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RULEBOOK

AN ATOMIC STRATEGY GAME BY DÁVID TURCZI AND SIMONE LUCIANI


When Elsa von Frühlingfeld presented her invention to King Frederik Augustus II of Saxony,
people thought it was trickery. She used the recently isolated element Uranium to heat up a jar of
water and used the resulting steam to power an engine that kept the Uranium active via a process
she called “atomization.” Her device, the Nucleum, ushered in a new era of energy and prosperity
over the next decades. Saxony went from a minor regional power to the hub of European science and
engineering. Now, a generation later, factories are still hungry for more power, demanding bigger
and more Nucleums to be built, more Uranium imported from the nearby country of Bohemia, and
railways and power lines built across the country to carry the tamed power of the atoms to Saxony’s
great cities. Inventors, engineers, and industrialists flock to the Saxon court, vying to be the leader in
this new industrial revolution.

LIVING RULES PLEDGE Missing or damaged components:


We pledge to support every game well after its initial release. Despite rigorous Although we take a lot of care to make sure that your game is
play testing and multiple rounds of both internal and external proofreading complete, manufacturing mistakes can still leave you with
and editing, occasionally the need for rules corrections or minor game play a missing or damaged component. If that happens, please contact
adjustments are discovered only several months or years after the game was us to receive replacements swiftly, and with our sincere apologies.
manufactured. We promise to produce timely rules updates as necessary, along
with expanded FAQ clarifications if needed, available for download from our Customer support:
website in digital PDF format. https://boardanddice.com/customer-support/
COMPONENTS
1 MAIN BOARD (DOUBLE-SIDED)
4 PLAYER BOARDS

1 SIDE BOARD 1 VP FLAG TOKEN

4 VP TOKENS
(100/200)

50 ACTION TILES 2 SPECIAL ACTION TILES 50 CONTRACT TILES


(INCLUDING 20 BASE ACTION (FOR EXPERIMENT B) (4 INITIAL, 13 SILVER, 18 GOLD, 15 PURPLE)
TILES WITH DOTS)
3 MINING 46 ACHIEVEMENT TOKENS
RUBBLE TILES (IN DENOMINATIONS
OF 1 AND 5)

3 TURBINE
RUBBLE TILES
5 URBAN 65 THALER TOKENS
10 NEUTRAL URBAN RUBBLE TILES (IN DENOMINATIONS
BUILDING TILES OF 1 AND 5)
4 POWER PLANT
STANDEES
1 FIRST PLAYER
MARKER

5 ENDGAME
4 NUCLEUM CONDITION
8 MILESTONE TOKENS MARKERS
TILES

13 COAL IMPORT 1 COAL POWER 24 URANIUM 4 GENERAL 13 SETUP


WAGON TILES PLANT STANDEE CUBES PLAYER AIDS CARDS

2 COMPONENTS
PER EXPERIMENT (X4)
1 TURBINE
EFFECT TILE

1 EXPERIMENT
PLAYER AID
1 EXPERIMENT
BOARD

5 STARTING 8 TECHNOLOGY
ACTION TILES TILES

PER PLAYER COLOR (X4)

6 MILESTONE 18 WORKER 4 TURBINE 3 INCOME


MARKERS MEEPLES TOKENS MARKERS

12 URBAN BUILDING TILES

4 RESIDENCES 4 FACTORIES 4 LABORATORIES

1 VICTORY
POINT MARKER
4 MINE TILES
(2X SIZE 2, 2X SIZE 3)

Components Limitation: Uranium, Thaler, Achievement tokens, and Milestone markers are considered unlimited.
If you run out, use any suitable alternative(s). All other components are strictly limited to what is provided in the game box.
Thaler and Achievement tokens have denominations of 1 and 5 - you may make change any time as necessary.

COMPONENTS 3
Return the remaining Milestone tiles to the box.

SETUP 8. Place three Nucleum tokens on the indicated spaces near


the Milestone track.
9. Perform the map setup.
A. Place Coal Power Plant standee in Riesa on , and 4 other
MAIN BOARD Power Plant Standees in all the Cities with .
B. Shuffle the 13 Setup cards.
1. Place the main board in the center of the table with the side C. Reveal one card from the deck.
matching the number of players facing up, and place the side D. Randomly select a Neutral Urban Building tile, and place
board next to the main board. it on an urban site of the city indicated in the first row of
the card.
2. Place the Coal Import Wagon tiles with the side showing • If possible, place it on a red space.
“-1 Thaler” facing up on the indicated spots of the two coal • Otherwise, place it in a space with an icon matching
production areas. Note, when playing with 3 players, leave the tile’s icon (choose a space with only one icon, if
one spot on each area empty. Return any excess Coal Import multiple options are available).
Wagon tiles to the game box.
3. Place all the Thaler tokens, Uranium cubes, and Achievement
tokens in a general supply next to the main board. 5
4. Place VP Flag token under “70” spot on the VP Track.
5. Separate the 20 Base Action tiles. Shuffle the remaining 30 tiles 12G
(taking care to not mix in the Starting or Special Action tiles),
and add 10/15/25 of them (when playing with 2/3/4 players)
to the 20 you put aside earlier. Shuffle this pile well, divide it
into three piles, and place one of them in a face-down draw pile 5B
on the designated space at the top of the side board and put
the other two face-down close to the side board.
A. Return the unused Action tiles to the game box.
B. Draw and reveal 5 Action tiles from the draw pile, and place 8
them on the indicated market spaces on the side board.
6. Separate the Contract tiles by type (Initial, Silver, Gold, and
three types of Purple) based on their backs.
A. Randomly give each player one Initial Contract. 6
3
B. Shuffle the rest of the Contracts by type to create five stacks.
C. For a 2-/3-/4-player game, place 6/9/12 randomly selected
Silver Contracts in a face-down stack on the indicated space
on the side board. Return all remaining Silver Contract tiles
to the game box.
D. For a 2-/3-/4-player game, place 10/12/16 randomly selected 7
Gold Contracts in a face-down stack on the indicated space
on the side board. Return all remaining Gold Contract tiles
to the game box.
E. Place one random Contract of each of the three Purple types
face up on the matching space on the Contract market on 10
the side board.
F. Return all remaining Contract tiles (Initial and Purple) to
the game box. They will not be used in this game.
G. Draw two Silver and two Gold Contract tiles, and place them 12F
face up on the Contract market on the indicated spaces.
7. Shuffle all the Milestone tiles, and randomly assign one face
up to each of the four indicated spaces of the Milestone track.

4 SETUP - MAIN BOARD


• If no such space exists, select another Neutral Urban smallest possible modifier (including no modifier). Break
Building tile. ties in favor of red spaces and then randomly if still tied. In
• If a card indicates no Urban Building tile or in a 1- or a 1- or 2-player game, if a city’s name is followed by a ,
2-player game the city’s name has by it, skip placing skip placing the Mining Rubble tile.
a tile. • Return any unused Rubble tiles to the box.
E. Place the fourth Nucleum token on the power plant in H. Repeat steps C and D (draw a new card and place a
the city indicated in the second row of the card. Neutral Urban Building tile) three more times (so in total,
F. If playing with 3 players, place 3 Turbine Rubble tiles on a maximum of four Neutral Urban Building tiles will
Turbine spaces marked with the icon. be placed). If the card drawn would require you to place
G. If playing with 3 or fewer players: a Neutral Urban Building tile in a city that has no empty
• Place Urban Rubble tiles on one urban site in each of the cities space remaining, skip that placement.
indicated in the third row of the card. If possible, place them I. Return all unused Neutral Urban Building tiles and all
on red spaces (otherwise, on a space with one icon), then the Setup cards to the box.
select topmost/leftmost in the city if there are still multiple 10. Place the five Endgame Condition markers on the spaces in
options. If a city is listed twice, place two Urban Rubble tiles. the endgame condition area on the side board.
• Place Mining Rubble tiles on one mining space in each of 11. Randomly select the first player, and give them the First Player
the cities indicated in the fourth row of the card. Place
marker.
the Mining Rubble tile on the mining space with the

