Clinic - Rules v14
Clinic - Rules v14
Clinic - Rules v14
Your Town Center is flourishing, but as the city grows, the need
for medical care grows with it. Fortunately, you and your business
partners have the wherewithal to build a clinic to address these
needs. Unfortunately, just before groundbreaking, your differing
views of the ideal clinic cause a schism, and you go your separate
ways, with patients already scheduling appointments! Each of
you decides to build the clinic of your dreams, hiring staff, and
building modules and more, in order to meet the demands of the
ailing patients. This is your Clinic! Build it however you like to give
patients the care they need, so you can make your Clinic the most
popular one in town!
Components
56 doctors
(in 4 colors of
specialization:
20 white, 16 yellow,
12 orange, 8 red)
9 orderlies
16 Treatment
Rooms
4 double-sided Floor 3 boards
64 cars
16 Entrance tiles 8 Helipad tiles 16 Supply Rooms 16 Service Hubs 12 Special Modules
20 conveyors
60 Module tiles
12 player discs
1 rulebook
Thanks to our fantastic Kickstarter backers, you will also find additional components pertaining to a few mini-expansions
that are included in the base game box. Please see Expansions, p. 22. 1
Overview A Few Crucial Gameplay Concepts Buildings Floors
Your clinic may comprise more than one building. Each building may have a number of floors.
In this game, you build and manage a During a game of Clinic, you will be constructing your own clinic so you can treat patients.
A building is simply defined as a group of adjacent modules.
medical clinic, attempting to gain the most Here are a few core concepts to help you better understand this task. More specific rules Your player board includes ground floor (Floor 0) and Floor 1,
popularity. You primarily gain popularity in governing how and when you may build and operate your clinic will be covered later. If you build a module that is adjacent to a previously placed but there are Extra Floor boards in case you wish to build up to
the traditional way: by spending money; module, you are simply expanding the size of that building. Floor 2 or even Floor 3. When building higher than the ground
however, there are a few other ways to If you build a module that is not adjacent to a previously floor, you must build above a previously built module.
boost your clinic’s fame, such as letting placed module, you are starting a new building.
some of your doctors work on research. Modules You can extend your board with a Floor 2 board and then a
A Module is a tile that represents the interior of your Clinic. It
Services Separate buildings can never be joined together later. Floor 3 board at any time, even at the beginning of the game.
You generate income by providing suitable completely fills a space of the grid on your player board, and it has The medical They are separate boards merely to conserve table space.
care to patients, but this is complicated a checkered floor. services
by the fact that building, staffing, and featured in
operating a clinic is not free! Clinic are:
Patients will schedule appointments for
different services. Each patient will have a
different severity of affliction, and this is Treatment Rooms
represented by their color: White patients
have the mildest problems, yellow are a
little worse off, orange are in bad shape, psychiatry
and red are in critical condition.
In order to admit a patient to your clinic, Supply Rooms Service Hubs Special Modules
you must offer the type of service they
need. Once you get them into your clinic,
Entrances, helipads, parking, and gardens are not modules.
you will need to move them to a treatment cardiology
room, and send in a doctor — ideally a
doctor well suited to the severity of their
case. You can compensate for any disparity
by sending nurses to assist the doctor. Building Modules
Of course, treatment rooms also require Different modules may have specific rules for building and placing
ophthalmology
supplies. Staffing supply rooms with them in your clinic, but there is one rule that governs them all:
orderlies will save you money (fewer • You cannot build two modules of the same color adjacent to
supplies damaged; fewer employees each other.
stocking their houses with company
supplies…). There are many aspects to
Adjacency
running an efficient and profitable Clinic! orthopedics
The term adjacent is used very specifically in this game:
• Adjacency is always orthogonal, never diagonal.
• Adjacency considers not only north, south, east, and west,
but also up and down.
neurology
Note: This means that you cannot build a module on the next floor
above a module of the same color.
2 3
Setup
Bonus Tiles Patient and Doctor Pools
Please use the BEGINNER options for Player Areas Create the patient pool by putting the
anyone who is new to the game; those BEGINNERS should use the 4×3 side. Shuffle the bonus tiles, then lay out 1 more than the number of players, face up 25 . following patients in the Patient Pool bag
familiar with the game can use the EXPERT Each EXPERT can choose which side they wish to play (3×3 is challenging!). In reverse turn order, take 1 bonus tile each. Apply whatever one-time benefit your 26 , according to the number of players:
options. You can have any mix of beginners Bonus tile confers. Return all of the Bonus tiles to the box.
