Experienced players may vary the setup of metropolis, cities, and the connections between them
The bond supply represents the amount of debt available to the player, as well as how expensive that debt is. A player can only take on OR repay debt (not both in the same round) during the administrative phase, after debt and maintenance have been paid.
Whenever a player takes on debt, they do the following.
If a player wishes to pay back debt
Stock represents the share of ownership a player has in their company. All players have ten stock and can choose to sell and purchase it during the administrative phase, after debt and maintenance have been paid. When selling or re-purchasing your stock:
Keep in mind, the players percentage ownership is used in their score calculation.
The game is composed of rounds. Each round consists of a series of actions taken by players, one at a time. The player with the lowest score goes first - tiebreaker being youngest player.
Name | Base Value | Variability |
---|---|---|
Resource | 20 | 2 |
Material | 40 | 4 |
2Product | 60 | 6 |
3Product | 70 | 7 |
4Product | 80 | 8 |
5Product | 90 | 9 |
Cost | Commodities | Movement |
---|---|---|
5 | 2 | 2 |
10 | 3 | 3 |
15 | 4 | 4 |
These localities will be your main customer throughout the game. Each city produces and demands the various commodities.
When a building is constructed, it comes with an unique action . Each building can be upgraded twice, and each upgrade grants the building an additional use of the unique action. A building with no upgrades is referred to as level 1. If there are two level 3 buildings in a city, that city is said to have 6 levels of that building. If the game refers to "game base maintenenace" or "game base upgrade maintenance" etc, this refers to the unchanged values found in the table below.
Name | Value (Upgrade) | Maintenance (Upgrade) |
---|---|---|
Mine | 40 (30) | 4 (3) |
This buildings unique action produces 1-3 resources of the color of the city, on a die roll. | ||
A mine cannot be built in the metropolis. | ||
Each city has a maximum of 6 levels of mines. | ||
Refinery | 40 (30) | 4 (3) |
This buildings unique action flips 1-3 resources to materials, on a die roll. | ||
In the metropolis, a refinery’s action flips 2x as much. Each action can refine any one color. | ||
The resources flipped must be the same color as the city. | ||
Garage | 60 (45) | 6 (4) |
This building has no unique action. | ||
A garage in the metropolis grants 8 build actions. | ||
Upon building or upgrading the garage, the player receives 4 build actions. Two build actions can be used to build a new transport (with no upgrades) or one build action can be used to upgrade movement or carrying capacity of any existing transport the player owns. | ||
Manufacturer | 80 (60) | 8 (6) |
This buildings unique action converts 2 (or more) different colored materials (1 of which must be the same color as the city the manufacturer is in) and replaces them with the corresponding number and type of product token. | ||
In the metropolis, a manufacturer’s action can convert any group of different-colored resources and can perform 2 combinations per action. | ||
A level 1 (no upgrades) manufacturer can only make 2products. Level 2 can make 3products. And level 3+ can make 4products or higher. | ||
Office Tower | 80 (60) | 8 (6) |
This building has no unique action | ||
An office tower in the metropolis grants 3 executive actions (no local actions). | ||
The player receives one extra executive action per round, and one extra local action per round. An upgraded office tower gains an additional local and executive action (in the metropolis it gains 3 executive actions instead). | ||
Retailer | 40 (30) | 4 (3) |
This buildings unique action moves 1-3 commodity (not resources) from the retailer to the locality and receives 2 var more than if they had sold to the locality. | ||
Building this in the metropolis means each action moves double commodity | ||
Monument | 0 (0) | 2 (2) |
This building has no unique action. | ||
This has double the cost and double the effect when built in the metropolis. | ||
This building costs the greater of 20 and your stock price (upgrading it costs the same). When calculating your score, you may treat this building as having value equal to the level of the building times your stock price. The maintenance does not change as the value of the building does, but does change normally as it is upgraded. | ||
Superhighway | 40 (0) | 4 (0) |
This building has no unique action. However, passively any transport with permission (bank or player owned) may use this to travel between the corresponding localities at no movement cost. | ||
This auction starts at twice the cost if connected to the metropolis. | ||
This building is only available through an auction triggered by the corresponding event. It cannot be upgraded. Only 1 may exist between any two given localities. |
Units may not be sold or change posession, unless the building they are attached to changes posession. The appropriate number of units + upgrades must follow the building that changes hands. A players units + unit upgrades must be exactly the expected number according to the number and level of respective building.
