Contents
- 1 Welcome to the Underwater Cities Game!
- 1.1 The Goal of the Game
- 1.2 Game Setup
- 1.3 Gameplay
- 1.4 Scoring
- 1.5 Conclusion
- 1.6 What’s Included?
- 1.7 How to Play the Game
- 1.8 The Game in a Nutshell
- 1.9 What about the cards?
- 1.9.1 Getting a Card
- 1.9.2 Permanent Effects
- 1.9.3 These Cards Are Action-Packed
- 1.9.4 Production Cards
- 1.9.5 Now, let’s talk about end-scoring cards.
- 1.9.6 Super Cards
- 1.9.7 Resources
- 1.9.8 Cities
- 1.9.9 The Wonders of Buildings
- 1.9.10 Tunnels
- 1.9.11 Your Network
- 1.9.12 The Federation Track
- 1.9.13 The Importance of Special Cards
- 1.9.14 Understanding Special Cards
- 1.9.15 Interpreting the Meaning
- 1.9.16 By following these tips for special cards, you’ll be on your way to becoming a game master in no time!
- 1.9.17 The Action Slot that’s Always There
- 1.10 Timing Matters
- 1.11 Advantages of Building
- 1.12 End of Your Turn
- 1.13 End of the Round
- 1.14 Making a Movie
- 1.15 Earning Points at the End
- 1.16 The End of the Game
Welcome to the Underwater Cities Game!
Are you ready to dive into an exciting world of strategy and exploration? In this unique game, you will have the opportunity to create your own thriving underwater civilization. But be careful, as you will face challenges along the way. Let’s dive in and explore the game rules together!
The Goal of the Game
In the Underwater Cities game, your main objective is to construct and develop a successful underwater civilization. You will do this by building various structures and connecting them together with tunnels. Your ultimate aim is to score the most victory points and become the dominant ruler of the underwater world.
Game Setup
Before we begin, let’s set up the game. Each player will receive a game board, player boards, and initial resources such as credits, biomatter, and science tokens. The game board represents the underwater world, while the player boards track your resources and actions.
Gameplay
Now, it’s time to explore the gameplay. The game is played over a series of rounds, and each round consists of several phases.
In the first phase, you will take turns choosing and playing action cards. These action cards allow you to perform various actions, such as building structures, gaining resources, or activating special abilities. Each action card has a cost and requires specific resources.
Next, in the second phase, you can perform actions on your player board. These actions include excavating tunnels, building structures, activating abilities, or gaining resources. Remember to manage your resources carefully and plan your actions strategically to maximize your progress.
In the third phase, you will gain resources based on the structures you have built. Each structure provides a unique benefit and can generate credits, biomatter, or science tokens. These resources are essential for further development and scoring victory points.
After the resources phase, it’s time for upkeep. During this phase, you will resolve any ongoing effects and prepare for the next round. Make sure to keep track of your progress and adjust your strategy accordingly.
Scoring
At the end of the game, you will score victory points based on various factors. These include the number of structures you have built, the connections you have made with tunnels, the resources you have gathered, and any achievements you have accomplished throughout the game. The player with the highest score will emerge as the winner!
Conclusion
Now that you have a basic understanding of the game rules, why not gather your friends and dive into the fascinating world of Underwater Cities? Explore, build, and conquer the depths as you strive to become the ultimate ruler of the underwater realm. Good luck and enjoy!
Building underwater cities, connecting them with a transportation network, and constructing supporting facilities is the aim of this game. Each round, I get the chance to take an action by playing a card.
If the color of the card matches the action slot I choose, I also get a bonus from the card. Three times during the game, I have to deal with a special phase called Production. During this phase, my underwater network generates points and resources, while my people consume food.
When the game ends, I receive additional points based on my achievements. The player with the most points is the winner.
What’s Included?
- There is a game board
- There are 180 era cards
- There are 83 resource tokens
- There are 30 domes
- There are 47 tunnel tiles
- There are 16 metropolis tiles
- There are 111 structure tokens
- There are 4 player info cards
- There are 4 player boards
- There are 4 scoring cards
- There are 4 assistant cards
- There are 4 multiplier tiles
- There are 12 action tiles
- There is 1 action cloning tile
- There is 1 era marker
- There are 12 player markers
- There are 8 government contracts
- There are 25 special cards
- There are 35 credit tokens
- There is 1 rulebook
How to Play the Game
The game is played in turns. Two tracks help determine the order of play. One is the play-order track, which shows the order for the current round. The other is the Federation track, where players compete for position in the next round. Each player has a turn to make their move.