Each player: Choose a player color and take the following:
and experts, even 3 beginners and 1 expert
Note: If your bonus tile gives you a person, you must also take a car, as depicted on the bonus
or 1 beginner and 3 experts. • a player board in your color, flipped to • $15, placed at the bottom of the left
tile. The person comes from the supply, not from the pools/displays (see right). 1 2 4 6
the appropriate side. side of your player board 16 .
Set the main board in the middle of the
3 8 12 16
table 1 . • 3 discs in your color. Place the first on • 1 set of 6 action tiles in your color 17 : Construct your Initial Clinic
the first space of the Time Spent track 2 Build, 2 Hire, 2 Admit Patients. BEGINNERS: From a set of 1 red, 1 orange, 1 yellow, and 1 white patient cube, take a 6 12 18 24
Module and Tile Displays around the outer edge of the main
• 1 psychiatric service hub 18 , random patient. Set up your clinic according to the diagram below that matches the 9 18 26 34
board 13 . Place the second on the Turn patient you drew, then put all 4 patient cubes back in the supply.
Look at the “notepad” on the main board 1 treatment room 19 , 1 supply
Order track 14 (once everyone’s disc is Create a doctor pool by putting the
2 to see which services will be available room 20 , and 1 entrance 21 . following doctors in the Doctor Pool bag
during the game, according to the number on the Turn Order track, randomize their
See Construct your Initial Clinic,
of players (also see table below). Stack the starting order). Place the final disc on 27 , according to the number of players:
opposite, for further instructions on
service hubs for the available services face the 0 space on the Popularity track 15
where to place these in your clinic.
down, by type, next to the Service Hub area , stacked to match the turn order, top to
on the main board 3 to form a supply. bottom: the latest in the turn order on • 1 white doctor 22 and 1 car 23 . 1 2 3 4
Turn the top tile of each stack face up. bottom; the earliest,
on top.
• 1 +50 Popularity token in your color 24 . EXPERTS: Simultaneously build your initial clinic per the Construction Rules, p. 7.
Return the others to the box. 2 3 4 6
Note: For this initial construction, your entrance MUST connect to your service hub.
: 3 5 8 10
4 5
Playing the Game Action: Build
The game lasts 6 rounds, each of which comprises the same sequence of phases:
Building your clinic to treat more and more patients not only
helps the public, but it is also a monument to yourself.
1. Actions
If you selected the Build action, you may build up to 2 components, paying the appropriate
2. Business costs. The components are displayed to the left of the main board, and include modules as
well as other components such as gardens, parking, helipads and conveyors.
3. Administration
Each component’s cost is determined by the clinic floor on which you build it. You can find
Example: Your clinic has these three modules (psychiatry service hub, treatment room,
supply room) on the ground floor ( floor 0). You cannot build on any of the red spaces until
you build a module under them.
Execute Actions
Next, the selected actions get resolved in the following order:
If several players picked the same action, these players perform their actions in turn order.
After you perform your action, move your Action tile from the middle of the table to be
beneath the first empty action slot in the lower-right corner of your player board.
6 7
No matches Construction Rules for Specific Components
ICON HELPER Same-type (same color) modules cannot be adjacent, not even above/below! ICON HELPER
Service hub (module)
All service hub types are considered to be the same color (magenta), thus a cardiology
service hub cannot be built adjacent to a psychiatry service hub. In the same way,
you cannot build a special module (blue) adjacent to another, even if they are different.
Remember: Adjacency is always orthogonal, never diagonal.
Example: Using same setup as before, you want to build a supply room. The red spaces indicate Each floor of each building can have only 1 service hub.
unoccupied spaces that are adjacent to the existing supply room, and thus cannot contain
another supply room. Treatment room (module)
ICON HELPER
Although there are no particular construction rules for a treatment room, to be available
for use it must be adjacent to a service hub on the same floor, and it must also be adjacent
to a supply room; however, the supply room could be directly above or below this treatment
room (it does not have to be beside the treatment room).
ICON HELPER
Immediately after you build a treatment room, you get a one-time bonus action to build
a supply room, which must be adjacent to the treatment room. You must still pay for the
supply room. If you don’t build the supply room immediately, the opportunity is wasted.
ICON HELPER
There are no particular restrictions for building supply rooms, but a single supply room
can support several adjacent treatment rooms, so clever positioning is important.