G 9D
2

9A
9D
2 9E
9E
9G
9F
9G
9C

9G

4
SETUP - MAIN BOARD 5
F. 6 Milestone markers. Place 3 of them on the three indicated
PLAYER BOARD Milestone spaces near the bottom of the side board and
the other 3 into a reserve next to the side board. (The
12. Each player takes: a player board (placing it in the middle stacking order between players does not matter.)
of your player area), a player aid, VP token (100/200) and G. 1 Victory Point marker, placing it on the “0” space of
4 Thaler from the supply. Choose a color, and take all the the scoring track around the edge of the board.
components in that specific color: H. Place the Initial Contract you received earlier during
the setup on the bottommost Contract space on your
A. 3 Income markers, placing one on the first space of each player board (without receiving the benefit).
income track (so that the starting income of 4 Thaler, 13. Starting with the last player and proceeding counterclockwise,
2 Workers, and 0 VP is visible to their left). each player selects one of the four Experiments. Take
B. 12 Urban Building tiles, placing them on the spaces that the Experiment board, all the technology tiles, the depicted
match their level (Roman numeral) and type with the side Turbine Effect tile, all Starting Action tiles, and Experiment
showing their level face up. player aid belonging to that Experiment. (all marked with the
C. 4 Turbine tokens, placing them on the indicated spaces on Experiment letter)
your player board.
D. 4 Mine tiles, placing them on the indicated spaces on your A. Place your 5 Starting Action tiles face up next to your player
player board in the following order from top to bottom: board, creating your tile pool.
Mine tile with 3 Uranium spaces, Mine tile with 2 Uranium B. Place your Turbine Effect tile in its dedicated space below
spaces, Mine tile with 3 Uranium spaces, then Mine tile the second Turbine token on your player board. Also, place
with 2 Uranium spaces. your Technology tiles in ascending order in their spaces on
E. 18 Worker meeples. Place 2 of them in your personal supply the Experiment board, not fully slid.
and the remaining 16 meeples into a reserve. (For your first C. If any player chose Experiment B, give them the 2 Special
few games, we strongly recommend starting with 3 Worker Action tiles to stack face down below the Experiment
meeples in your supply instead.) Board. Otherwise, return these tiles to the box.
The game is ready to begin, with the first player taking their turn.

13

12A

13B
12C 12D

12B 13B
12H

13C
13A

12E
6 SETUP - PLAYER BOARD
POWER PLANT STANDEE SETUP

BASIC POWER PLANT STANDEE

1 2 3

COAL POWER PLANT STANDEE

1 2 3 4

7
Starting with the first player and moving clockwise around

GOAL OF THE GAME the table, play continues in this fashion until two (or three in
a 2-player game) of the five endgame conditions are triggered
(see page [20]).
You are an industrialist trying to succeed during the economic and
technological boom of 19th-century Saxony, fueled by the invention
and spread of the Nucleum (what—in another timeline—people of
another century would call a nuclear reactor) and its immense power- GAINING RESOURCES
generating capabilities. You will strive to earn victory points (VP) by
building and powering Urban Buildings, securing Contracts, and Thaler and Achievement tokens are gained
meeting milestones dictated by King Frederik Augustus. from and spent to the common supply.
Workers are gained and spent from your
personal supply. You may always spend
GAMEPLAY AND TURN STRUCTURE 1 Worker to gain 1 Thaler but not vice
versa. If you ever must gain a Worker and
no Workers remain in your reserve, you
Gameplay is continuous; players take turns one after another immediately gain 1 Thaler instead.
with no rounds or phases. On your turn, you must do one of Uranium is typically gained when building a Mine. Whenever
the following: you gain Uranium, you must either place it on one of your
A. Play an Action tile from your pool to the leftmost free slot Mines or spend it to gain 1 Worker. You may always spend
at the top of your player board. Then, resolve one or both 1 Uranium to gain 1 Worker but not vice versa.
actions shown on the played tile. You may not choose this
option if there are no free spaces available at the top of your
player board or if you have no tiles remaining in your pool.
TIP: EXCHANGING URANIUM FOR WORKERS CAN BE VERY
If you choose this option, you may complete one Contract USEFUL, BUT REMEMBER THAT YOU MOSTLY GAIN URANIUM
(before or after either of your actions). WHEN BUILDING A MINE—AND YOU HAVE ONLY FOUR MINES.
B. Play an Action tile from your pool to an empty railway
space on the main board—placing one of your available
Workers on it—to become a Railway tile. Then, you and
Whenever you gain an income advancement of any kind
possibly other players may perform one or more actions,
(Thaler, Workers, Victory Points), move the corresponding
depending on the color matches made by your placement.
Income marker the indicated number of spaces to the right
You may not choose this option if you have no suitable tiles
on your player board. If the Income marker is already on the
remaining in your pool or if you have no available Worker.
last space of its income track, receive 1 VP instead for each
C. Perform a Recharge, allowing you to gain income and
advancement you were unable to gain.
retrieve all Action tiles from the top of your player board.
This may trigger a King’s Day Scoring (see page [19]).

2
5

4
3

1 THALER INCOME 2 WORKER INCOME 3 VP INCOME 4 STARTING POSITION


5 GAINING ANOTHER WORKER INCOME WOULD RESULT IN 1 VP GAIN INSTEAD.

8 GAMEPLAY - GENERAL RULES


5
1

9 1 COAL PRODUCTION AREA


4
2 LONG-DISTANCE RAIL
2 5 3 MINING SITES
10
4 CITIES
5 URBAN SITES
6 POWER PLANT
4 7 TURBINE SPACE
9 8 NUCLEUM SPACE BONUS
9 RAILWAY SPACES
7 3
10 LINK
4
8
6 3

Between these cities, you will find links consisting of up to three

ELEMENTS OF THE MAP connected empty railway spaces. During the game, you will place
Action tiles on these spaces, creating railways that serve both as
means of transporting Coal and Uranium and relaying electricity
(the latter primarily being because the power lines required
The main board shows cities which have a color (green, white, to transmit electricity are built along railway lines). A link
orange, purple, and the multicolored Praha, which is a special becomes a completed rail line if it has no empty railway spaces.
case) and a name. In these cities, you will find urban sites (black A completed rail line is owned (equally) by every player who owns
squares), mining sites (black hexagons), turbine spaces (black at least one railway within it, as indicated by their Worker on top
circles), and power plants. On the urban sites, you will be able of the Action tile. Completing a rail line consisting of more than
to place Buildings. On the mining sites, you will be able to build one railway space grants an inauguration reward to players who
Mines, and each of these Mines will store 2 or 3 Uranium. During participated in its completion which will be explained later in the
setup, some of the building and mining spaces may be completely rules.
blocked (depending on player count), while other building spaces
will contain Neutral Buildings. On the map, you create networks. A network is defined as a
grouping of one or more cities connected with each other by
Nearly all power plants (the exception being the one in Riesa) completed rail lines. A city belongs to your network if either: it
have a dedicated space for a Nucleum and up to five spaces is adjacent to your railway or is connected to a completed rail
dedicated to Turbines (black circles), which you and other line with at least 1 railway you own or contains your building.
players will build throughout the game. The function of The size of a particular network is the number of cities in that
the Nucleum and Turbines will be explained later in the rules. group (not the longest path between two cities in the group).
Therefore, a single city with your Buildings, Mines or Turbines
NOTE: Some urban sites, mining sites, and turbine spaces are present but not connected to another network counts as a
red; these indicate a higher cost of construction, as explained network of size 1, and a single railway (even if it’s not part of a
under their respective actions. completed rail line) that touches a city also forms a network of
size 1. You may have one or more networks at any given time,
and you may possibly connect two or more of your networks
later in the game, creating a bigger network instead. Networks
are relevant when constructing Buildings, Mines, or Turbines.