Alright, here’s what I learned about setting up the game. We’re going to start by placing the play-order markers on the play-order track randomly for the first round. Then, on the Federation track, we’ll put the markers in the opposite order. This means that the person who ends up playing third and fourth will get some extra resources. Let me break it down for you:
- If you’re on space 1 of the play-order track, you’ll play first in the first round. Your marker on the Federation track will start below the track, on the space with the same color as yours.
- If you’re on space 2, you’ll play second. Your other marker on the Federation track will start on space A.
- If you’re on space 3, you’ll also start on space 3 of the Federation track and you’ll get an extra credit to start with.
- And finally, if you’re the last player, you’ll start on space 2 of the Federation track and you’ll begin with 1 credit and 1 steelplast, in addition to the usual starting resources.
The very first round is the only round that begins in this manner. In the following rounds, the sequence of play and the starting position on the Federation track will be determined in a different way.
The Game in a Nutshell
So, let me break it down for you. Here’s a quick rundown of how the game works:
First off, we take turns picking actions. The play-order track determines the order, and it stays the same throughout the round.
When it’s your turn, you start with 3 cards. You can play one card and choose an action slot at the same time. The trick is, you have to pick a slot that nobody else has chosen this round. (But don’t worry, there is one special slot that’s always available). Once you’ve made your choice, just place your action tile on the slot to show that it’s occupied. From that point on, the slot is off-limits to everyone else for the rest of the round.
When you play a card, its color must match the color of the slot you chose. If they match, you get to perform the card’s effect. But if they don’t, you can still take the action, but the card has no additional effect. It’s like assigning someone to a job they’re not qualified for – they’ll still do the job, but won’t be able to do any extra tasks.
After your turn, you always draw 1 card. Sometimes, you can draw more cards as part of an action or card effect. But if you end up with more than 3 cards, you have to discard down to 3. You can choose to discard any time before your next turn.
A Round
So here’s how the game goes: each of us gets 3 turns, and as we play our cards, the slots on the board fill up. That means that the later players won’t have as many options. Once we’ve all taken our turns, the round is over.
Let’s Talk About the Era Marker
After each round, the era marker moves along the era track. When it lands on a Production space, it’s time for the Production phase.
Time for Production!
During the Production phase, our underwater networks will produce different resources. And just so you know, each of our connected cities will use up 1 kelp during this phase.
What Exactly is an Era?
In the game, we go through three eras. Era I consists of A rounds, while Era II and Era III consist of 3 rounds each. The end of each Production phase marks the end of an era, and that’s when things get interesting. New cards are introduced into play as we transition to a new era. Each era has its own deck of cards, adding different elements and strategies to the game. Finally, after Era III, the game comes to a close.
When it’s all said and done
When the game is over, it’s time to tally up the points. Players will score various aspects of their underwater networks, taking into account the different cards they’ve accumulated throughout the game. The player with the highest score emerges as the winner, so make sure to strategize and build wisely!
What about the cards?
When you play a card during your turn, it represents the personnel you have available. You start each turn with 3 cards, and you choose one of them to play along with an action slot.
If the color of the card matches the color of the slot, you get to resolve the card’s effect before or after performing the action. But if the colors don’t match, you just perform the action and disregard the card.
There are three different colors: green, red, and blue. Each color has a different power level:
- Green cards are the strongest, but you can only fully benefit from them when you play them on green action slots, which are the weakest.
- Red cards and action slots have a moderate power level.
Yellow cards may be the weakest, but don’t be fooled – they pack a punch. These cards have a special power that takes effect as soon as you play them. It’s like a quick burst of energy in the game that can catch your opponent off guard. They may seem small, but they can make a big impact.
Now, let’s talk about the other cards. These cards don’t have an instant effect. Instead, they can be saved and used later. They’re like a secret weapon that you can unleash when the time is right. Each type of card has its own unique ability, giving you different options and strategies to explore.
