b7 Underwater Cities Rulebook
b7 Underwater Cities Rulebook
b7 Underwater Cities Rulebook
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CITIES (DOMES) BUILDINGS RESOURCES RESOURCES RESOURCES RESOURCES
TUNNELS (KELP) (SCIENCE) (BIOMATTER)
(USE 13 SYMBIOTIC CITIES (STEELPLAST)
IN A FOUR-PLAYER GAME)
VARIOUS COMPONENTS
YELLOW ACTION SLOTS
MAIN GAME BOARD
RESOURCES
(CREDITS)
When setting up the game for fewer than four players, make two changes:
1. Leave the action-cloning tile in the box.
2. Use fewer symbiotic cities (purple domes):
a. With two players, use 7 symbiotic cities.
b. With three players, use 10.
A four-player game uses the action-cloning tile and all 13 symbiotic city domes.
4 5
PLAYER SETUP PLAYER CARDS (CARDS FOR THE FIRST ROUND)
ACTION TILES
FINAL At the start of the game, you draw 6 cards from the Era I deck. Choose
SCORING 3 to keep, and discard the other 3.
CARD THESE STARTING RESOURCES
If you are new to the game, try to keep one card of each color. And don’t
SITES OFFER
REWARDS worry about this decision too much – every card offers interesting choices,
BLUE METROPOLIS TILE
BROWN FOR BUILDING and you will be getting more cards very soon.
METROPOLIS ON THEM
TILE
PERSONAL
ASSISTANT EXPANSION SITE
CARD BUILDING SITE GAMEPLAY CARDS
PLAYER Here is a quick summary of how the game is played: The cards in your hand repre-
TUNNEL SITE
INFO sent personnel you have at your
CARD
STARTING CITY
ąąPLAY ORDER disposal. On each turn, you will play
one of these cards as you choose
CITY SITE CONSTRUCTION WINDFALL
Players take turns choosing actions. They play in the order depicted on ICON EFFECT that turn’s action. This represents
the play-order track, and this order does not change during the round. DEPICTS
NAME sending your personnel out to
TIMING
OF FFECT
complete that assignment.
ONE-STAR BOARD
ąąA TURN You begin each turn with exactly
FOR BASIC GAME You always start your turn with 3 cards. On your turn, you play one card 3 cards. During your turn, you play
and simultaneously choose one of the available action slots. That is, exactly 1 of these, while simultane-
ILLUSTRATION ously choosing an action slot.
you choose a slot that no one else has chosen this round. (There is also a
Each player chooses a color and takes the 3 action tiles, the Personal
Assistant card and final scoring card in that color. Although the Personal ORDER OF PLAY special slot, explained later, that is always available.) You place one of your If the color of the card does
action tiles on the slot to indicate that you have chosen it. This makes the not match the color of the slot,
Assistants have different illustrations, they all have the same effect. DESCRIPTION OF EFFECT
Two tracks determine the order of play. The play-order track shows the slot occupied and not available for the rest of the round. then you ignore the card and just
Each player should also take a player info card. order of play for the current round. The Federation track is where players perform the action. However, if
If the color of the card you played matches the color of the slot you chose, If you have at least 5 connected cities, the color matches, then you get
Each player starts with 1 kelp, 1 steelplast, 1 science, and 2 credits. jockey for position for the next round.
you also get to perform the card’s effect. If the color does not match, you you may build a desalination plant for free.
to resolve the card before or after
(Some players may get additional resources once order of play has been For the first round, place the play-order markers on the play-order track
determined.) just take the action and discard the card with no effect – you assigned some 146
performing the action.
randomly. Then, on the Federation track, the markers should be placed personnel to the job, but it was not their area of expertise, so they just did
in the opposite order, as shown, and those who play third and fourth get CARD NUMBER (NO GAME EFFECT)
the job without accomplishing any additional tasks.
additional resources. Specifically:
At the end of your turn, you always draw 1 card. It’s also possible to draw
1. The player on space 1 of the play-order track will play first in the first karty-3-faze-rbx-v8-ENG-print.indd 45 23.08.2018 21:57:14
The three colors have different power levels:
round. On the Federation track, his or her marker will start below the additional cards as part of an action or card effect. If you end up with more
zz Green cards are the strongest, but you get their benefits only when you
than 3 cards, you will have to discard down to 3. You may discard any time
ąąPLAYER BOARD SETUP track, on the space with the matching color.
