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Capital

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How to Play

Setup

  1. Place a (colorless) city in the center of the table. This is the metropolis.
  2. Place cities surrounding the metropolis.
  3. Put a stack of placeholder cards in front of each player. You may went to set aside a set for the bank as well.
  4. Each player takes 100 units.
  5. Place 3 executive actions in front of each player.
  6. Put one of each players placeholder cards in front of the bank. This will serve as their debt supply and be the place where stock they sell will be placed.

Experienced players may vary the setup of metropolis, cities, and the connections between them

Debt

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

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.

Gameplay

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.

  1. Auction Phase
  2. Action Phase
  3. Administrative Phase - Players do the following, in this order:
    1. Pay interest on loans
    2. Pay maintenance
    3. Calculation of Business Value and score.
    4. Stock and bond actions
    5. Players may make deals, but property may only be exchanged with the use of an executive action. This action must have been left unused during the action phase.
    6. Prepare for the next round.

Auction

Commodities

Name Base Value Variability
Resource 20 2
Material 40 4
2Product 60 6
3Product 70 7
4Product 80 8
5Product 90 9

Cities and the Metropolis

These localities will be your main customer throughout the game. Each city produces and demands the various commodities.

Buildings

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.

NameValue (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.
Advanced:
NameValue (Upgrade)Maintenance (Upgrade)
Train Station 60 (45) 6 (4)
When completing this buildings action, remove up to 4 commodities from the train station and receive payment as if you had sold them to a locality with no commodities on it. Then you may purchase up to 4 materials of the 4th color as if you were buying from a locality with exactly 4 materials of that color on it.
In the metropolis, you may remove and purchase 8 instead of 4 with the unique action.
The train station acts like an additional locality, except nothing is consumed, or paid, unless an action is used. Also, this building is the only way to access the 4th color.
Laboratory 60 (45) 6 (4)
This buildings unique action requires the player roll a die. If the result is 5 or 6, then the player draws 3 random tech and chooses 1.
Building this in the metropolis makes each action grants 2 rolls.

Units

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.

Technology

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

Events

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


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