In this section, I’ll explain all five types of cards in detail. By understanding their strengths and weaknesses, you’ll be able to make the best choices and maximize your chances of success.
Remember, it’s not just about the power of the cards, but also how you use them. Strategy and timing play a big role in the game. So, don’t underestimate the yellow cards – they may be the weakest, but they have the potential to turn the tide in your favor.
When you play a card with this symbol, if the color of the card matches the color of your chosen action slot, you get to perform the card’s effect right before or after you carry out your chosen action. If the colors don’t match, you don’t get to use the card’s effect.
In either case, these cards will be discarded and placed in the discard pile on the main board.
Getting a Card
Some cards don’t have instant effects. If you play one of these cards and its color matches your chosen action slot, you get to keep the card by putting it near your player board. This makes the card a permanent part of your underwater nation.
If the color of the card doesn’t match the color of the slot, you can’t keep the card. It will go to the discard pile instead.
Permanent Effects
I want to talk to you about these cards I found, the ones with this little symbol on them. They’re pretty special because they have a permanent effect. That means when you claim one of these cards, you get to keep its benefits forever. It’s like a gift that keeps on giving!
Now, these permanent effects can come in different forms. Some of them happen whenever a certain event takes place. So, you get this cool bonus whenever something specific happens.
Other times, these cards give you a discount in certain situations. Imagine having a special discount just for you! It’s like being a VIP.
And there are even some cards that give you a special ability that you can use every turn. It’s like having a secret power that only you know about. So cool!
Oh, and guess what? You can even use these permanent effects on the same turn that you claim the card. No need to wait around, you can start enjoying the benefits right away!
These Cards Are Action-Packed
When you come across cards with this symbol, you’re dealing with action cards. These special cards give you extra actions that your underwater nation can take. If you want to use an action card, you’ll need to have an available action slot or a card effect that lets you do it.
Example: Choosing this action slot lets you use one of your action cards and get 1 steelplast in return.
Example: When you play a card that has an immediate effect on a green slot, you can use one of your action cards before or after taking the action on the slot.
Even on the turn that you claim an action card, you can still use it.
Each action card can only be used once per era. Once you use a card, rotate it 90 degrees to the right to indicate that it has been used and is no longer available. At the end of the era, after Production, all action cards will return to their original position to signify that they will be available again in the next era.
Note: There are a few instant-effect cards that allow you to make a used action card available again. This means you can use the same action card more than once in a single era.
Maximum of Four
Hey there! Let me break it down for you. You can have up to 4 action cards, including the Personal Assistant. If you’re already at the limit, you’ll have to toss one before getting a new one. It’s up to you whether you want to discard an action card that you’ve already used this round or one that’s still available.
But here’s the cool thing: if you make room for a new action card by discarding an available one, you can use that discarded action right away. It’s like getting a bonus effect that lets you use the discarded card instantly.
Meet the Personal Assistant
When we were setting up the game, we all got a Personal Assistant. This card is already yours and ready to use at the start.
Your Personal Assistant works just like any other action card.
When you use it, you get to choose whether you want to get 1 steelplast or 1 credit.
If you have too many cards and need to get rid of some, you can also discard your Personal Assistant. Just remember, you can only have a maximum of four cards in play at any given time.
Production Cards
Hey there! Let’s talk about production cards and how they can help you in the game.
So, production cards are marked with this symbol. They come into play during the Production phase, which occurs three times throughout the game. These cards have different effects. Some cards will directly produce resources for you, while others will change your production depending on what’s connected to your network.
Now, let’s talk about end-scoring cards.
Guess what? These cards have a special symbol on them. Can you see it? Good! These cards are pretty cool because they can give you extra points at the end of the game. How cool is that? Some of them give you points for the network you built, while others let you trade resources for points. It’s like a secret weapon you can use to boost your score. So don’t forget about these special cards when you’re strategizing. They could be the key to victory!
Super Cards
When you play a game with a regular deck of cards, you can’t see what cards you have until you draw them. But there are some cards that everyone can see from the beginning. These cards are called Special cards.
You can’t draw Special cards like you do with regular cards. Instead, you can only get one by using the action slot that looks like this.
When you get a Special card, it stays in your hand. You can play it just like any other card. However, if it doesn’t match the action slot you chose, it gets discarded and put back at the bottom of the Special card deck with no effect. If it does match, it only has an effect if you pay the cost shown near the upper left corner.