2. The player on space 2 plays second. His or her other marker will start before you take your next turn.
play them on green action slots, which are the weakest.
zz Red cards and action slots have a moderate power level.
Each player takes a different player board, chosen at random. on space 4 of the Federation track. zz Yellow cards are the weakest, but the yellow action slots are the
Your nation’s infrastructure begins with a city in the lower right corner 3. The player on space 3 will also start on space 3 of the Federation track
and will start with one extra credit.
ąąA ROUND strongest.
of your board. There are two types of cities – symbiotic and nonsymbiot-
4. The player who plays last will start on space 2 of the Federation track Players continue until each has taken 3 turns. As cards are played, slots S ome cards have an instant effect. All others can be claimed for later use,
ic. Your starting city is a nonsymbiotic city represented by a white dome,
and will start with 1 credit and 1 steelplast in addition to the usual will be occupied, making them unavailable for those who play later in the as explained below. All five types of cards are described in this section.
as shown.
starting resources. round. The number of available slots will diminish. When everyone has taken
Separate the brown hexagonal metropolis tiles from the blue ones. Mix
The first round is the only round that starts this way. In later rounds, play 3 turns, it is the end of the round. The end of the round is described in detail
up the brown ones and randomly give one to each player. Then mix up
the blue ones and randomly give two to each player. order and initial position on the Federation track will be determined differ- on page [15].
ently.
Your brown metropolis goes on the hexagonal space in the upper left
corner. The other two should be randomly assigned to the remaining two PLAYER-ORDER TRACK ąąTHE ERA MARKER
spaces. FEDERATION TRACK At the end of each round, the era marker advances one space along the era
The player boards are two sided. For your first game, use the side track. When it reaches a Production space, there is a Production phase.
depicted above (# 1-4, ). Later, for more variety, you can try the other Purple plays first. Purple‘s
side, which has more asymmetry (# 5-8, ).
deska-hrace-6-v5.pdf 1 20.08.2018 15:30:03
marker starts on the purple ąąPRODUCTION
space below the Federation
track. During Production, your underwater network will produce various resourc-
PLAYER-ORDER MARKERS es. At the end of Production, each of your connected cities will consume
Orange plays second and
starts on the fourth space 1 kelp. Details are on page [16].
of the Federation track.
C Blue plays third. His marker ąąAN ERA
is on the third space of the
M
An era consists of 4 rounds in Era I and 3 in Era II and Era III. The end of
Y
CM
CY
each Production phase marks the end of an era. New cards will come into
CMY
FEDERATION MARKERS
1 extra credit. play, as explained on page [16]. The game has a different deck of cards for
Black plays last, but starts
each era. At the end of Era III, the game is done.
the game on the second
6
space of the Federation ąąFINAL SCORING
ASYMMETRIC SIDE track, with an additional
6 1 credit and 1 steelplast. At the end of the game, players score various aspects of their underwater 7
network, and the player with the most points wins.
In general, credits, science, kelp, steelplast, and biomatter are used to pay
CARDS DISCARDING SPECIAL CARDS costs. Kelp is also used for feeding your people (there are other ways to feed
people, but kelp is the most efficient). Cards, of course, are useful because
When one- or two-credit Special cards are discarded (for example, they give you more choices on your turn. And points are how you win the
ąąINSTANT EFFECTS If you make room for a new action card by discarding one that is when you are discarding down to your hand limit) they should be im- game. So anything you gain is sure to be useful to you sooner or later.
available, you may immediately use the discarded action. It is as though mediately returned to the bottom of the Special card deck.