GAMEPLAY - GENERAL RULES 9


EXAMPLE: Red has three networks: one containing Leipzig
and Grimma—but not Freiberg and Riesa (since those
links only have Yellow’s Workers present) and not Chemnitz
(since a gap separates Grimma from Chemnitz). Chemnitz
forms a network of its own (because of the presence of
the red Worker), despite not being linked to any other
cities. The third network contains Zwickau, Joachimsthal,
and Plauen, included via the completed rail line that both
Yellow and Red own between the latter two. If any player
places a tile between Chemnitz and Grimma and Red
places a tile between Chemnitz and Zwickau, then Red
would instead have a single network of six cities.

PLAYING AN ACTION TILE


This option allows you to resolve actions and fulfill a Contract.
When playing an Action tile, place it on the leftmost empty space
at the top of your player board, then resolve both actions depicted
on the tile, in any order. Any action can be skipped; nothing is
mandatory. (see “Actions explained” on page [12] to learn more
about actions.)
When playing a Special Directive tile (your Starting Action
tile with a black background and no railway tracks on the back),
you may choose and perform exactly one of the 5 main
actions (Urbanize/Industrialize/Develop/Contract/Energize)
with a discount of 1 Thaler.

RESOLVE RESOLVE
BOTH ACTIONS ONE CHOSEN
(IN EITHER ORDER) MAIN ACTION
(WITH ONE THALER
DISCOUNT)
There are two coal production areas: Ruhr to the west and
Silesia on the northeastern side of the map. These represent
coal-rich areas (in western Germany and southern Poland,
respectively) outside of the map. They are connected to some Before resolving an action, between the two actions, or after
cities via long-distance rails. Players may import coal from completing both actions, you may fulfill one Contract per
the respective production areas into the connected cities (Plauen turn. You can fulfill either any of the Contracts on the right side
and Leipzig in the west, and Riesa and Gӧrlitz in the east on of your player board or one of the three Purple Contracts on the
the 3/4-player map and Dresden on the 1/2-player map). side board. Important: Purple Contracts do not get replaced!
Long-distance rails cannot be used for any other purpose than To fulfill a Contract, you must first meet its requirements (see the
importing coal. They are not owned by any player and therefore Appendix for a complete explanation of requirements), then gain
they cannot connect or create networks. all of its benefits (VP, Technologies, etc.) and flip that Contract
tile face down, placing it in your player area. When you fulfill
Coal, Uranium, and electricity can be transported from one a Contract from your player board, that Contract spot is freed,
city to another using completed rail lines (i.e., links without becoming available once again for a new Contract.
empty spaces) owned by any player. The ability to transport
Action tiles placed at the top of your player board remain there
resources is relevant when power plants are activated.
until you perform a Recharge (see page [17]).

10 GAMEPLAY - GENERAL RULES


PLACING A RAILWAY TILE TIP: BE MINDFUL OF THE ACTIONS ON YOUR TILES AND IN
THE MARKET. IF YOU PLACE ON THE MAP A TILE WITH AN ACTION
THAT YOU DO NOT HAVE ON ANY OTHER OF YOUR TILES, YOU MAY
LATER HAVE A HARD TIME GETTING A NEW ONE FROM THE MARKET
Placing a railway consists of the following steps: (IT MAY OR MAY NOT APPEAR), THUS SLOWING YOUR PROGRESS
1. Place an Action tile on a link, using a Worker to mark IN THE GAME.
ownership.
2. Resolve any action(s) with a color match
3. Check if the rail line has been completed. If it has, MATCHED
A. gain the inauguration reward, if any; then,
B. flip the tile(s) face down.
When placing a tile as a railway, select any empty railway space NOT MATCHED
on the map that is adjacent to a city and/or railway, place the tile
on it face up oriented in any direction, and place one of your NOT MATCHED
Workers on the tile.
MATCHED
MATCHED
NOTE: The tile does not need to be placed into your network.
Placing a Railway tile is how you extend your network and/
or create a new network. NOT MATCHED

MATCHED
If you do not have (or cannot obtain) a Worker before placing
the railway, you may not choose this option.

NOTE: Remember, you can always spend a Uranium in


MATCHED
a pinch, to gain a Worker.

You may never place your Special Directive tile as a railway.


To place a tile on a red railway space (between Leipzig and MATCHED
Grimma on the 3/4-player map and between Brüx and Praha on
the 1/2-player map), you must first pay 2 Thaler. If you cannot
pay, you may not place a tile there. Resolve your matched actions first from the just placed tile (in
any order), and then from the tiles that are matched. As a result of
Then, check the tile you placed for color matches. Each tile placing a tile, you will be able to resolve between 0 and 4 actions
shows two actions and has two colored edges. If the edge is (although resolving four actions is a very rare occurrence). Any
multicolored, it is a wildcard. An action creates a color match if action can be skipped; nothing is mandatory.
any of the following is true:
If other players gained matched actions this way, then they may
• it is adjacent to a city of the same color, resolve their actions after you have finished resolving all of yours.
• it is a wildcard, and adjacent to any city, If they cannot resolve their actions at that time, the opportunity
is lost; they may not resolve them later. If more than one other
• it is adjacent to Praha (which matches every color), or
player gains matched actions as a result of your placing a tile on
• it is adjacent to another tile and both adjacent actions are of the map, they resolve their matched actions in clockwise order
the same color or one or both of them is a wildcard. (In this starting from the active player.
case, the adjacent action on the other tile is also matched, even
if it belongs to another player.)
NOTE: It is not required to match a placed tile. If you place
Note that an action adjacent to an empty railway space never
a tile adjacent to another player’s tile without creating
creates a color match.
a match, you deny them the action they might have counted
If it helps, you can remember the rules of color matching more on at the cost of giving up an action yourself.
easily if you think of the Action tiles as traditional dominoes.

GAMEPLAY - GENERAL RULES 11


Whenever a rail line of two or more railway spaces is completed as If the Action tile shows a discount icon / , reduce the total
a result of a player placing the last tile, all players with one or more amount to be paid by 1 or 2 Thaler, as depicted.
Workers on links making up that rail line receive the inauguration
The level-IV Building of each type is also a Government building .
reward, resulting in an advancement on the VP income track. (See
They can be placed into a black space showing either their
“Gaining Income” on page [18] to learn more about incomes.)
column’s icon, or a Government icon. (See page [21] for special
rules concerning the scoring of Government Buildings.)

REWARD PER TILE FIX REWARD


EXAMPLE: Blue wants to build a Residence in Zwickau,
where there are 4 urban sites available. They cannot place
it on the bottommost site (red arrow), because only factories
REWARD PER TILE (2-PLAYER MAP)
can be placed there. They cannot place it on the middle site
Some rail lines provide an income advancement for each of your (yellow arrow) either, because of the friendly placement
Railway tiles within that link, while others provide the bonus restriction. Therefore only the leftmost and rightmost sites
once, even if you own multiple railways within the link. are available to Blue, but since the rightmost site (orange
arrow) is marked with a red border, Blue would have to pay
Finally, after gaining any inauguration bonus, flip all railways
2 Thaler to place a Residence there. Finally, Blue places his
within this link face down (to show the railway icon and the fact
Residence on the leftmost site (green arrow).
that that rail line is complete).