Example: If you want the special benefit of this card, you have to pay 3 credits to play it.
Getting Rid of Special Cards
When you discard one- or two-credit Special cards (like when you have to discard cards until you reach your hand limit), they should immediately go back to the bottom of the Special card deck.
Here’s what happens when you play a one- or two-credit Special card:
- If the color of the card doesn’t match the action slot you chose, it goes back to the bottom of the Special card deck.
- If you decide not to pay to play the Special card, it goes back to the bottom of the Special card deck.
- If I like the color and pay to play it, I can keep it. If it has an instant effect, I’ll keep it under my player board after using the effect so it doesn’t come back into play. If it’s not an instant-effect card, I’ll claim it as usual.
- Special cards with three credits can’t be played again. Normally, they’re too valuable to discard, but if one gets discarded, I can put it back in the box.
When it’s my turn, I choose an action by putting one of my action tiles on an action slot. I can’t choose a slot that’s already taken this round. Only the available slots can be chosen.
The two sides of the main board have different action slots. One side is for a two-player game, while the other side is for three or four players.
So here’s what you need to know: when you put down a tile on an action slot, you’ve also got to play a card from your hand. The action slots and cards come in three different colors. Now, if the color of your card matches the color of the action slot, you can do the card’s effect before or after you do the action for the slot. But, if the colors don’t match, you can just ignore the card and only do the action for the slot.
You’re allowed to use just part of an action or card effect if you want. For example, let’s say an action slot lets you build a city and a tunnel. If you want to, you can choose to only build the tunnel and skip the city.
However, there’s one thing you can’t do: you can’t choose an action slot and not use any part of its effect. It’s not allowed. So, if you don’t have enough resources to build 1 tunnel, you can’t pick the action slot that lets you build 2 tunnels. Simple as that!
When you play a card in a game, you don’t always have to use its special power. It’s totally up to you.
Let me explain a few important concepts about how the game works. I’ll use action slots as examples, but keep in mind that these rules apply to other aspects of the game as well.
Resources
In this game, you can earn or spend different resources. These resources are like special things that you can use to help you in the game.
When you earn a resource, it is shown by a little picture or icon on the card:
When it comes to playing this game, there are a few things to keep in mind. First, you’ll need credits, science, kelp, steelplast, and biomatter to cover your costs. These resources are essential for making progress.
But kelp is a special resource because it not only helps with costs, but also feeds your people. It’s the most efficient way to keep everyone fed and happy. Don’t underestimate the power of kelp!
Now, let’s talk about cards. They are like little treasures that can make a big difference in your game. Having more cards gives you more options and opportunities to strategize. So, always keep an eye out for ways to acquire new cards.
Finally, points are what you’re ultimately after. They determine whether you win or lose the game. So, anything you gain, whether it’s resources or cards, will ultimately contribute to your overall success. Keep that in mind as you make your moves.
Example: If you decide to pick this action slot, you’ll get 2 steelplast tokens and 1 kelp token. Make sure to keep them close to your player board.
Limited and Unlimited Components
Hey there! Let’s talk about limited and unlimited components in this game. Sounds interesting, right? Well, here’s what you need to know:
- The credits, kelp, steelplast, science, and biomatter tokens in the game are not meant to be limited. So, don’t worry if you run low on them. You can simply use higher denominations and the multiplier tiles to represent the resources you have. And the best part? You can change the amount of resources you have anytime you want! No restrictions there.
- Now, when it comes to building tokens, they are also not intended to be limited. If you happen to run out of a particular type, no need to panic! You can usually substitute a different colored token instead. Let’s say you have a bunch of upgraded farms and the supply of green tokens runs out, just grab another color. Problem solved!
- In a two-player game, make sure to use 7 symbiotic city domes.
- If you’re playing with three players, you’ll need 10 symbiotic city domes.
- And if you’ve got a full house of four players, grab all 13 symbiotic city domes.
Cities
Cities are where us underwater folks call home. When the game ends, any city that’s connected to our network will earn us points. We’ve got two different kinds of cities to worry about though.
Hey there! Have you ever thought about what it takes to build a fancy city? Well, I’ve got some cool stuff to tell you! So, when you want to create a snazzy city without any funky connections, you’ll need to pay 2 steelplast, 1 kelp, and 1 credit. And what do you get in return? A slick white dome, my friend!