This must be built in an empty ground-floor space (cars parked around it are OK,
and need not be disturbed) or space above a garden.
Helipad
ICON HELPER
A helipad is a 5-way ingress/egress: From it, you can move north, south, east, west,
or down (but not up: that’s where the helicopter comes and goes) — but we’ll cover
movement later. This must be built in the empty space above a module, but no
Separate building construction is allowed above the helipad.
You are allowed to have separate buildings on your player board, forming a little campus;
however, once you build a separate building, you cannot build a module that would
connect separate buildings. Note that components that are not full-space parallelograms
(such as gardens or parking spaces) are not modules, and it is OK to build them in a space
that is adjacent to two buildings.
8 9
Entrance
Action: Hire
As you admit more and more patients,
An entrance is a 1-way ingress to your campus. Your first entrance must point at a ground- you will need to hire more and more staff!
floor service hub; subsequent entrances can point at any ground-floor module of any
building. Entrances have their own spaces outside the normal grid of your ground floor: If you selected the Hire action, you may hire new employees. You can:
Place the entrance on such a space, pointing at a ground-floor module. This is the first
thing new patients and staff will see, at least until you build other entrances or helipads. • Hire 1 doctor.
The Entrance tiles can be flipped to align
with any entrance space. Note: There aren’t any entrance spaces on the north side of the clinic grounds. A strange clause and/or
in the land contract stipulated no entrances on the north side! Hey, don’t complain now, you’re
the one who signed it. Read the fine print next time! • Hire either 1 nurse OR 1 orderly.
This area of the main board deals with the
When you hire someone, do the following:
Conveyor Hire Action.
ICON HELPER
1. Pay the indicated cost (see illustration below).
2. Take them from their space on the main board. Example: You decide to hire the red doctor.
3. Take a car from the parking lot on the main board. You pay the indicated cost ($4) and place
the doctor on the entrance to your Clinic.
Each conveyor represents the end of a transport link; you have to imagine the connection 4. Place the new hire on any entrance or helipad of your choice. This does not take any You also find a place to park the doctor’s car.
between these conveyors (perhaps it will help for you to imagine them as teleportation time (see Move, p. 14).
booths). A conveyor must always be built on a module. The first time you build a conveyor, 5. Park the car in any available parking space on your ground floor (see Parking a Car, Next, you decide to hire a nurse, paying the
you must build two aligned “stops” (but it still costs only $2 — the conveyor company gets p. 12). If you cannot park their car, you cannot hire them! cost of $2 (indicated in the space above the
you hooked with a buy-one-get-one-free sale for new customers). They do not need to be nurse) and placing them on the entrance
adjacent, but they must be orthogonally aligned. to your Clinic. You also must find a place to
park the nurse’s car. You do not have the
Each subsequent construction of a conveyor entails adding a single stop that must align option of hiring an orderly, since you may
orthogonally with an existing stop. Your conveyor system can run on any and all of the hire either 1 nurse OR 1 orderly.
three axes (east/west, north/south, up/down), and can branch as much as you like. It can
even span between buildings. In fact, you are limited to one conveyor network for your
entire clinic; you cannot start a second conveyor network, not even in a separate building. The cost for hiring
doctors is printed
ICON HELPER Parking under their space.
2 Parking Spaces: These must be built by placing a Parking tile in an empty ground-floor
space (cars parked “on the street” around it are OK, and need not be disturbed). When you
build this, you may immediately move cars into it, up to its capacity of 2. The cost for hiring
3 Parking Spaces: You build these by upgrading a normal Parking tile you have already nurses is printed
built: Simply flip the Parking tile to the 3-car side. When you do this, repark any cars that above their space,
had been on the 2-car side on this side; then you may immediately move additional cars and may increase
into it, up to its capacity of 3. as more nurses
are hired.
Orderlies always
cost $1 to hire.
10 11
Example: You have 4 Queue Points (QP) and want a white and yellow patient added to your pre-admissions area under Psychiatry. First, you move
Action: Admit Patients the yellow patient in the Cardiologoy row to the adjacent space above (in the Psychiatry row). Because the space you’re moving into is occupied
by another patient, they swap positions, moving the orange patient down to the Cardiology row. This costs 1 QP. Next, you admit the yellow
dmitting patients to your clinic may be the start of a
A patient, now in the Psychology row. This costs 1 further QP. You place the yellow patient on your player board, remembering to take and park
logistical nightmare, but the patients have a bad case of full their car. You have now spent 2 QPs total.
wallet syndrome, and they really need you to cure them.