NOTE: While tiles are only flipped when a rail line is


complete and after actions are resolved (to help players see
what actions need resolving), the connection is immediate;
thus, it is possible to grow your network (or start a new one)
by placing a tile and then immediately using that network
in one or more of the actions’ resolutions.

Action tiles placed on the map remain here for the entirety of
the game.

MAIN ACTIONS EXPLAINED

URBANIZE
This action allows you to place Urban Buildings on the map. Take
an Urban Building tile of your choice from your player board,
paying the cost shown to the left of its row (from top to bottom,
2 Thaler for the first row, 3 Thaler for the second, etc). Place it on
an empty urban site within one of your networks.
• If you have no networks due to having no pieces (Urban
Buildings, Turbine, Mine, Railway tiles) on the board at
the beginning of the game, you may build anywhere.
• Building at red urban sites cost an additional 2 Thaler.
• Regular (black) urban sites must show the icon of the Building
type you are placing.
• Friendly placement restriction: If possible, you must place
the Building in a single-type space in the chosen city. Red
urban sites do not affect and are not affected by this rule.

12 GAMEPLAY - ACTIONS EXPLAINED


INDUSTRIALIZE EXAMPLE: Blue has an Industrialize action and would like
to place either a Mine or a Turbine. They can place their
Mine in Brüx on either black site. They can also place it
This action allows you to place Mines and Turbines on the on a site with a red border and + 1 Uranium, but paying
map. Take a Mine or a Turbine of your choice from your player 2 Thaler for that. They can also place it on a site with only
board, paying the cost shown to the left of its row (from top to a red border paying 2 Thaler, but it wouldn’t benefit
bottom, 1 Worker for the first row, 2 Workers for the second, them at all. They may also decide to build a Turbine in
etc.), and place it on a corresponding space within one of your Glashütte, but there are only red sites available, meaning
networks. that Blue would have to pay 2 Thaler to place their Turbine
Turbines are placed onto turbine spaces in power plants. there.
You may build a Turbine regardless of the presence of
a Nucleum in that power plant. Placing a Turbine unlocks
an ongoing special ability (explained in the Appendix).
Mines are placed onto mining sites. Once a Mine is placed,
gain Uranium equal to the number of Mines you have on
the board, including the one just placed. If the mining site
covered shows , gain 1 additional Uranium. Remember that
when you are gaining Uranium, you can place it in any of your
Mines—not just the one recently built—but be mindful that
each Mine is limited to 2 or 3 Uranium (as shown on the Mine
tiles).
• If you have no networks due to having no pieces (Urban
Buildings, Turbine, Mine, or Railway tiles) on the map at
the beginning of the game, you may build anywhere.
• To place a Mine or Turbine in a red space, you must pay
2 Thaler. If you’re using the Special Directive tile, you can use DEVELOP
the discount icon to reduce this cost.
Each Turbine is paired with a Mine on your player board, shown This action allows you to gain additional Action tiles. Purchase
with a connecting line between them. Once you have built one Action tile from the market, paying the Thaler amount (0 to
a connected Turbine-Mine pair, gain the reward depicted on 2) indicated below it. Then, you may pay additional 2 Thaler to
the connecting line. repeat this, paying the second tile’s cost as well. After purchasing
1 or 2 tiles, slide all remaining tiles to the right to close the gaps in
If the Action tile shows an icon , pay 1 Worker fewer than the
the offer, and refill the offer from the draw pile. If the draw pile is
indicated cost.
empty, refill it with one of the piles you have placed outside the
If the Action tile shows , gain 1 Uranium. The Uranium can side board during setup. If draw pile is empty and you cannot refill
be added to any of your Mines in any of your networks, including it - this triggers one of the endgame conditions (see page [20]).
this one. You can do this even if you used this action to build a
If the Action tile you played this turn shows a discount icon
Turbine. If you have no Mines at this time or you have no empty
/ , reduce the total amount to be paid by 1 or 2 Thaler,
spaces on any of your Mines, gain 1 Worker instead. You have to
as depicted.
perform the depicated action to gain the Uranium at the end of
it. You cannot “just” gain the Uranium and not do the action.

TIP: YOU DO NOT HAVE TO BUILD TURBINES OR MINES IN A CERTAIN


ORDER. SOME OF THE TURBINES PROVIDE FREE ELECTRICITY
FOR ENERGIZING THE BUILDINGS. YOU CAN EVEN BUILD
THE BOTTOMMOST TURBINE-MINE PAIR EARLY IN THE GAME TO
GAIN ACCESS TO A LEVEL - 3 TECHNOLOGY.

GAMEPLAY - ACTIONS EXPLAINED 13


(Silver or Gold) from the respective draw pile to refill the empty
EXAMPLE: Teal has 4 Thaler and is performing a Develop space in the offer. If there are no more tiles of the required color,
action. They really want to buy the tile that allows them draw a tile of the other color instead. If there are no more tiles of
to industrialize with a discount of 1 Worker which costs either color remaining in the draw piles, leave the space empty.
2 Thaler (Purple). Teal would also like to buy another tile, Drawing the last Contract from the last remaining pile is another
so they have to pay 2 Thaler to have that possibility. That one of the endgame conditions (see page [20]). Purple Contracts
leaves them with 0 Thaler, so the only tile available to them cannot be taken with Contract Action. You treat them as
is the rightmost one (Green). Teal would prefer to buy the yours in terms of f ulfilling them, but whoever is first takes
leftmost tile costing 1 Thaler (Red) and they could buy it if the Contract from the side board making it impossible for
they used their Special Directive tile for that action or any other players to f ulfill it.
other Action tile with a Develop action with a discount.
EXAMPLE: Yellow plays an Action tile that allows them to
perform a Contract action. They can choose from a 2 Silver
and 2 Gold Contracts, because Purple Contracts cannot be
taken this way. They decide to take the “Build 2 Laboratories”
Contract. After that, Yellow has to place it on their player
board. They choose the spot to place the Contract. Yellow
immediately receives 1 Uranium to put in one of their Mines.
Because the Silver Contract stack is empty, a Gold Contract is
drawn in place of just one taken.

CONTRACT
This action allows you to collect Contracts. Take one Silver
or Gold Contract from the offer, and place it on any empty
Contract space on the right side of your player board, then receive
the corresponding reward shown on that Contract space. If
the Action tile shows icon, receive the shown reward twice.

Gain 2 Thaler.

Gain 1 Worker from your reserve.

Add 1 Uranium to one of the Mines you own


on the map.
Since Yellow has already built 2 Laboratories, they can now
fulfill that Contract to gain 3VP and 1 Uranium.
Gain 2 Achievement tokens.

If you do not have an empty Contract space, you may not resolve
this action. You cannot remove or replace Contracts present on
your player board, nor can you keep a Contract in your hand or TIP: FULFILLING CERTAIN CONTRACTS IS ONE OF TWO MAIN
player area (i.e., to place it on your player board later). WAYS TO GAIN TECHNOLOGIES.
After taking a Contract, draw a new Contract of the same color

14 GAMEPLAY - ACTIONS EXPLAINED


GAINING TECHNOLOGIES
When you gain a Technology as a reward (usually via completing Contracts or energizing Laboratories), you must immediately
unlock a single Technology or gain victory points equal to the level of the gained reward.
When unlocking a Technology, select one with a level equal to or lower than the level of the gained reward and slide its tile to
the right into its slot on the Experiment board.
There are three types of Technologies:
Immediate You must either resolve the entirety of this effect when you unlock it or
abilities forfeit it; the effect cannot be stored for later use. The effect is a one-time
[blue] use and therefore those Technologies should be flipped after use.