If you want to create a symbiotic city (purple dome), you have two options. You can either pay 1 steelpast, 1 kelp, 1 biomatter, and 2 credits, or you can follow the steps below to build a city.
When you build a city, you need to pay the regular cost and get a dome from the supply. Then, place the dome on an empty city site on your player board. Make sure that your new city is next to an existing city.
In simpler terms, your new city should have a tunnel site that connects it to an existing city. You can build new cities before connecting them with tunnels, that’s allowed.
Hey there! Let’s talk about symbiotic and nonsymbiotic cities. They’re kind of special in their own ways, you know? Symbiotic cities can be a bit more expensive because it’s not easy to come by biomatter. But, here’s the cool part – they can actually generate some points during Production. On the other hand, nonsymbiotic cities are a bit simpler to build, especially if you already have the steelplast. However, they don’t produce any points. But hey, both types of cities can give you points at the end of the game, which is pretty neat. Oh, and by the way, both symbiotic and nonsymbiotic cities need kelp to keep them fed during Production. So, whenever you see a rule or effect that applies to a city, it means it’s talking about either a symbiotic or nonsymbiotic city. Easy, right?
The Hidden Building Sites
Did you know that every city has a secret building site? It’s like a hidden treasure waiting to be discovered. These special sites are usually off-limits, but there’s a way to build on them. If you happen to play a card with a special power that lets you unlock these sites, you can build on them. Just make sure the site is adjacent to an existing city or a legal building site.
The Price Tag
Building a city, a building, or a tunnel comes with a cost. You can find the cost depicted on your player info card. This is the amount you need to pay when you choose to build something using one of your action slots.
However, there are certain cards that give you the power to build without paying the usual cost. If a card doesn’t specify a cost, you’ll have to pay the regular amount. But if a card tells you a different cost, you’ll pay that instead.
The Wonders of Buildings
Buildings are remarkable structures that make your underwater nation thrive. They’re like secret weapons that help your city become self-sufficient. There are three types of buildings you can construct:
If you want to progress in the game, you have to make some important choices. Here are three options you can consider:
- Start by building a farm. This will cost you 1 kelp.
- Another option is to build a desalination plant. This will cost you 1 credit.
- Finally, you can choose to build a laboratory. This will require 1 steelplast.
When you decide to construct a building, you must pay its cost, which is shown on your player info card. Once you’ve paid the cost, take a building token of the corresponding color from the supply. Now, place the building token on an empty building site. Keep in mind that the site you select for your new building should be next to an existing city or a site where you can build a new city.
The different buildings have distinct outcomes during the production phase. Depending on the building, you may get more resources if you upgrade it.
Moreover, some cards may have special effects that only activate if you have specific buildings. However, it’s important to remember that buildings won’t have any beneficial effects until they are connected to your network. To connect them, you will need to construct tunnels and cities.
Tunnels
Hey there! Let’s talk about tunnels and how they connect your cities to your underwater network.
Let’s talk about building a tunnel. It’s a pretty cool thing to do because it can help you travel underground and explore new areas. But, of course, building a tunnel isn’t free. It costs you 1 steelplast and 1 credit. So, don’t forget to bring your resources!
When you decide to build a tunnel, you need to pay the cost and grab a tunnel tile from the supply. Cool, right? Then, place the tile on a tunnel site, making sure to put the non-upgraded side facing up. You can see this non-upgraded tunnel in the picture above.
Now here’s the deal. You can’t just put your tunnel anywhere. You have to choose a site that is connected to your starting city. What does that mean? Well, it means that there has to be a way to trace a path from your starting city to the site you want to build your tunnel on. This path can go through cities or empty city sites, but not through empty tunnel sites. Got it?
Let’s Take It Step-by-Step
When you’re expanding your empire, you need to take it one step at a time. This means you build your tunnels, buildings, and cities one after the other. So, if you decide to build a tunnel, start by finding a legal tunnel site. Once you’ve built that tunnel, it might even open up new legal sites for a second tunnel. How cool is that?
Imagine this: All the cities, buildings, and tunnels you see on your game board have been built fairly and according to the rules. Just take a look at those highlighted green spots! They represent potential sites for new cities. If you decide to build a city in the upper left corner, it will open up two more legal sites for future cities.