Name |
---|
Transport |
This unit’s ability consists of 2 transport movements, resolved immediately after one another. It costs 1 move to pick up commodities (max 2), drop off a commodity, or enter an adjacent city. |
Each upgrade grants either an additional carrying capacity or an additional movement. You may not upgrade either movement or carrying capacity more than twice. This unit is only obtained or upgraded through building or upgrading the garage. |
Tech |
---|
Alloy Bits |
Reduce maintenance of mine by 1 per level. No prerequisites.. T#1 |
Zone Melting |
Reduce maintenance of refinery by 1 per level. No prerequisites.. T#2 |
Just in Time |
Reduce maintenance of manufacturer by 2 per level. No prerequisites.. T#3 |
LEAN |
Reduce maintenance of office tower by 2 per level. No prerequisites.. T#4 |
Synthetic Oil |
Reduce maintenance of garage by 1 per level. No prerequisites.. T#5 |
Engine Optimization |
Reduce maintenance of train station by 2 per level. No prerequisites.. T#6 |
Recycling Initiative |
Reduce maintenance of laboratory by 1 per level. No prerequisites.. T#7 |
Self Checkout |
Reduce maintenance of retailer by 1 per level. No prerequisites.. T#8 |
Heavy Extractor |
Each mine receives one additional action. No prerequisites.. T#9 |
Reductor |
Each refinery receives one additional action. No prerequisites.. T#10 |
Fabricator |
Each manufacturer receives one additional action. No prerequisites.. T#11 |
Forecasting Model |
Each Office Tower receives one additional executive action. No prerequisites.. T#12 |
Timetabling |
Each train station receives one additional action. No prerequisites.. T#13 |
Journal of Science |
Each laboratory receives one additional action. No prerequisites.. T#14 |
Customer Profiling |
Each retailer receives one additional action. No prerequisites.. T#15 |
Slant Drilling - White |
Mine cap per white locality doubled.. No prerequisites.. T#21 |
Slant Drilling - Yellow |
Mine cap per yellow locality doubled.. No prerequisites.. T#22 |
Slant Drilling - Blue |
Mine cap per blue locality doubled.. No prerequisites.. T#23 |
Slant Drilling - Red |
Mine cap per red locality doubled.. No prerequisites.. T#24 |
Mine Automation |
The upgrade cap for mines is raised by 3.. No prerequisites.. T#25 |
Retailer Automation |
The upgrade cap for retailers is raised by 3.. No prerequisites.. T#26 |
Refinery Automation |
The upgrade cap for refineries is raised by 3.. No prerequisites.. T#27 |
Manufacturer Automation |
The upgrade cap for manufacturers is raised by 3.. No prerequisites.. T#28 |
Office Tower Automation |
The upgrade cap for office towers is raised by 3.. No prerequisites.. T#29 |
Garage Automation |
The upgrade cap for garages is raised by 3.. No prerequisites.. T#30 |
Train Station Automation |
The upgrade cap for train stations is raised by 3.. No prerequisites.. T#31 |
Lab Automation |
The upgrade cap for labs is raised by 3.. No prerequisites.. T#32 |
High Octane Fuel |
Transports have an additional movement. No prerequisites. T#33 |
Double Load |
Transports have an additional carry capacity. No prerequisites. T#34 |
Secret Formula - Red |
The base price for red resources and materials is increased by 3 var.. No prerequisites. T#35 |
Secret Formula - Blue |
The base price for blue resources and materials is increased by 3 var.. No prerequisites. T#36 |
Secret Formula - Yellow |
The base price for yellow resources and materials is increased by 3 var.. No prerequisites. T#37 |
Secret Formula - White |
The base price for white resources and materials is increased by 3 var.. No prerequisites. T#38 |
Green Tech |
You may choose to increase the maintenance of all your buildings by 2 per level. This Tech is useful when paired with the Green Tech Subsidy.. No prerequisites. T#39 |
In-House Refinery - Mine |
The mine's unique action may produce materials instead of resources. This costs game mine base maintenance for each use.. Any other mine-specific tech. T#40 |
In-House Manufacturer - Refinery |
The refinery's unique action may combine materials (only 2 products), instead of refining. This costs game refinery base maintenance for each use.. Any other refinery-specific tech.. T#41 |
New Product |
The manufacturer's unique action may treat a pair of same colored materials as if they were any color.. Any manufacturer-specific tech. T#42 |
R&D Department |
When upgrading a building you may add a lab action to that building instead of it's unique action.. Must own Laboratory. T#43 |
Tune-Up |
Garages receive an unique action (+1 for each upgrade). This action is a local action that can only be used on transports.. Any other garage-specific tech. T#44 |
In-House Transportation - Retailer |
Retailer actions may be used to hire bank transports, in addition to their usual ability.. No prerequisites. T#45 |
Reorganizarion |
Office Tower local actions are now executive actions. Any other office tower specific tech. T#46 |
Quick Load |
The Train Station unique action can now pull commodities from any building, or the market, in the respective locality (with permission).. This tech only applies to train stations that have been upgraded at least 2 times.. T#47 |
Natural Disaster - Transportation
Randomly choose two adjacent localities. For transportation, those two localities are not connected this round
Legislation: False
Natural Disaster - City
Randomly choose a locality. No actions can be used in localities of that color.