Ongoing abilities have a trigger depicted on their left side and a benefit
Ongoing or an action modifier in parenthesis depicted on the right side. From
abilities the moment you gain this Technology, every time you meet the condition,
[brown] you gain the benefit or apply the modifier to the triggering action.

Ultimate goal If unlocked, your 8th Technology provides victory points that are scored at
[purple] the end of the game if you meet its condition.

(See the appendix for the complete list of Technologies.)


Unlocking all 8 of your Technologies is one of the endgame conditions (see page [20]).

have to own any of these rail lines) and a long-distance rail. There
ENERGIZE is no limit to the amount of coal that you can import, and you
can import coal from all connected coal import areas at the same
time as long as they are connected to your selected power plant.
This action allows you to power up Buildings, gaining you
immediate benefits and VP at the end of the game. When you
choose to Energize, perform the following steps:
1. Select one power plant on the map (in Riesa, Zittau,
Glashütte, Grimma, or Plauen).
2. Transport coal and/or Uranium from any number of
locations via completed rail lines to this power plant. You
may use any completed rail lines—not just your own.
A. For coal: import any amount from either/both coal
import site(s) first, then transport it to the power plant.
B. For Uranium: transport up to the allowed amount from
your connected Mines to the power plant.
3. Determine the amount of electricity produced.
4. Select a connected Urban Building (yours or Neutral) that has
a requirement equal to or less than the amount of electricity
produced.
5. Receive Achievement tokens equal to the requirement of the
Building and any benefits printed on it.

6. Flip the Building to its energized side.


In order to transport coal, it must first be imported. You can
import coal only if the selected power plant is connected to one
or both coal import areas via completed rail lines (you do not

GAMEPLAY - ACTIONS EXPLAINED 15


For each imported coal, pay the cost shown on a Coal Import You are allowed to skip transporting (and importing) coal and
Wagon in the selected coal import area, flipping the import tile Uranium if you can produce sufficient electricity through other
to its -2 Thaler side or, if there are no more import tiles on their means (see next paragraph).
1-Thaler side, removing it from the game to reveal the 3 Thaler
After transporting any coal and/or Uranium, determine
cost printed on the board. The coal supply can never be depleted,
the total amount of electricity you have produced:
but the price always increases toward the maximum of 3 Thaler
as it is imported. If using your Special Directive tile’s and/or • 1 electricity per 1 transported coal,
a Turbine effect’s (on your player board) discount , you can • 2 electricity per 1 transported Uranium (but remember that
apply the total reduction in cost to the total amount spent on you are limited in the number of Uranium you can use in
coal (and not to the cost of importing each individual coal). a power plant),
Once imported, the coal is immediately available for use in the • any additional electricity depicted on the used Action tile,
connected power plant.
• any electricity produced by your built Turbines, and
In order to transport and use Uranium, the selected power • any electricity provided by your active Technologies.
plant must have a Nucleum and each of your chosen Mines
must be connected to the selected power plant via completed rail Select exactly one Urban Building, either yours or Neutral
lines (you do not have to own these rail lines). The amount of (it does not have to be in your network), that is still on its
Uranium you can transport is dependent on the total number of unenergized side and also connected to the selected power plant
Turbines (regardless of which player owns them) present. via completed rail lines (you do not have to own these rail lines).
The selected Building must have a requirement that is equal
You can transport 1 Uranium by default plus an additional
to or lower than the amount of electricity you produced. Then,
1 Uranium for each Turbine present (note that Technology
receive:
B2/C2 allows you to transport an additional 1 Uranium—see the
Appendix for further explanation). If the Turbine you are using A. Achievement tokens equal to the electricity requirement of
belongs to another player, you must pay that player 1 Thaler the Building (any excess electricity is lost) and
(you can use the Special Directive tile’s discount to ignore B. the printed benefits depicted on the front of the tile
paying your first Thaler to another player if you did not use it to (Thaler, Workers, advancements on income tracks, gaining
import coal—in this case, that player receives their Thaler from Technologies).
the general supply). C. Finally, flip the tile to its energized side (showing a lit light
bulb in the upper left corner).
Transported Uranium is considered spent and is returned to
the supply.
NOTE: The VP depicted on the energized side of the tile
are counted only at the end of the game, with energized
EXAMPLE: Teal can transport Uranium to a power plant in Buildings in Praha scoring double.
Zittau even though 2 of the rail lines they are using belong to
other players. Teal can only transport 1 Uranium to Zittau,
because they don’t have a Turbine there, but a power plant
with Nucleum can process 1 Uranium by default. TIP: THE MAP HAS NEUTRAL BUILDINGS PLACED DURING
SETUP; ENERGIZING THEM CAN GIVE AN EARLY BOOST TO YOUR
ECONOMY AND MAKE YOUR FIRST RECHARGE (SEE PAGE [17])
MORE EFFICIENT.

16 GAMEPLAY - ACTIONS EXPLAINED


EXAMPLE: Teal performs an Energize action. They have Advance Worker income marker by 1.
a Laboratory in Marienberg that requires 9 electricity. Since
Teal has already built their 3rd and 4th Turbines, they have
3 extra electricity. Teal decides that they will use a power Advance VP income marker by 1.
plant in Glashütte. They transport 2 Uranium from their
Mine in Brüx through Blue’s rail line (yellow arrow). Since
there is a Nucleum in Glashütte, that power plant can process Gain 1 Achievement token.
Uranium. Thanks to their 2 Turbines there, Teal can process
transported Uranium to generate 4 electricity. They are now
lacking 2 electricity. Fortunately, Glashütte is also connected Advance any income marker by 1.
via various rail lines and long distance rail near Riesa with
a coal production area, so Teal can import 2 coal paying 2
Thaler and flipping 2 Coal Import Wagon tiles to generate Pay 1 Thaler to advance any income marker by 1.
remaining 2 electricity (green arrow). Now, all 9 electricity
is being transported to Marienberg which allows Teal to
energize the building (red arrow). They get 9 Achievement
tokens, Level 3 Technology of their choice and they flip
the building to its energized side. RECHARGE
Recharging allows you to gain income, place a Milestone marker
(potentially triggering King’s Day Scorings), and retrieve all
the Action tiles from the top of your player board. When you choose
to Recharge, you must perform, in order, each of the following steps:
1. Gain Thaler, Workers, and VP from your income tracks.
2. Place a Milestone marker on the Milestone track.
A. Gain rewards, if any.
B. If a Milestone space becomes empty, perform a King’s Day
Scoring (see page [19]).
3. Discard all Achievement tokens you have collected.
4. Retrieve all the tiles from the top of your player board.

SUBSIDIZE ACTIONS
Other small actions that can be found on the Action tiles, but
cannot be done with Special Directive tile:

Gain 2 Thaler OR 1 Worker.

Advance Thaler income marker by 1.