Now let’s focus on the lower left corner. That city site is absolutely legitimate for a new city. This means that its empty building spots are also fair game for new buildings. I’ve already got a laboratory set up there, so it’s working out pretty well.
For example: Legal sites for a new tunnel are shown in green. It’s important to note that the three existing tunnels are all connected to the starting city, as required.
Your Network
When it comes to expanding your network, you have a lot of freedom. Buildings and cities don’t necessarily have to be connected to your starting city, but everything on your board should eventually be part of your network.
Your network includes all the structures, cities, and empty city sites that are connected to your starting city:
- First and foremost, your starting city is always connected to your network.
- All your tunnels are automatically connected to your network because building a disconnected tunnel is not allowed.
When you connect a city to your network, it means that there is a series of tunnels leading from your starting city to that city. So, if there are tunnels connecting all the cities in your network, then any city with a tunnel leading to it is also considered connected. On the other hand, if a city has no tunnels connecting to it, it is not connected to your network.
In addition to cities, buildings adjacent to connected cities are also considered connected to your network. This means that if you have a building next to a connected city, it is also considered part of your network.
It is crucial to have connected cities and buildings because only they contribute to your production. Buildings and cities that are not connected do not produce anything during the production phase. Furthermore, they do not consume any resources, such as kelp, at the end of production. Lastly, they do not count towards your final score.
So, remember, to maximize your production and score, make sure to connect as many cities and buildings as possible to your network. By doing so, you can ensure the steady growth and success of your network.
Example: Hey there! Did you ever notice that the city in the middle isn’t connected to any of its buildings? It’s because there’s no tunnel leading to the city. And that building down in the lower left corner? It’s not connected either because it’s missing a city. But don’t worry, everything else is totally connected and part of the network.
Biomatter is an extraordinary substance that is not as common as other resources. It has multiple uses and can be used as a universal building material. When constructing tunnels, buildings, or cities, you can choose to pay with biomatter instead of kelp or steelplast.
For example, let’s say you want to build a nonsymbiotic city. Normally, it would cost you 2 steelplast, 1 kelp, and 1 credit. However, you have the option to build it using 1 steelplast, 2 biomatter, and 1 credit.
In this game, buildings and tunnels are referred to as structures. Unlike cities, structures can be upgraded. There is a special card that allows you to transform a nonsymbiotic city into a symbiotic city, but this is the only exception.
To upgrade a structure, you need a card or an action slot that has a depiction similar to this: [insert depiction].
Upgrade 1 structure. Spend 1 science.
When you want to upgrade a tunnel, a farm, a desalination plant, or a laboratory, you usually have to pay 1 science. But there are card effects that give you special opportunities to reduce the cost.
If you’re playing with 3-4 players, here’s a cool trick you can use: play an action card, pay the regular cost to build a structure, and then pay 1 science to upgrade that structure. It’s a neat way to maximize your resources and make your buildings even better!
Hey there! I’ve got an exciting choice for you. You have two options: either boost your scientific knowledge by a whopping 2 points or take your structures to the next level by upgrading one, two, or even three of them. The best part is, you only need to spend 1 science point for each upgrade! And here’s the best part, you can mix and match the types of structures you upgrade. So, go ahead and make your move! [1-4 players]
Gimme 2 cards, friend! To level up a building, you gotta cough up 1 science point or grab yourself some kelp. [2 players]
Upgrading a building is a simple process. First, you need to find the token that matches the building you want to upgrade. Once you have the token, place it on top of the structure you’re upgrading. If you want to upgrade a tunnel, just flip the tile over to reveal the upgraded side.
When it comes to upgrades, it’s important to remember that an upgraded tunnel is still considered a tunnel, just like an upgraded farm is still considered a farm. You can’t upgrade a structure that has already been upgraded.
Upgraded structures produce more resources during production. Additionally, there are certain cards that provide benefits specifically for having upgraded structures.
The Federation Track
If you want to build a good reputation with the world government, you need to take into account the actions you choose and the cards you play with the symbol of the world government.
Hey there! Let’s talk about advancing on the Federation track in this game. It’s an important part of the strategy, so pay careful attention.