When you play a card with this symbol, if its color matches
your new action card also came with an instant effect that lets you use the
your chosen action slot, you resolve the card’s effect imme- When you play a one- or two-credit Special card: EXAMPLE:
discarded available action card.
diately before or after you perform your chosen action. If the zz If the color does not match the chosen action slot, return the card The player who chooses this action slot will
color does not match, you ignore the card’s effect. to the bottom of the Special card deck. take 2 steelplast tokens and 1 kelp token
In either case, these cards are discarded to the discard pile on the main PERSONAL ASSISTANT zz If you choose not to pay to play the Special card, return it to the from the supply and keep them near his or
board. bottom of the Special card deck. her player board.
PERSONAL
ASSISTANT During setup, each player received zz If the color matches and you pay to play it, then you keep it.
a Personal Assistant. This is an action card If it has an instant effect, keep it under your player board after
ąąCLAIMING A CARD that is already claimed and in play at the performing the effect to ensure that it will not re-enter play.
Four types of cards do not have instant effects. When you play such a card, beginning of the game. It follows the same If it is not an instant-effect card, claim it in the usual way.
if its color matches your chosen action slot, you claim the card by placing it rules as any other action card. When you
use the action, you decide whether to gain Three-credit Special cards have no way to re-enter play. Generally, BLACK OPS TEAM SEA VENT FACTORY
near your player board. It thus becomes a permanent part of your underwa- they are too valuable to discard, but if one is discarded, you can return
ter nation. 1 steelplast or 1 credit.
“Yes. Brilliant analysis. Except that one plus it to the box.
one does not, in fact, equal three.” It could also be discarded within the
If the color of the card does not match the color of the slot, you cannot
“Limit of four” rule.
claim the card. It goes to the discard pile. EMBASSY AUTONOMOUS SYSTEMS
ąąPERMANENT EFFECTS
karty-S-karty-rbx-v9-ENG-print.indd 51 23.08.2018 22:19:52
ACTION SLOTS AND CARD EFFECTS
Cards marked with this symbol have a permanent effect.
ąą PRODUCTION CARDS On your turn, you choose an action by placing one of your action tiles on an BIOMECH CONSTRUCTION CREW
You gain the card’s benefit if you claim it, as described above. Cards with this symbol are production cards. Your claimed action slot. Slots that have already been chosen this round are occupied and
Permanent effects take various forms. Some permanent ef- production cards take effect during the Production phase, cannot be chosen again. Slots that have not yet been chosen are available.
When you choose an action slot that
fects trigger whenever a certain event happens. Others might which happens three times during the game. Some produce You can organize yourgain claimed
1 steelplast. cards by type. The icons on top allow
The two sides of the main board have different action slots. One side is de- does not match your card,
give you a discount in certain situations. Some offer a special resources directly. Others may modify your production based This effect does not apply when you
you to lay them out compactly, as shown.
signed for a two -player game. The other side is designed for three or four. choose the always-available slot.
ability that you can use every turn. on what is connected to your network. 57
A key for action slots of each board can be found on page [20].
14
It is legal to use the permanent effect even on the turn in which you claim When you place your tile on an action slot, you must also play a card from During Production, one of your connected
the card. ąą END-SCORING CARDS your hand. The action slots and the cards come in three colors. If the color
Whenever you advance
to the third space of the Federation track, laboratories may produce 1 steelplast and
Cards with this symbol are end-scoring cards. Your claimed of your card matches the color of the action slot, you may resolve the card’s LIMITED AND UNLIMITED COMPONENTS
gain 1 additional
karty-1-faze-rbx-ENG-v11-print.indd
35
27 credit. 23.08.2018 21:55:44
36
1 kelp instead of 1 science.
karty-1-faze-rbx-ENG-v11-print.indd 113 (An upgraded23.08.2018
still produces 1 additional steelplast.)
lab 21:56:08
ąąACTION CARDS end-scoring cards can give you points at the end of the game.