GAMEPLAY - RECHARGE 17
GAINING INCOME PLACING A MILESTONE MARKER
The income you gain (Thaler, Workers, and/or VP) is the highest This allows you to place your Milestone
value that is both to the left of the marker on the respective markers onto Achievement spaces for Final
income track and underneath an Action tile. Note that Scoring and occasionally placing a new 1
the income of the top two tracks (Thaler and Workers) will also Nucleum on the map.
include VP as you advance on them. 2
On the left side of the side board is
the Milestone track, which consists of
1
Achievement spaces that increase in
EXAMPLE: From top to bottom, Blue gains 10 Thaler and
value as you advance up the track. These
1 VP (because of the action tile), 4 Workers and 2 VP, and
Achievement spaces are grouped into 2
0 VP from their respective income tracks.
six different tiers (1-2, 3-6, 7-9, 10-14,
16-26, and 28-40, depicted in different 1
colors and showing different multipliers)
on the left and four Milestone segments
1 2
(1-6, 7-12, 13-22, 24-40, separated with
lines) on the right. When placing one of
your Milestone markers on the Milestone 1
track, you can only have one marker in
each tier, but multiple players can have
their respective marker in the same tier, 1 2
even on the same space. 3
1 TIERS 2 SEGMENTS 3 ZERO SPACE
At the end of the game, you will score additional VP for reaching
the last three spaces of each income track. These VP are shown To place your Milestone marker on the milestone track, follow
below the income tracks and are not gained when gaining these steps:
income.
1. Determine the total value of Achievement tokens you have.
2. Choose an Achievement space on the track with a value equal
TIP: WHILE YOU CAN GET A LOT FROM YOUR INCOME TRACKS to or lower than the total value of Achievement tokens you
DURING A RECHARGE, FOCUSING ON ONE OR TWO OF THEM have to place your marker on, remembering that you can only
INCREASES THE LIKELIHOOD OF GAINING EXTRA VP AT THE END place 1 marker in each tier.
OF THE GAME. A. If you already have Milestone markers in all tiers equal to
or lower than the total value of Achievement tokens you
have (or your total is zero), you must place your marker on
the “0” Achievement space and gain the bailout bonus. You
may willingly choose to place your marker on “0” as well.
3. If you place your marker in a Milestone segment that still has
a Nucleum present, place it on a power plant on the map and
receive the depicted bonus .
4. If you placed your marker in the topmost Milestone segment,
gain a level 3 Technology.
5. If you placed your Milestone marker on the topmost space
(40 Achievement tokens), immediately gain 9 VP.
Your first three Milestone markers come from the Milestone
spaces at the bottom of the side board, from left to right. Once
you have used these three milestone markers, you will take any
additional ones from the three Milestone markers placed next to

18 GAMEPLAY - RECHARGE
the side board during setup. Placed Milestone markers remain the same amount. Second place is scored even if there was a tie
on the milestone track for the duration of the game. If you have for the first place.
no remaining Milestone markers when Recharging, use any 3. It is possible for you to score for both first and second place (for
suitable alternative. a total of 8 VP). Milestone markers on the “0” Achievement
The “0” Achievement space is not part of any tier or milestone space are not eligible for King’s Day Scoring.
segment on the milestone track. When you place a Milestone
marker on this space, you receive a bailout bonus of 2 Thaler and Emptying the third (last) Milestone space is one of the endgame
1 Worker. For each marker you have on the “0” Achievement conditions (see page [20]).
space, you will lose 3 VP at the end of the game.
EXAMPLE: Red placed their second Milestone marker on ‘22’
EXAMPLE: Teal recharges with 17 Achievement tokens. Even spot which caused King’s Day Scoring to happen. Since both
though they have enough tokens to place their Milestone Teal and Red are tied for first place, they both gain 6 VP.
marker in the “x5” and “x4” tiers, they already have one Second highest Milestone marker also belongs to Teal which
marker each in those tiers, so they cannot do that. Therefore means that they receive another 2 VP. Therefore for this
Teal has to place their Milestone marker in one of the lower King’s Day Scoring Teal gains 8 VP, Red gains 6 VP and
tiers. They decide to place it on the ‘9’ spot, so they will have Yellow gains 0 VP.
‘x3’ multiplier for the Milestone tile “Score for every city
(including Praha) in which you have an energized Urban
Building.” On top of that, since there is still a Nucleum in
that segment, Teal gets to place it in a power plant of their
choice, gaining the bonus.

DISCARDING ACHIEVEMENT TOKENS


Discard all Achievement tokens you have collected, even if you
PERFORMING A KING’S DAY SCORING placed your Milestone marker on a lower position than their
total could have possibly allowed you to.
Whenever a Milestone space becomes empty (i.e., you are
the last player to recharge the first, second, or third time), perform
a King’s Day Scoring:
1. The owner of the highest Milestone marker on the Milestone
track scores 6 VP. If there is a tie, all tied players score
the same amount.
2. The owner of the second-highest Milestone marker on
the Milestone track scores 2 VP. In a tie, all tied players score

GAMEPLAY - RECHARGE 19
each play one more turn. It is possible to trigger and score
RETRIEVING ACTION TILES additional endgame conditions after the end of the game has
been triggered—this has no effect on the end of the game.
Retrieve all tiles from the top of your player board (not from the Afterwards, proceed to Final Scoring.
map), and return them face up to your tile pool. These Action
tiles are now available for you to use again.
FINAL SCORING
TIP: DO NOT BE AFRAID TO TAKE A RECHARGE WITH 0 If a player has one or more Achievement tokens left at this
ACHIEVEMENT TOKENS; AN EXTRA WORKER AND SOME MONEY stage, they may place a Milestone marker on the Milestone
CAN SERIOUSLY BOOST YOUR EARLY GAME. track as described under “Recharge” but without triggering
any effects (King’s Day Scoring, Nucleum placement, gaining
Technologies, etc.) nor gaining any income. The limit of
1 Milestone marker per player per tier still applies.

ENDGAME CONDITIONS SCORING MILESTONES


& END OF THE GAME For each of your Milestone markers on the Milestone track, score
1 VP for each time you meet the condition shown on its segment’s
Endgame is triggered when two (three in a 2-player game) of Milestone tile, multiplied by its tier’s multiplier. For each of your
the following five conditions are met: Milestone markers on the “0” Achievement space, lose 3 VP instead.
• The Action tile draw piles are empty.
• Both the Silver and Gold Contract draw stacks are empty.
EXAMPLE: Blue scores 4 VP for every second Urban Building
• All players have recharged at least 3 times (the Milestone they have built, while Yellow scores 7 VP for every second
spaces have no Milestone markers on them). Urban Building they have built.
• At least one player has unlocked all of their 8 Technologies.
• At least one player has reached 70 VP.

NOTE: The last two conditions can only be met by one player
- the first to do so.

As soon as an endgame condition is met, the player who met


the condition first (usually the active player) moves the left-most
Endgame Condition marker from the side board’s relevant area
onto the condition’s dedicated space and scores 3 VP (as shown
in the now revealed space).

SCORING YOUR ULTIMATE


GOAL TECHNOLOGY
If you have unlocked your 8th
Technology, score this goal. See
the appendix for details.

After the end of the game is triggered, continue taking turns


until each player has taken an equal number of turns (until
the last player in player order has finished their turn), then you

20 GAMEPLAY - END OF THE GAME


EXAMPLE: Blue scores 2 VP for their
energized Laboratory in Freiberg,
8 VP for their energized Factory in
Praha, and 20 VP for their energized
Government Building (counting
5 Factories for 4 VP each).
Note that Blue counts Teal’s tiles—
including the unenergized ones—but
it does not count Red’s because it is not
accessible from Praha via completed
rail lines that Blue owns. Blue does not
score for their own unflipped Factory in
Karlsbad either, because even though it
is within one of their networks, it is not
connected via a completed rail line to
the Government Building in Praha.

SCORING YOUR LEFTOVER SCORING INCOME TRACK BONUSES


RESOURCES Score 3/6/10 VP for each of your income tracks that has its income
marker on one of the last three spaces (as indicated below them).
Score 1 VP for every 2 Uranium in your Mines, 2 Workers in
your personal supply, and 5 Thaler in your player area. Before
scoring your leftover resources, you may still convert Uranium EXAMPLE: In this case, Blue scores 3 VP for their Thaler
into Workers and Workers into Thaler. income track and 10 VP for their Worker income track, for
a total of 13 VP.