If you selected the Admit Patients action, you may bring patients from the appointment
notepad into your pre-admissions areas. Taking patients from the notepad into your pre-
admissions is how you get the patients into your care, so you can move them into your
clinic and start treating them. Note that we represent the patients’ appointments
by having the patient themselves stand on the notepad (it’s a really big notepad).
This area of the main board deals with the The process of getting patients from the appointment notepad into your pre-admissions
Admit Patients Action. uses queue points (QP). The number of QP you have available for this action depends on
the number of entrances and helipads you have:
Taking a Car
When a person (whether patient or employee) leaves, even if due to unfortunate
circumstances, remove the car of your choice from your board, and return it to the supply.
(Yes, the patient just drove off in the doctor’s Maserati. She shouldn’t have left the keys in it!)
Parking lots allow for cars to be parked
inside a space as well as on its borders.
12 13
Move Module Capacity
Although your movement is not limited by
Take note of the following:
1. At the end of this phase, a person can
After your 3rd action is complete, it’s time to move your patients and staff where they need the capacity of your modules, a module’s only be in one of the modules above in
to be. No need to wait for your opponents to finish their third action. Everyone can perform capacity does limit how many people can which that type of person is mentioned.
this step simultaneously; however, with beginners (or if anyone requests it) go in turn order, be in it at the end of this phase. Capacity The one exception is that patients can
one time around the table: You do all of your moves, then the next player does, and so on. is depicted on each module. Let’s consider remain in pre-admissions.
a treatment room, for example. It can only
You can move all of your people — doctors, nurses, orderlies, patients — as much as you Example: Each patient must be in one
accommodate 2 patients and 2 doctors
want, but it all takes time, and “time is money,” as they say! So, you want to move everyone of the following places at the end of this
there. Nurses are the big exception:
to where they need to be as efficiently as possible, because time spent will incur penalties phase: a treatment room connected to
There is no limit to how many nurses can
to your score at the end of the game, as depicted on the Time Spent track. the right service, an operating room
be assisting doctors, tending to patients,
The most common goals of movement are as follows: and so forth. connected to the right service, outpatient
services, or pre-admissions. A patient
• Get patients into treatment/operating rooms connected to the correct service, Remember: A full room never prevents cannot end up in a lab, a service hub, a
or to outpatient services (in fact, you cannot move them to any other destination). movement through it. supply room, or a treatment/operating
• Get doctors to patients, matching their colors as closely as possible. If you have any doubts about a module’s room connected to the wrong service.
capacity, see the breakdown below:
• Get nurses to mismatched doctors and patients.
Example: Each orderly must end up in a
• Get doctors to labs to study and improve themselves. supply room.
• Get everyone to a legal location by the end of the movement step.
2. At the end of this phase, a module can
only hold the indicated number of each
People cannot leave type of person.
Once a person has entered your clinic (moved from an entrance/helipad to spaces
on your board, or from pre-admissions to outpatient services), they cannot leave the Example: Each treatment room can
spaces on your board. The only ways for a patient to leave your clinic are by being cured, host 2 patients, attended by as many as
or by… expiring. 2 doctors, with any number of nurses
assisting. No orderlies can be in the
Patients never switch rooms treatment room.
Service Hub: Any number of
Once a patient finishes a round in a treatment room, operating room, or outpatient doctors and/or nurses
services, they stay there until cured… or until they meet their end. Example: Each lab can host 1 doctor,
Example: You want to move 1 yellow Neurology patient and one orange Ophthamology patient
and nobody else. from your pre-admissions. You also have hired a new white doctor and a new orderly.
How much time it takes a person to move
3. Patients find their own way (effectively 1. You move the new doctor to the lab:
teleporting) directly to outpatient • 1 to move from the entrance into the clinic.
Move to an entrance services from pre-admissions, ignoring
Treatment Room: Supply Room: • 0 to move by conveyor from the psychiatry service hub to the operating room.
or helipad from your the usual step-by-step movement,
2 doctors, 2 patients, 1 orderly • 0 to move by conveyor from the operating room to the lab.
Pre-Admissions) and taking no time.
any number of nurses
Total: 1 .
4. Patients only move into your
Move into your clinic pre-admissions from the appointment 2. You move the orange Ophthamology patient to the Ophthamology treatment room:
from an entrance or notepad.
helipad • 0 to move from pre-admissions to the entrance.