Some give you points based on some aspect of the network
effect before or after you perform the slot’s action. If the colors do not
match, you ignore the card and only perform the slot’s action. Whenever
Credits, kelp, steelplast, science, and biomatter tokens are
Cards with this symbol are action cards. Your claimed action you have built. Others may allow you to convert certain re- not intended
you build a connected city‘s
to
It is legal to use only part of an action or card effect. For example, if an second 69 be
desalination
karty-1-faze-rbx-ENG-v11-print.indd plant,limited.
gain 1 credit. If the
23.08.2018 supply runs low, you
21:55:56 can use higher
cards offer additional actions your underwater nation can sources to points.
karty-1-faze-rbx-ENG-v11-print.indd 71 23.08.2018 21:55:57
action slot allows you to build a city and a tunnel, you can choose to build denominations and the multiplier tiles to represent the amount of
58
Biomatter is a remarkable substance, somewhat more rare than the other resourc-
es. In addition to being essential for building symbiotic cities, biomatter can also be
a universal building material. Only when building a tunnel, building, or city, any part
= of the cost that requires kelp or steelplast can be paid with biomatter instead.
EXAMPLE:
A nonsymbiotic city normally costs 2 steelplast, 1 kelp, and 1 credit. But you could
10 build it with 1 steelplast, 2 biomatter, and 1 credit. 11
ąąUPGRADING STRUCTURES When an action slot or card effect allows you to advance 1 space on this The always-available slot allows you to
TIMING
track, move your marker 1 space ahead. If there is a bonus depicted beside gain 2 cards and 2 credits.
Buildings and tunnels are called structures in this game. Structures are
that space, immediately gain the depicted resource. If you move ahead Note: Some Special card effects allow
different from cities in that structures can be upgraded. There is a card Some effects have multiple parts. The parts of an effect can be resolved in
more than 1 space, gain the bonus of each of those spaces. you to use the action depicted at an action
that will let you turn a nonsymbiotic city into a symbiotic city, but this is an any order.
exception. If your marker ends up on an occupied space, place it atop the other mark- slot. These effects apply only to the colored
ers which are already there (being atop other markers means you will play slots, not to the always-available slot.
To upgrade, you need a card or action slot with a depiction like this: This action allows you:
ahead of them in the next round).
1. Use one of your action cards
Even when you have advanced as far as possible, you can still gain benefits 2. Build a structure for its usual price
from “advancing” more. If you advance when you are already on space 1, put 3. Pay 1 science to upgrade just built
Upgrade 1 structure. Pay 1 science. your marker atop any others on space 1 and score 1 point for each space you structure
were supposed to advance.
Whether upgrading a tunnel, a farm, a desalination plant, or a laboratory, ąąTHE ACTION-CLONING TILE (4 PLAYERS) We have already mentioned this action and it means, that you may build
the usual cost is 1 science. However, the card effects offer you special cost In a four-player game, the any structure for its usual price and then to upgrade it immediately by
opportunities. important action slots become paying 1 science. In addition you can use one of your action cards. Accord-
occupied quite quickly. The ing to the order of playing individual parts of this action, you can first use an
action-cloning tile (which is action card which gives you for example 1 credit and then you can pay this
available only in a four-player credit and 1 science to build and immediately upgrade desalination plant.
Use 1 of your action cards. Pay game) gives players a second
the usual cost to build a struc- 4
Be careful!! You must resolve all card effects and then all actions from
chance at one of these slots.
ture. Pay 1 science to upgrade the an action slot or vice versa. Resolving these 2 sets of actions simultane-
structure you just built. ously is not allowed.