ENERGIZED BUILDINGS
For each of your energized Buildings, score the depicted number
of VP. Energized Buildings in Praha score double.
Most Buildings indicate a flat VP amount. Government
Buildings , however, show a scoring condition indicating
a Building type (Residence, Factory, or Laboratory); for each
energized Government Building, score the indicated amount of
points for all Buildings of the shown type — including itself,
and those belonging to other players and regardless of whether
they are energized or not — that are in the same network of
yours as the Government Building in question. The player with the most VP is the winner. If there is a tie, tied
players share the victory.

GAMEPLAY - END OF THE GAME 21


SILVER CONTRACTS
APPENDIX (C05) Have 2 Laboratory Urban Buildings on the
map (energized or not).
Gain 3 VP and add a Uranium cube to one of your
Mines (or gain a Worker).
• Praha does not count as a city of any color for
the purpose of fulfilling Contracts. (C06) Have 8 Action tiles (available or on top of your
• Urban Buildings with 2 icons count for Contracts/ player board), excluding Railway tiles.
Milestones requiring both, but they count only as Gain 1 Worker and a Level 1 Technology.
1 Urban Building for Contracts not specifying icons.
• These Contracts are all minimum requirements; if you (C07) Have 6 Achievement tokens.
have more, you still can fulfill the Contract.
Gain 4 VP.

(C08) Have 5 Railway tiles.


INITIAL CONTRACTS
Gain 2 VP and a Level 1 Technology.
(C01) Have a total of 2 Urban Buildings, Mines,
and/or Turbines in green cities.
(C09) Have 2 Turbines on the map.
Gain 2 VP, 2 Thaler, and a Level 1 Technology.
Gain 2 VP and 1 Worker.
(C02) Have a total of 2 Urban Buildings, Mines,
and/or Turbines in purple cities.
(C10) Have 2 energized Urban Buildings.
Gain a Level 1 Technology.
Gain 2 VP and 2 Thaler.
(C03) Have a total of 2 Urban Buildings, Mines,
and/or Turbines in white cities. (C11) Have 2 Residential Urban Buildings on the
Gain a Level 1 Technology. map (energized or not).
Gain a Level 1 Technology.
(C04) Have a total of 2 Urban Buildings, Mines,
and/or Turbines in orange cities. (C12) Have 2 Factory Urban Buildings on the
Gain a Level 1 Technology. map (energized or not).
Gain 2 VP and a Level 1 Technology.

(C13) Have an Urban Building (energized or not)


in Praha.
Gain a Level 1 Technology.

(C14) Have a network of 4 cities.


Gain 3 VP and a Level 1 Technology.

(C15) Have a Government Urban Building on the


map (energized or not).
Gain a Level 1 Technology, and 2 VP income steps.

22 APPENDIX - CONTRACTS
(C16) Have an Urban Building (energized or not)
(C27) Have 13 Achievement tokens.
in 2 cities of different color, excluding Praha.
Gain 8 VP.
Gain 3 VP and 2 Thaler.

(C28) Have 3 Residential Urban Buildings on the


(C17) Have 2 Mines on the map.
map (energized or not).
Gain 2 VP and 2 Thaler.
Gain 3 VP and a Level 2 Technology.

(C29) Have 3 Factory Urban Buildings on the


GOLD CONTRACTS map (energized or not).
Gain 5 VP and a Level 2 Technology.
(C18) Have a total of 5 Urban Buildings, Mines,
and/or Turbines in orange cities. (C30) Have 3 Laboratory Urban Buildings on the
Gain 6 VP and a Level 2 Technology. map (energized or not).
Gain 5 VP and add 2 Uranium cubes to your
(C19) Have a total of 5 Urban Buildings, Mines,
Mines on board (or gain 1 Worker instead of each).
and/or Turbines in green cities.
Gain 6 VP, 2 Workers, and a Level 2 Technology. (C31) Have 2 Government Urban Buildings on
the map (energized or not).
(C20) Have a total of 5 Urban Buildings, Mines, Gain a Level 2 Technology and 2 VP income steps.
and/or Turbines in purple cities.
Gain 6 VP and a Level 2 Technology. (C32) Have 3 Turbines on the map.
(C21) Have a total of 5 Urban Buildings, Mines, Gain 5 VP and 2 Workers.
and/or Turbines in white cities.
Gain 6 VP and a Level 2 Technology. (C33) Have 3 Mines on the map.
(C22) Have at least one Urban Building (energized Gain 6 VP and 4 Thaler.
or not) in 3 cities of different color, excluding Praha.
Gain 6 VP. (C34) Have a network of 7 cities.
Gain 6 VP and a Level 2 Technology.
(C23) Have 4 energized Urban Buildings.
Gain 6 VP and 3 Thaler.
(C35) Have 5 fulfilled Contracts.
Gain 2 VP and a Level 2 Technology.
(C24) Have an energized Urban Building in Praha.
Gain 4 Thaler and a Level 2 Technology.
PURPLE CONTRACTS
(C25) Have 7 Railway tiles.
(C36) Have 4 Turbines on the map.
Gain 6 VP and a Level 2 Technology.
Gain 6 VP and a Level 3 Technology.
(C26) Have 11 Action tiles (available or on top of your
player board), excluding Railway tiles. (C37) Have 17 Achievement tokens.
Gain 5 VP, 2 Workers, and a Level 2 Technology. Gain 4 VP and a Level 3 Technology.

APPENDIX - CONTRACTS 23
(C38) Have 3 Government Urban Buildings on
the map (energized or not).
MILESTONE TILES
Gain 6 VP and a Level 3 Technology. Score for every 2nd Urban Building tile (energized
or not) you have on the map.
(C39) Have 4 Mines on the map.
Gain 6 VP and a Level 3 Technology.
Score for every Residential Urban Building
(energized or not) you have on the map.
(C40) Have 8 Uranium cubes on the map.
Gain 6 VP and a Level 3 Technology.
Score for every Factory Urban Building
(C41) Have a total of 6 Urban Buildings, Mines, (energized or not) you have on the map.
and/or Turbines in purple cities.
Gain 7 VP and a Level 3 Technology.
Score for every Laboratory Urban Building
(C42) Have a total of 6 Urban Buildings, Mines, (energized or not) you have on the map.
and/or Turbines in orange cities.
Gain 7 VP and a Level 3 Technology.
(C43) Have a total of 6 Urban Buildings, Mines, Score for every Mine you have on the map.
and/or Turbines in green cities.
Gain 10 VP and a Level 3 Technology.
(C44) Have a total of 6 Urban Buildings, Mines, Score for every Turbine you have on the map.
and/or Turbines in white cities.
Gain 7 VP and a Level 3 Technology.
(C45) Have 4 Factory Urban Buildings on the Score for every 2nd Railway tile you placed.
map (energized or not).
Gain 5 VP and a Level 3 Technology.
Score for every city (including Praha) in which
(C46) Have 4 Laboratory Urban Buildings on the
you have an energized Urban Building.
map (energized or not).
Gain 7 VP and a Level 3 Technology.
(C47) Have 4 Residential Urban Buildings on the
map (energized or not).
Gain 6 VP and a Level 3 Technology.

(C48) Have 6 energized Urban Buildings.


Gain 12 VP.

(C49) Have 8 fulfilled Contracts.


Gain 12 VP.

(C50) Have 9 Railway tiles.


Gain 12 VP.