5. For a patient to be in a treatment room • 1 to move from the entrance into the clinic.
Operating Room: Triage: or operating room, the room must be • 0 to move by conveyor from the service hub to the ophthamology treatment room.
Move to an adjacent 1 doctor, 1 patient, No one can connected to the correct service, i.e. Total: 1 .
module / ground-floor any number of nurses end up here the service for which that patient was
space (even outdoors)
admitted. 3. You move the orderly to the empty supply room on the top floor:
Move from one conveyor Note: Each person’s movement must • 1 to move from the entrance into the clinic.
to an orthogonally end on a module (unless they stayed in • 0 to move by conveyor from the psychiatry service hub to the operating room.
aligned conveyor* pre-admissions); no person can end their • 0 to move by conveyor from the operating room to the lab.
Lab: Outpatient Services: movement on an entrance or helipad.
• 1 to move from the lab to the supply room.
Be whisked from 1 doctor 1 doctor, 1 patient Likewise, you cannot leave new hires
Total: 2
pre-admissions directly standing on an entrance or helipad.
to outpatient services Everyone must be on a valid destination
before you start the next phase. 4. You move the yellow Neurology patient to one of the Neurology treatment rooms:
The Triage special • 0 to move from pre-admissions to the entrance.
Note: As you can see on the Time Spent
module will reduce your • 1 to move from the entrance into the clinic.
track, at the end of the game, for each
total time spent each 3 time you’ve spent, you will lose 1 • 1 to move from the service hub to treatment room directly above.
round by 3 popularity. Total: 2
* Because you have one network of orthogonally aligned conveyors, this means you
effectively can move from a conveyor to any other conveyor for 0 time; however, 5. Y ou have a Triage Special Module, so the time you spent moving people is reduced by 3 .
some expansions rely on the individual stops, so always think through each step
of moving by conveyor. 6. Your total time spent is 6 -3 = 3 . You record this by advancing your time spent
Once you have finished all of your movement, advance your disc on the Time track marker 3 spaces on the time spent track.
for each time you spent on movement.
14 15
Phase 2: Business Going Home
Each successfully treated patient (in outpatient services, a treatment room, or an
Generally, everyone can perform this phase simultaneously, but with beginners operating room) takes a car — any car (see Taking a Car, p.12) — and goes home
(or if anyone requests it) perform the steps in turn order. (this does not take you any time). The patient leaves the game (to the supply, not the bag),
but the car returns to the parking lot on the main board.
In this phase, you will evaluate Patient Care and Income, pay your Expenses,
and Gain Popularity according to your performance.
Expenses
Remember your income from this round at the bottom of your player board? You must pay
Patient Care and Income your expenses from this round’s income. If you’ve spent every last cent of your income
Patients who receive treatment will generate income for you. These are the patients in from the round, and still have more expenses, pay from your savings. If even your savings
outpatient services, treatment rooms, and operating rooms. do not suffice, you must pay 1 popularity for each $1 you still owe. If your popularity hits 0
Important: Keep your income set aside at the bottom of your player board until this and you still owe, then you’re off the hook for the rest: Consider your expenses paid.
This area of the main board deals with the
phase is done (see example, left). To recapitulate, you must pay your expenses:
Business Phase.
Outpatient Services 1. From this round’s income.
In outpatient services, doctor color does not matter. 1 doctor can treat 1 2. From your savings.
patient, and you earn $6 regardless of patient color.
3. From your popularity, at a 1:1 ratio (1 popularity per $1).
16 17
Phase 3: Admin End of the Game
This phase is mostly about setting up for the next round. Perform the following steps: After 6 rounds, the game ends. In addition to the popularity you bought during the game,
you gain popularity at the end of the game in turn order, as follows:
1. Advance the Round marker.
Positive scoring
2. Reset the Action marker to Action 1. 1. Employees: You gain popularity for your medical
employees. Each doctor and nurse earns you the
amount of popularity indicated below it here.
Main board
3. Appointments: Return the patient in the rightmost space (marked with a red ) of each service
to the patient pool. 2. Treatment Rooms: You gain popularity for your This area of the main board deals with the
fully functional treatment rooms: Admin Phase.
For each treatment room you have that is
adjacent to both a service hub on the same floor
4. University: Each doctor at the university levels up: red stays red, orange becomes red, and a supply room (no need for an orderly in it):
yellow becomes orange, white becomes yellow. score the points shown next to its floor on your
player board.