[3-4 players] On your turn, instead of choosing an available action slot, you may do the EXAMPLE:
following:
1. Pay 1 credit.
2. Take the action-cloning tile.
3. Choose an action slot occupied by another player.
Gain 2 science; or upgrade 1, 2, BUILD FARM OR DESALINATION PLANT BIOMECH CONSTRUCTION CREW
center of the game board. of the round. The player who used the tile keeps it as a reminder that this
option is no longer available. The tile is returned to its place on the main
board at the end of the round. Suppose, that you have card with permanent effect no. 37 and action
karty-1-faze-rbx-ENG-v11-print.indd 67
When you take a Special card, you either: card no. 34 and you decide to23.08.2018
karty-1-faze-rbx-ENG-v11-print.indd
play a21:55:56
card to the red action 73 23.08.2018 21:55:58
slot described
When you upgrade a building, take the corresponding above. In your supply you´ve got 1 steelplast and 1 science. You don´t have
zz Take one of the three-credit Special cards (it is not replaced).
token from the supply and stack it atop the structure you
zz Or take the top card from the deck (the one-or-two-credit deck) and ąąSUMMARY OF CHOOSING AN ACTION SLOT any credits, but you would like to build a desalination plant. Here is the
are upgrading. To upgrade a tunnel, flip the tile over to the 1. Place one of your action tiles on an unoccupied action slot or on the
turn the next card face up. description of how to do this with the resources and cards you have. First
upgraded side. always-available slot.
zz Or turn the top card face down, move it to the bottom of the deck, and of all, pay 1 steelplast and build a laboratory. You have built your laboratory
An upgraded tunnel still counts as a draw the next 3 cards. Choose one of these 3 to keep and return the 2. Play a card from your hand. to a connected city and it is the second one, so because you claimed card
tunnel, an upgraded farm still counts as a other 2 to the bottom of the deck in either order. Then turn up the new 3. If the color of the card does not match the color of the slot, perform no. 37 before you gain 1 credit immediately. Then you have to pay 1 science
farm, etc. It is not possible to upgrade any top card. the action and discard the card with no effect. The always-available and upgrade the laboratory you´ve just built (the whole action has to be
structure that is already upgraded. zz Once a Special card is in your hand, it is mostly like any other card. The slot has no color and cannot be matched. performed i.e. “build and upgrade” not just “build” or just “upgrade”). Now
Upgraded structures produce more during Production, and certain cards differences are discussed on page [8]. 4. If the color of the card matches, then you choose one of these: you can resolve the other part of the action slot that allows you to use one
may provide benefits for having upgraded structures. a. Either perform the action, and then resolve the card’s effect. of your action cards . You will pay 1 credit, which you´ve gained to build a
b. Or resolve the card’s effect first, and then perform the action.
ąąUSING ACTION CARDS desalination plant. And then you draw a card.
ąą THE FEDERATION TRACK Action cards are a certain type of card you claim and keep near your player
board. They have actions which can be used during the game, but only when PLAYER PERFORMS ACTION
We have explained how to build your underwater nation, but you also
you use an action slot or a card effect with this symbol: IN UPPER PART OF ACTION SLOT.
need to build a good reputation with the world government! You do that
by choosing actions or playing cards with this symbol:
You may use 1 of your action cards.
The rules for using action cards are on page [8].
Advance 1 space on the Federation track.
PLACING OF THE ACTION TILE.
THIS ACTION SLOT IS OCCUPIED.
Before the first round, players’ markers are placed on
separate spaces of the Federation track in reverse play ąąTHE ALWAYS-AVAILABLE SLOT
order, as explained on page [6]. At the beginning of subse- One action slot is always available, even if another player has already cho-
quent rounds, the markers begin below space 4, as sen it this round. It has no color, so when you choose it you ignore the effect
12 explained on page [15]. of the card you play. 13
In this case there are two limitations with regard to resolving effects: The metropolis tiles offer various benefits that apply only if the metrop- happens 3 rounds after that, just before final scoring. In all, you will play
1. If a new effect triggers, resolve it immediately, even if you haven’t fin- BONUSES FROM BUILDING olis is connected. Your brown metropolis can give you points during final 10 rounds and have 3 Production phases. Each Production phase marks the
ished the effect which triggered it (as with card no. 37 above). scoring. The blue ones either have an instant effect or an instant effect and end of an era.