Before we start, each player places their marker on a space of the Federation track, going in reverse order. In each subsequent round, the markers start below space 4.
Whenever an action or card allows you to move ahead by 1 space on the track, go ahead and move your marker. And here’s the exciting part – if there’s a bonus shown next to that space, you get to immediately gain that resource. Awesome, right?!
Now, if you move more than 1 space ahead, you’re in for an even bigger treat. You get to take the bonus from each of those spaces. That’s like hitting the jackpot!
Just a heads up, if your marker ends up on a space that’s already occupied, don’t worry. You place your marker on top of the other markers there. And guess what? In the next round, you’ll get to play ahead of everyone else. Talk about an advantage!
So, to sum up: you move your marker, gain bonuses, and stack your marker if needed. Now that you have this knowledge, go out there and dominate the game!
So, you’ve made it pretty far in the game, but did you know that you can still get even more benefits by “advancing” further? It may seem strange, but hear me out. Let’s say you’re already on space 1 and you decide to advance. Well, what happens is that your marker goes on top of any other markers that are already on space 1. And here’s the cool part – you get to score 1 point for every space you were supposed to advance. Pretty neat, huh?
Imagine this: You’re playing a game and you just landed on a special space. This means something exciting is about to happen, and you have a chance to earn some extra points. But what exactly does that mean? How do you know what to do?
The Importance of Special Cards
Let’s talk about these special cards. They’re a big part of the game, and they can really change things up. They give you a boost, an advantage, or a way to impact the game in a unique way. But they can also trip you up if you’re not careful. That’s what makes them so interesting and fun.
Special cards can be things like power-ups, bonuses, or special actions. They come in different shapes, sizes, and colors. Some let you move ahead, some let you skip ahead, and others let you take an extra turn. Whatever they do, they’re designed to mix things up and keep the game exciting.
So, how do you get these special cards? Well, it really depends on the game. Some games have specific spaces on the game board where you can draw a special card. You land on that space, and BAM! You get to draw a card. Other games might have you roll a certain number on the dice, or answer a question correctly, or even trade with another player. The possibilities are endless.
Once you have a special card, it’s like having a secret weapon. You can use it at just the right moment to gain an advantage over your opponents. Maybe you need to catch up, or maybe you want to skip ahead and be the first to reach the finish line. Whatever your strategy, special cards can help you get there.
Understanding Special Cards
Now, let’s talk about how to use these special cards. They all come with instructions, so you’ll need to pay attention. Some cards might let you move ahead a certain number of spaces, while others might let you move backward or even switch places with another player. It’s important to read the instructions carefully so you know exactly what you can do.
Remember, special cards can be a double-edged sword. While they can help you, they can also impact other players. For example, you might draw a card that allows you to skip ahead five spaces, but it might also mean another player gets sent back. It’s all about strategy and making the right move at the right time.
With these factors in mind, choosing the right special cards can make a big difference in the game. Think about your goals and what you want to achieve. Do you want to go for speed and try to finish first? Or maybe you want to slow down your opponents and throw them off track. Whatever your plan, there’s a special card out there that can help you.
So, next time you’re playing a game and you land on a special space, don’t forget about those special cards. They can be the key to victory, the element of surprise, or a game-changer. Embrace the unknown, take risks, and have fun exploring all the possibilities that these special cards bring to the table.
Interpreting the Meaning
Overall, the meaning of special cards is to enhance the game experience. They add excitement, strategy, and unpredictability. They open up new pathways, challenge players to think differently, and keep everyone on their toes. So, the next time you’re playing a game and you come across a special card, remember to embrace the opportunity and let it elevate your gameplay.
Additionally, it’s important to remember that the true power of a special card lies in how you use it. Don’t underestimate its potential to turn the game around or give you that extra edge. Take the time to understand the rules, experiment with different strategies, and discover the many ways special cards can transform the game.
When someone asks, “Are you ready to play?” you can confidently say, “Yes!” You now have a deeper understanding of special cards and how they can make the game even more enjoyable. So, go ahead, shuffle those cards, roll the dice, and let the fun begin!
By following these tips for special cards, you’ll be on your way to becoming a game master in no time!
This symbol I’m looking at right here? It’s an indicator that tells me I can do something special. And guess what? There are many special cards just waiting for me in the middle of the game board, all face up, no less!
