the money immediately and 1 black chip per $100 borrowed. If they borrow $100, receive 1 black chip; if they borrowed $200 receive two black chips, and so on.

The loan repayment can be done at any time. If at the end of the game it has not been repaid, each chip will be worth negative $100 against the final tally of money to determine the winner.

When players pass through the Departure quadrant, they have to pay interest to the bank for each loan they have - $10 per black chip in their possession.

  • If you repay the loan while you are in this quadrant, you still pay interest on it.
  • But if you take a loan while in this quadrant, the chip(s) you receive do not count towards calculation of interest; they only count on the next pass through STAR [sic].
  • In short, only the chips a player has when they enter this quadrant count towards the calculation of interest.

Price Quote Cards

Each of these cards always has two effects:

At the top of the card is a positive or negative number, which represents the increase or decrease in price that adjusts the quotation. When the card is played, the player must FIRST change the price accordingly.

Example: After applying the card with +3 QUOTE, the Price marker moves three levels. The price per barrel increases $30.

Symbols at the bottom of the card show an effect to be applied.

  • In the case of showing a DROPS color, the effects are only to be applied (mandatory) to the players that use these colors (colors can be the same as the player who plays the card).
  • The card may not have consequences if the effect is not applicable. For example, showing a color that is not in play. Or, for example, indicating a burst in a pipeline and the player has no pipeline.
  • If the card has no DROP color, it is up to the active player to decide to which player the card applies and who suffers the effect. Can be himself.

Move Tanker 1 Space

The player has to decide which TANKER receives the free movement. Only applicable to 1 TANKER. The ship moves to the chosen space. If the movement causes the ship to enter one of the ports, the player who owns this TANKER may sell/buy/load barrels.

Close Access to Storage Port

Immediately put a black chip at the entrance of the port involved. The OIL TANKERS may no longer enter or leave. The chip is only removed when the players return to Departure Quadrant. Only then will this port reopen.

Close Access to the Refinery Port

Same as the previous card, but applied to the REFINERY port.

Increase Reserves 1 Barrel

Place over a storage tank in the colors indicated, but only if there is still storage capacity available.

Exploration for Deposits

Enables the player to make an immediate exploration, exactly as if it was the exploration quadrant. That is, the player has an extra opportunity for exploration.

When a player uses this card, they are not required to make an exploration. But if they do, it follows exactly the same procedures as if it were the exploration quadrant (see page 7). The fact of using or not using this card does not inhibit the player from choosing, immediately afterwards, exploration. Thus in a turn, a player can do two explorations.

Pipeline Explosion

Players with the colors indicated on the card remove 1 PIPELINE of their choice. The affected areas can no longer produce. To produce again, players must buy new PIPELINES.

Warning: If the PIPELINE removed serves as part of a network of pipelines for various areas of exploration then exploration in all areas from this location to the most distant of the deposits are likewise no longer able to produce.

Example: A card was played showing a PIPELINE explosion for the red and green players. The red player has 4 OIL PIPELINE exploration areas. He must remove a PIPELINE from a card in one area of his exploration. Which one will he choose? The red player chooses the PIPELINE furthest from the STORAGE TANKS, which has only one Derrick. To restore PIPELINE, she will only need to invest $20 to reconnect to the network of her PIPELINES already installed.

Tanker Accident Loses Half Its Load

The oil tankers in the colors indicated (drops) immediately lose half of the barrels they carry and return them to the general supply.

If a player has 2 tankers, this effect is applied to both.

If the number of barrels is odd, round down (e.g. if carrying 7 barrels, lose 3).

Increased Productivity (+1 Derrick)

Players in the indicated color may choose one of their exploration areas and add 1 Derrick, increasing their productivity. This applies for the remainder of the game.

Don't forget the limit of 3 Derricks per area. This card may only be applied to areas with less than 3 Derricks.

Note: These 2 cards have different texts but they mean the same: add 1 Derrick.

Game End

The game ends once a player possesses $2000 in cash. The player who has the most money wins. The barrels that the TANKERS carry or that are stored do not count towards the final total. Outstanding loans count as -$100 per loan.

Important Rules That Should Not Be Forgotten and Tactics for Better Play

  • The movements of the player markers around the Game Track is one of the keys to winning the game. When a player advances to the DEPARTURE quadrant, he drags all the other players behind him immediately. This may prevent them from taking their planned actions. Try to have a strategy to control the moves you want to do and prevent the other players from doing so.
  • The PRICE QUOTE cards can give a player a great advantage. For example, playing a card requiring another player to lose half the load in their TANKER, can be a serious setback in the strategy of the opponent. Try to apply these cards at a critical moment.
  • Don't forget to lower the price marker after EVERY sale that is made at the refinery.
  • It isn't necessary for a player to immediately explore at the start of the game. You can choose, for example, to lease a tanker then go and buy the oil that other players have produced and stored in the TANKS.
  • Don't forget that you cannot lease a tanker in the same play that you sell barrels at the refinery.
  • There is only one OIL TANKER per player in the game and leasing it at the right time keeps another player from hiring two, preventing you from having a way to transport your barrels of oil to the refinery.
  • DEPARTURE: Players begin and end each round here.
  • Fig. 07: The round ends and another now begins with yellow as first player.
  • Other situations (Fig. 08): This round started with green as the First Player. The first play of this round is complete as each player has performed their available actions.
  • Fig. 09: The green player jumps one section and pays $5. Yellow player moves to the adjacent section for free. Red returns to DEPARTURE and pays $15, putting the black First Player marker under his token. All other players must now return to DEPARTURE and are unable to move and/or complete their actions. Green is out the $5 paid to jump a section. The round ends.