2. You have to resolve a card effect and the action of the chosen action Your player board depicts certain bonuses you may gain from building. a production effect.
slot separately and completely before resolving the other. Every board offers different bonuses. When you build a structure or a city ąąYOUR NETWORK’S PRODUCTION
on a site marked with a resource, you gain the resource.
END OF TURN All players can handle their Production simultaneously. Every tunnel
adjacent to a city and every building in your network will produce some-
At the end of your turn you always draw 1 card. This is in addition to any thing. Upgraded structures will produce more. Symbiotic cities will produce
Building on a site marked with this cards you may have acquired during your turn. Because you played only 2 points!
symbols allows you to advance 1 space 1 card, you now have at least 3. Nonsymbiotic cities have no production of their own, but they are still
on the Federation track and draw one If you have more than 3 cards, you must discard down to 3. However, useful because they connect buildings to your network.
card from current Era deck. you can think about this decision while others are playing. Officially, this You also gain a slight production bonus when you have 2 upgraded build-
decision is made at the beginning of your next turn. In practice, it is okay to ings of the same type at the same city.
discard as soon as you have made up your mind.
The production of your network is depicted on your player info card.
entire action slot has now been resolved.
tunnel sites. connecting a metropolis with a Production effect will allow the
Now, and only now, can she use Seafood Collection. She has an upgraded metropolis to produce, but the metropolis does not help the tunnel
tunnel, so she gains 1 kelp.
produce).
There was no way for her to use this kelp to build a farm instead of a desali-
Think of it like this: The connected cities are the places where people can
nation plant. The action slot and all its triggered effects had to be resolved
live. It is the people who are doing the productive work. So a disconnected
completely before she could use her card.
city will not produce because no one lives there – they can’t move in until
Of course it would have been legal to use the Seafood Collection card before you complete a tunnel to it. Similarly, a building next to an empty city site or
considering the action slot. In Kate’s situation, it would have been useless, a building next to a disconnected city does not have anyone there to run the
but if she had already built an upgraded tunnel on an earlier turn, she could operation. And tunnels that are not attached to any of your cities do not see
have gained the kelp before resolving the action slot. enough traffic to produce.
EXAMPLE:
It is the end of round 2. Black and Blue did not advance on the Federation ąąPRODUCTION FROM CARDS AND
track, so they will go last in round 3. Their relative order does not change, so
Black will play ahead of Blue. On space 2, the tiebreaker is the order of the METROPOLISES
stack. Because Orange is on top, Orange will go first. If you have claimed any production cards, or if
you have connected your network to any
metropolises with a production effect, you apply
PRODUCTION their effects at this time. When evaluating a
production effect that depends on your cities
TIMING OVERVIEW or buildings, you always ignore cities and
buildings that are not attached to your network.
The era marker moves one space on the era track at the
Some production cards have no production of their own.
end of each round. After 4 rounds, it will move onto a
Instead, they can modify the production of your tunnels, build-
Production space, reminding you that it is time for your ings, and cities. Such cards are evaluated when your network
first Production phase. The second Production phase produces, and they do not apply to tunnels, buildings, and
14 happens 3 rounds later. The final Production phase 15
cities that do not produce.
The two farms produce 2 kelp. FINAL SCORING
The upgraded farm also produces 1 point.
The two desalination plants produce ąąFINAL-SCORING TILE ąąSCORING YOUR NETWORK
2 credits. Neither has been upgraded, Your points are based on the number of different buildings next to each
so they produce no biomatter.
connected city:
Two upgraded laboratories at the same city
The metropolis in the upper left corner of your
zz 2 points for a connected city with no buildings.
produce 3 steelplast and 2 science.
player board will give you points if you have
connected it to your network with both tunnels. zz 3 points for a connected city with 1 type of building.