24 APPENDIX - CONTRACTS & MILESTONES


TECHNOLOGIES
LEVEL TECHNOLOGY EFFECT APPEARS ON

1 (A1) After placing a Mine or a Turbine, gain 1 Uranium. Experiment A

(A2, C1) Whenever you energize an Urban Building, gain


1 Experiments A & C
1 Thaler.

1 (D2) Whenever you gain a Contract, gain 1 Achievement token. Experiment D

(A3, C3) Immediately perform an Urbanize action, with


1 Experiments A & C
an additional discount of 2 Thaler.

(B3, D3) Immediately perform an Industrialize action, ignoring


1 any network requirement. (i.e. build a Turbine or a Mine Experiments B & D
anywhere, paying costs.)
(B2, C2) For Energize actions only, you have an extra “virtual”
1 Turbine in each power plant. Therefore, in power plants with Experiments B & C
a Nucleum present, you can use one additional Uranium.

(B1, D1) Whenever you place a Railway tile, gain 1 Achievement


1 Experiments B & D
token.

(A6, C6) Immediately perform an Energize action, producing


2 Experiments A & C
an additional 4 electricity.

(A4, C4) Whenever you Energize an Urban Building, either gain


2 1 Worker or take an Action tile from the offer with an additional Experiments A & C
discount of 2 Thaler.

2 (B5, D4) Whenever you place a Railway tile, gain 2 Thaler. Experiments B & D

(B4) Whenever you gain a Contract, also receive the reward of one
other Contract space (regardless if that additional Contract space
2 Experiment B
is empty or occupied). If the Action tile used shows , it does
not double this second reward.

2 (A5) Immediately gain 3 Workers and 3 Thaler. Experiment A

(C5, D5) Immediately take a tile from the offer with an additional
2 discount of 2 Thaler, then you may perform a “Place a Railway” Experiments C & D
turn using that tile.

2 (B6, D6) Immediately gain 8 Achievement tokens. Experiments B & D

APPENDIX - TECHNOLOGIES 25
(A7) Urbanize actions have a discount of 2 Thaler, and ignore any
3 Experiment A
network requirement (i.e. you can build anywhere).

(A8) Have at least 1 Urban Building, Mine or Turbine in 5/7/9


3 Experiment A
different cities each to score 4/10/21 VP.

3 (B7) Gain the 2 Special Action tiles. Experiment B

(B8) Have 1/2/3 markers on the “10 Achievement” space or


3 higher on the Milestone track (i.e. in the red, purple, or blue tiers) Experiment B
to gain 4/10/21 VP.
(C7) During Energize actions, you can transport coal, Uranium, and
electricity ignoring network restrictions. Thus you can use any one
3 power plant AND you can energize Buildings that are not connected Experiment C
to that power plant. That also means that you can use coal and your
Uranium that are not connected to that power plant.

(C8) Have 4/6/8 energized Urban Buildings to score


3 Experiment C
4/10/21 VP.

(D7) Your Railway tiles are considered to be a wildcard on both


sides (for all purposes, including when other players try to match
3 with your tiles). On turns when you place a Railway tile you are Experiment D
allowed to fulfill a Contract (as if you were placing a tile on your
player board).

3 (D8) Have 6/8/10 Railway tiles to score 4/10/21 VP. Experiment D

TURBINE EFFECTS Experiment A’s 2nd Turbine:


Whenever you take an Energize action,
Whenever you take an Energize action, pay two fewer Thaler in total when
pay one fewer Thaler in total when importing one or more Coal.
importing one or more Coal. (This discount is additional to the
discount from your topmost Turbine.)
When you take an Energize action,
produce 2 additional electricity. Experiment B’s 2nd Turbine:
After you take an Energize action, gain
Whenever you take an Energize action, 2 additional Achievement tokens.
produce 1 additional electricity. Experiment C’s 2nd Turbine:
Each Uranium produces 3 electricity
instead of 2.

Experiment D’s 2nd Turbine:


After you take an Energize action, gain
1 Worker.

26 APPENDIX - TECHNOLOGIES & TURBINES


CREDITS
Game Design: Dávid Turczi & Simone Luciani
Solo Mode Design: Dávid Turczi
Game Development: Andrei Novac, Maciej Górkowski,
Michał Cieślikowski, Kacper Frydrykiewicz
Solo Development: Gary Perrin, Chuck Case, David Digby,
Mauro Gibertoni, Kacper Frydrykiewicz
Illustrations: Andreas Resch, Piotr Sokołowski
Graphic Design & DTP: Zbigniew Umgelter, Andreas Resch,
Zuza Kołakowska, Paweł Niziołek
Rulebook: Dávid Turczi
Rulebook DTP: Paweł Niziołek, Zuza Kołakowska, Zbigniew Umgelter
Proofreading: Robert and Emanuela Pratt
Board&Dice would like to thank the following
for their invaluable play testing, advice, and feedback:
Frank de Jong, Jace Ravensburg, Tommaso Battista, Gabriele Ausielllo, Hendri Adriaens,
Daniele Tascini, Noralie Lubbers, David Digby, Gary Perrin, Chuck Case, Violet Tieman, Mauro
Gibertoni, Błażej Kubacki, Simone Colombo, Samantha Milani, Luke Reinsik, Daniele Radavero,
Ido Traini, Claudio Ciccalè, Paolo Prioretti, Andrea Giuliani, Bijan Mehdinejad, Riccardo
Fabris, Tamás Rábel, Iwona Jaworowska, Klaudyna Mikołajczyk, Przemysław Kapica, Łukasz
Stadnik, Daniel “Gun3R” Sobolewski, Jakub Kisała, Paweł “Wppxis”Gajda, Dave Haenze, Anita
Sokołowska, Aneta Bernaciak, Damian “Erefor” Adamczak, Yuriy Ivanov, Miłosz Murawski,
Adam “Samson” Kamiński, Marta Szpaderska, Daniel Dubel, Hans Brunnström, Jesper Molin,
Athina and Johan, Charles Adams, Jeff Gage, Steve Fladda, Jan Skornowicz, Ariel “Ardel”
Kowalski, Michał Mazurek, Ania Oksanen, Maria Jóźwik, Paweł Jabłczyński, Patryk Olbert, Emil
Pacholczyk, Jeremy Nordmoe, Krzysztof Kapelańczyk, Jakub Pańczyk, Wiktoria Matyja, Jarosław
Pawełczyk, Małgosia Sztokfisz, Krzysztof Wójcikiewicz, Jan Mikołajczak, Joanna Szopińska,
Konrad Nowicki, Jan Friderick Wahlin, Jacob Coon, Ed McKell.

Dávid would like to give special thanks to Noralie Lubbers,


because she always has the exact idea he is looking for.
BOARD&DICE
CEO: Ireneusz Huszcza
Operations Manager: Aleksandra Menio
Head of Marketing: Aleksandra Skłodowska-Michalak
Head of Sales: Ireneusz Huszcza
Art Direction: Filip Głowacz
Head of Development: Kuba Polkowski
© 2023 Board&Dice. All rights reserved.
For more information about Nucleum please visit:
www.boardanddice.com
APPENDIX

X Thaler Cost Action tile

X Worker Cost Railway tile

X Thaler Discount Network

X Worker Discount Turbine

Receive X Thaler Mine

Receive X Workers Residence

Add Uranium to one of your Mines Factory

Advance Thaler income marker by X steps Laboratory

Advance Worker income marker by X steps Government Urban Building

Advance VP income marker by X steps Any Urban Building

Advance any income marker by X steps


(you can split steps between different tracks) Energized Building

Get X Victory Points Built Mines, Turbines and Urban Buildings

Get X Victory Points at the end of the game City

Get X Achievement tokens Electricity Requirement

Level 1 Technology Additional Electricity during Energize action

Level 2 Technology Contract

Level 3 Technology Fulfill a Contract

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