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The Market: A Pocket Game thumbnail

The Market: A Pocket Game

The Market: A Pocket Game Rulebook

Table of Contents

Table of Contents

  • Objective
  • Components
  • Set-Up (Solo Play/Multiplayer*)
  • Multiplayer Gameplay
  • Multiplayer End Game
  • Multiplayer Turn
  • Solo Scoring
    • Optional Solo Rules Variants
  • Solo Gameplay
  • Solo Turn
  • Solo Player Cont'd
  • Solo End Game

Objective

Attain 10 Hope from Permanent Resource (Res.) Cards you have purchased. (Hope is noted in the top left of each Resource Card.)

Components

  • Buildings (Temporary Res. Counter)
  • Resource Cards (Permanent Res.)
  • Resource icons: Compost, Fiddleheads, Synth Light

Set-Up (Solo Play/Multiplayer*)

In front of each player, place 1 of each type of Building face-up with the "0" of each oriented away from that player.

Shuffle the Resource Cards and place face-down in a deck. Leave room beside the deck for a row of cards where Available Market goods will be placed.

Multiplayer Gameplay

  1. Pick a starting player.
  2. Player 2 starts with one free Temporary Res. by rotating the building of their choice to increase the quantity by 1.*
  3. Take turns choosing what to do.

*For 3-4 Players (2 decks), before play, give: Player 2 - 1 Synth Light, Player 3 - 1 Compost, and Player 4 - 1 Fiddlehead.

Multiplayer End Game

First to 10 Hope wins.

Multiplayer Turn

Choose one of 3 options each turn.

  • Gather: Gain 2 Temporary Res. of your choice by rotating Building(s) clockwise once per resource. Orient current quantity away from you. (Building Max: 3 res.)
  • Explore: Reveal a card from the deck. You may buy* it. If you don't, leave it face up in the Available Market, losing the opportunity to buy it this turn, and flip another. If you don't buy it either, gain any 1 Temporary Res.
  • Purchase: Buy a card in the Available Market.

*To Buy: First, count your existing Permanent Res. toward the Cost at the bottom of the card you desire to purchase. Resolve the unpaid Cost with Temporary Res. by rotating your Buildings. Place the acquired Resource Card below the matching Building. This new card counts as a single Permanent Res. of that type.

Solo Scoring

Check the combined Hope on the Permanent Res. you attained for Rank:

  • Objective: 15 Hope wins the game and shows your pursuit of excellence.
  • Near Impossible Objective: 20 Hope shows an unwavering pursuit of an Empyrean Calling.

Optional Solo Rules Variants

  • Sacrifice: Discard a card in order to gain any 3 Temporary Res. of your choice. Buildings still max out at 3 capacity.
  • Time: Drawing a card to your hand begins a Night Phase. Flipping a card to the Available Market begins a Day Phase. At night, the cost of Available Market Resources is increased to 1 above the card cost for each cost type. During the day, the Costs return to normal.

Solo Gameplay

Beat the odds by deciding whether to flip cards to the Market as Permanent Res. or draw to your hand as Temporary Res.

Solo Turn

Choose any 1 of the following 4 options each turn. Continue this process until you cannot perform any further actions.

  • Gather: Draw a card from the Market deck to your hand. (Hand Limit: 3)
  • Sell: Discard a card from hand, and add its resource Values (at the bottom of card) as Temporary Res. by rotating each Building to reflect the adjusted quantity. Discarded cards are not reused. (Building Max: 3)

See Back for More Options

Solo Player Cont'd

  • Explore: Reveal a card from the deck. You may buy* it. If you don't, leave it face up in the Available Market. (Available Market Limit: 3. To flip beyond the limit, discard a card from the row.)
  • Purchase: Buy a card in the Available Market.

*To Buy: First, count your existing Permanent Res. toward the Cost at the bottom of the card you desire to purchase. Resolve the unpaid Cost with Temporary Res. by rotating your Buildings. Place the acquired Resource Card below the matching Building. This new card counts as a single Permanent Res. of that type.

Solo End Game

When no actions can be performed, see Solo Scoring.