Three tunnels are adjacent to cities, so zz 4 points for a connected city with 2 types of buildings.
they produce 3 credits. One is upgraded, zz 6 points for a connected city with all 3 types of buildings.
so it also produces 1 point. The fourth
tunnel is not adjacent to a city. It produces
nothing, but it does connect the metropo- ąąEND-SCORING CARDS ąąSCORING YOUR RESOURCES
lis to the network. Cards marked with this symbol can give you points at the Now, many of your remaining resources can be converted to points:
The symbiotic city is connected to the end of the game. Some cards reward you for certain 1. First, sell all your biomatter for 2 credits each.
network, so it produces 2 points. accomplishments. Others let you spend resources to buy
points. You should spend as much as you can – there is
2. Then buy 1 point for every 4 credits, kelp, science, or steelplast you
The production card produces 1 credit. nothing else you can buy, and buying points via a card is
spend, in any combination. (For example, 3 kelp and 1 steelplast is
One metropolis is connected to the net-
TRADE SURPLUS
always more efficient than keeping the resources and 1 point; 1 science, 2 steelplast, and 1 credit is 1 point; etc.)
work. It produces 2 points. converting them into points after everything else has been Leftover resources do not count. Convert all that you can, and ignore the
scored. remainder.
After counting up production, the player
must feed all cities connected to the
network. Only two are connected, so the E
player pays 2 kelp. C
The unconnected city is ignored during
Production. Because no one lives there, its
laboratory does not produce anything and
ąąEND OF THE ERA it requires no kelp. D
A
After everyone has resolved all production from all sources, it is time to 185 B
resolve the end of the era with the following steps:
1. Rotate your action cards to the usual orientation to show they can be
used in the next era (this step is unnecessary at the end of the final
ąąFEEDING CITIES karty-S-karty-rbx-v9-ENG-print.indd 9 23.08.2018 22:19:35
A
era).
2. Feed your cities (explained on the right).
3. Remove the old era’s deck and discard pile from the game. Players keep
any cards from that era that they currently have, but no more new
ones will be drawn.
4. Shuffle the next era’s deck and place it on the game board. This is the
new draw pile. Each player draws 3 cards from the new era, adding
them to any cards already in hand. From this hand of 6 or more cards, FINAL-SCORING EXAMPLE:
choose 3 to keep and discard the rest. (Discarded cards from the At the end of Production, each city in your network must be fed 1 kelp (sym- 1. Because the brown metropolis is connected to the network by 2 tunnels, it can give points. Looking at the players‘ upgraded structures, we see 2 connect-
new era go to the discard pile. Discarded cards from the previous era biotic cities have the same requirements as nonsymbiotic cities). Return ed farms, 3 connected desalination plants, 3 connected laboratories, and 3 tunnels adjacent to cities. This counts as 2 full sets of qualifying upgraded
should be returned to that era’s deck.) Skip this step at the end of the this kelp to the general supply. If you have more cities than you have kelp, structures, so the metropolis gives 8 points.
final era. you spend all your kelp to feed those you can and then feed the remaining 2. The player has 2 end-scoring cards that allow her to buy points. She spends 6 science to buy 9 points. She spends two pairs of kelp and steelplast to buy
5. Advance the era marker. cities according to this chart: 2 points. This is 11 total points from end-scoring cards.
Once everyone has discarded down to 3 cards, you are ready to play the 3. Now she counts points for cities and their structures. She scores 6 points for each city with 1 building of each type.