5. University: Draw 1 doctor for each empty space (the number of spaces depends on the number 3. Buildings: For each additional building, which is
of players), then rearrange the doctors, left to right: red, orange, yellow, white. correctly set up to treat patients, that you have:
+8.
Miscellaneous
:
10. Special Modules and Service Hubs: Where necessary, flip the top tile of each type of special
module and service hub stack face up. If a stack runs out, then that module will no longer be
available to build.
11. Reset turn order: The player with the lowest popularity goes first, then second-lowest, etc.
If several players have the same popularity, the player who reached that popularity first goes later
in the turn order. If turn order does not change from the prior round, make the last player first,
and shift everyone else 1 position later in the turn order. In a 4-player game, this would result in
1 2, 2 3, 3 4, 4 1, for example.
18 19
Solitaire Mode The Modules
1. Choose which side of the player board you will use.
2. Choose one of the following endgame goals:
Service Hub
Construction: Cannot be built adjacent to another service hub (magenta) module. Only one service hub per floor per building.
Only 1 of each service hub type may be built in total each round.
Operation: N/A
no more white build 3 buildings Capacity: Any number of doctors and/or nurses.
have spent have all 4 colors
patients left in that can treat have 7 doctors Function: Determines the service offered for the entire floor of that building. Adjacent treatment rooms on the same floor will only
no more than of doctors still
the bag or on patients still on your treat patients seeking that service.
12 time (net) on your player
any board player board
board
Treatment Room Supply Room
Construction: Cannot be built adjacent to another treatment Construction: Cannot be built adjacent to another supply
room (orange) module. Optional bonus build of 1 adjacent room (pink) module.
supply room.
Operation: N/A
have at least Operation: Must have an adjacent service hub on the same floor
build a service have at and an adjacent supply room to operate. The supply room does
Capacity: 1 orderly.
3 colors of hub on the treat at least 6 have at least least $200, not need to be on the same floor. Function: Enables each adjacent treatment room to operate.
patients still highest floor patients during 4 nurses still and at least Capacity: 2 doctors, 2 patients, and any number of nurses.
The supply room does not have to be on the same floor as the
on your player on your player treatment rooms.
with which you Round VI (2 red, 0 popularity Function: During the Business phase, up to 2 doctors may treat
board are playing* 2 orange, board (after time up to 2 patients that match their colors. Nurses must be present
2 yellow) penalty) if the colors do not match (see Treatment Rooms, p. 16).
20 21
Expansions Workaholic Doctors Your player board
Each purple doctor lying down on your player board leaves the
Thanks to crowdfunding stretch goals being met, the base game includes a few mini expansions. Do not add any of these until everyone game (remember to return the doctor’s car to the main lot).
has played the base game by itself a few times; there is much to master in Clinic! Once you are ready, you can add any or all of these to the Components
game; however, one at a time will be much easier on everyone. Don’t drive yourselves to the psych ward! 4 purple workaholic doctors
Zombies in a Clinic
Blood Transfusion Phase 3: Administration
A patient with a nurse standing on it does not worsen; instead,
Setup
Create a doctor pool by putting the following doctors in the Components
simply take the nurse off the patient to stand beside them in the Doctor Pool bag, according to the number of players: 8 green zombies
Components treatment room.
8 Blood tokens Phase 1: Actions
1 2 3 4
Playing the Game Extinguishers 1 2 3 4
Move
If you have any zombies in your clinic, they must move (however
Each round, each player can have one employee give blood
Components you like, according to the following rules) before anyone else.
(to stock their clinic’s blood bank, of course). 2 3 4 6
• Zombies can move to an adjacent module / ground-floor
8 Extinguisher tokens
Phase 1: Actions 3 5 8 10 space. This costs no time.
22 23
WOODEN PIECES ICON LEGEND
Doctor Doctor Doctor Doctor Doctor Doctor Improves Doctor Regresses Nurse Conveyor
(any color) (Red) (Orange) (Yellow) (White) (Example of white (Example of yellow
to yellow shown) to white shown)
Patient Patient Patient Patient Patient Patient Patient Worsens Orderly Car
(any color) (Red) (Orange) (Yellow) (White) Worsens (Example of white to yellow shown)
TILES
Requires a supply
Adjacency on
room and service
3 axes
hub to operate
ACTIONS
Queue Point For each Queue Move 1 patient Move 1 patient from
Point you may: in appointments OR rightmost column of
1 space appointments to
(swap if target space pre-admissions
Build Hire Admit is occupied) (must match service)
MOVEMENT / TIME
24