Legislation: False
Strike!
Randomly choose a building type. Each player may either lose the ability to use the building this round or add 1 maintenance for every level of the building to the maintenance of the building.
Legislation: False
Empty Mines
Randomly choose a locality. Mines there produce no resources this round.
Legislation: False
Upstart
Randomly choose a commodity (and color if necessary). Add 5 of that commodity to all localities.
Legislation: False
Fad
Randomly choose a commodity (and color if necessary). Remove all of that commodity from all localities.
Legislation: False
Federal Reserve
Randomly choose one of the following two: (1) Add 2 tokens to each players bond supply; (2) Remove 2 tokens to each players bond supply;
Legislation: False
Demand!
Randomly choose a commodity and whether to add or subtract. Add or subtract 2 var to the base sell price for that commodity.
Legislation: False
Anti Dog Eat Dog Act
For this round only, for each building type, randomly choose a player who possesses that type of building. All others must deactivate their actions on that building type.
Legislation: True
Equal Opportunity Act
For this round only, no player can build a building type that they don't already possess.
Legislation: True
Fair Play Act
For this round only, a commodity may not move out of the locality it currently resides in.
Legislation: True
New Government Program
Increase maintenance on all buildings by 1 per level.
Legislation: True
HELP Act
Increase maintenance on all buildings by 1 per level
Legislation: True
New Government Regulation
Increase maintenance on all buildings by 1 per level
Legislation: True
Natural Resource Protection Act
Executive actions can't be used on mines.
Legislation: True
Import Tax
Pay 1 every time an action is used by or on the train station.
Legislation: True
Transportation Commission
Increase maintenance on garages by 1 per level
Legislation: True
Green Tech Subsidy
Owner of green tech receives 3 per building level per turn. All building maintenance increases by 1 per level.
Legislation: True
Tech Subsidy
Each Lab maintenance is reduced by 2. All building maintenance increased by 1 per level.
Legislation: True
Industry Subsidy
Randomly choose a building type. That buildings maintenance costs are reduced by 2, regardless of when the building is built. All building maintenance increased by 1.
Legislation: True
Earnings Tax
Pay 1 for every 10 your business value increased from last round.
Legislation: True
Redistribute
Take 5 for every 20 business value from each player. Distribute the pot evenly between the bank and the players.
Legislation: True
Labor War
Start an auction, but instead of bidding a one time amount, you are bidding a maintenance amount, paid every turn. Highest bidder chooses a building and places another action on it.
Legislation: False
Carbon Tax
Randomly choose a building. All buildings of that type pay an additional 1 maintenance, regardless of when the building is constructed.
Legislation: True
Lobbyists
Randomly choose a building type. Double the game base value and upgrade value. In other words, that building type is now more valuable, but costs double to construct and upgrade.
Legislation: True
Economic Downturn
Roll a die. If the roll is not 5 or 6, do not remove any tokens as part of the Value Phase commodity consumption. This event remains in play each round until a 5 or 6 is rolled.
Legislation: False
Government Debt
Choose randomly: (1) Add 4 tokens to each player's bond supply. (2) Remove 4 tokens to each player's bond supply.
Legislation: False
Infrastructure
Randomly choose 2 localities and start an auction for a superhighway. The starting bid should be 20, unless it connects to the metropolis, in which case the starting bid should be 40.
Legislation: False
Irrational Investors
Flip a coin. If heads, all stock is worth double. If tails it is worth half. Each round flip a coin twice. If both are heads, stocks return to their standard value.
Legislation: False