For each unfed city, pay 1 biomatter. If any cities are still unfed, you feed
next era with the new deck; or if you have completed the third era, you are them by paying points – 3 points per city at the end of each Production. If A She has 2 of these, so that‘s 12 points. B Her city with two types of buildings is worth 4 points. C Her city with one type of building is worth
ready for final scoring. you lose all your points and still have unfed cities, just leave your scoring 3 points. D And her city with no buildings is still worth 2 points because it is connected. Her unconnected city E is ignored. No one lives there, so
marker at 0, but it would be extremely unlikely to lose this many points it cannot give her points. In total, her cities give her 21 points.
unless you are deliberately trying to do so. 4. Her leftover resources can be converted to credits, or she can do this in her head. She has 16 credits, plus 2 more for steelplast, plus 1 more for science,
plus 6 more for biomatter because those count as 2 credits each. Total credits is 25, which converts to 6 points. 1 credit is left over, but it will be ignored.
Only cities in your network require food. Cities that are not connected do If a tiebreaker is necessary, it is determined by what her position was on the Federation track at the end of the final round.
not count as cities because they do not have people in them yet.
Gain 1 science, Build 2 tunnels. Use 1 of your action Build 1 city and Gain 2 science; or upgrade 1, 2, or 3 structures,
1 steelplast, and 1 kelp. cards. Draw 1 Special 1 building. paying 1 science for each upgrade.
card. The structures do not all have to be the same type.
Build 2 farms. Build 1 tunnel and 1 city. Gain 2 steelplast and Build 2 laboratories. Use 1 of your action cards. Pay the usual cost to build
1 kelp. a structure. Pay 1 science to upgrade the structure
you just built.
Advance 2 spaces on Build 2 desalination Either build 1 city; Use one of your action Either build 1 tunnel; or advance 1 space on the
the Federation track. plants. or gain 1 kelp. cards. Gain 1 steelplast. Federation track and gain 2 cards and 1 credit.
ąąFOR 1 OR 2 PLAYERS
Use one of your action Build 2 farms; or build Build 1 tunnel. Use one Draw 1 Special card. Build 1 city. Gain 2 cards. Upgrade
cards. Gain either 2 laboratories (you of your action cards. 1 structure by paying
2 resources (they can´t cannot build 1 farm and 1 science or gain 1 kelp.
be of the same type). 1 laboratory).
ąąMETROPOLISES SUMMARY
At the end of the game, score At the end of the game, score 4 points for each set of 4 different upgraded
3 points for each metropolis structures. Count only buildings that are connected and tunnels that are adjacent
connected to your network (this to a city. In other words, you count whatever you have least – upgraded tunnels
includes the brown and blue adjacent to a city, connected upgraded farms, connected upgraded laboratories,
metropolises you started with, or connected upgraded desalination plants – and multiply that by four.
as well as any metropolis tile you
may have gained during play). ąąSPECIAL CARDS SUMMARY
Instant effect. If you con-
At the end of the game, score nect to this metropolis,
points for tunnels connected to Player gains 2 points for
immediately gain 1 kelp. every upgraded lab.
cities: 5 points for eight tunnels,
7 points for nine, or 9 points for
ten or more (don‘t forget that Production effect. If this Player submits up to
upgraded tunnels also count as metropolis is connected, 14 steeplast. For every
gain 2 points during each steelplast he gains
tunnels).
Production phase. 1 point.
Player receives 3 points
At the end of the game, score
for every two of sub-
points based on the number
of connected cities you have: ąąICON SUMMARY mitted kelp. It could be
done max. 5 times.
4 points for five cities, 8 points Pay resources/
for six cities, or 12 points for Exchange Player submits directly
credits
seven or more. 15 credits. He gains
Gain / If you 13 points for it.
Metropolis
At the end of the game, score have, gain...
Player gains 2 points
2 points for each Special card you Build End of turn for every symbiotic city,
played and paid for. This includes he has built.
not only your claimed Special In one turn / In Any available/
Player receives
cards, but also those with instant the same turn unused slot
3 points for every two
effects. This does not include
Once per turn
Any used slot of upgraded farms.
any Special action cards that you
discarded. Example: Player has
20 Discount Or built 7 upgraded farms
- he receives 9 points.