When I grab one of these special cards, I have a few choices. First, I can take one of the special cards worth three credits. But here’s the twist: once I take it, it doesn’t get replaced. It’s all mine!
But that’s not all. I also have the option to take the top card from the deck. That deck has cards worth either one or two credits. And what do I do after that? Well, I just have to turn the next card face up. Simple as that!
But wait, there’s more! I can even turn the top card face down, put it at the bottom of the deck, and draw three new cards. I get to pick one card to keep from those three, and the other two go right back to the bottom of the deck, in any order I please. And you know what happens next? The new top card gets turned over for me to see.
Now, here’s the important part: once I have a special card in my hand, it’s pretty much like any other card. So, I better make sure I use it wisely!
Oh, and I almost forgot to mention – there’s something called action cards. They come into play too, and I can use them to spice things up. But we’ll save that for another time.
Hey there! Let’s talk about action cards. They’re a special kind of card that you grab and keep close to your player board. These cards have actions that you can use while playing the game. But here’s the catch – you can only use them when you have an open action slot or when a card effect shows this symbol:
Hey there! I’ve got a cool task for you. Check this out: you’ve got one action card that you can use. Pretty neat, right?
The Action Slot that’s Always There
There’s this one action slot that you can use anytime, no matter if someone else already picked it this round. It’s pretty special because it doesn’t have a color, which means that when you choose it, you get to ignore the effect of the card you play. How awesome is that?
You can always count on the always-available slot to give you a boost in your card count and credits. It’s like a secret little treasure chest that you can open whenever you need a little extra help.
But wait, there’s more! Some Special cards have even cooler effects. They allow you to use the action shown on an action slot. Pretty neat, huh? Just remember, these special effects only work on the colored slots, not the always-available one.
Now, let’s talk about the Action-cloning Tile. This nifty little gadget comes into play when you have four players. It clones the actions on all the action slots. It’s like having four copies of the same action at once! That’s a pretty powerful tool to have in your arsenal.
So, next time you’re playing the game, don’t forget to take advantage of the always-available slot and keep an eye out for those special cards. They can really make a difference in your strategy and give you the upper hand. Happy gaming!
When playing a four-player game, the important action slots get taken up quickly. But don’t worry, because a special feature called the action-cloning title allows you to have a second chance at one of these slots.
During your turn, instead of picking an available action slot, you have another option:
- Spend 1 credit.
- Get the action-cloning tile.
- Select an action slot that another player is using.
You place your action tile on the slot you choose, right on top of the other player’s tile. You also play a card, just like normal, and you reap the benefits of the card if its color matches the slot you picked. Just remember, you can’t choose a slot that already has your own tile on it.
Please note that in a game with four players, the phrase “any slot occupied by another player” actually means “any occupied slot that is not occupied by you.” This means that if you have already placed a tile on a certain slot, a card that allows you to use “any slot occupied by another player” will not allow you to use that slot again. So, a slot that is occupied by both you and another player does not count as a “slot occupied by another player.”
Using the Tile Once
Once you use the action-cloning tile, you cannot use it again for the rest of the round. You get to keep the tile as a reminder that this option is no longer available to you. At the end of the round, the tile should be returned to its original position on the main board.
Timing Matters
Some effects in the game have multiple parts. You have the freedom to resolve the different parts of an effect in any order you prefer.
When you take this action, you have the following benefits:
- You can use one of your action cards.
- You can construct a structure for its regular price.
- You can pay 1 science to instantly upgrade the recently built structure.
We’ve already discussed this action, and it means that you have the option to build any structure for its regular price and immediately upgrade it by paying 1 science. Plus, you can also use one of your action cards.
Keep in mind that the order in which you perform the actions is important. For example, you can start by using an action card that grants you 1 credit. Then, you can use that credit, along with 1 science, to build and instantly upgrade a desalination plant.
But be cautious! You must resolve all card effects before performing any actions from an action slot, and vice versa. It’s not allowed to resolve these two sets of actions simultaneously.
Advantages of Building
Hey there! Let me tell you about the cool things that can happen when you build in this game. You see, your player board shows you the special bonuses you can get when you build something. But here’s the thing – every board has its own unique bonuses. So you never know what surprises await!
Now, here’s the really exciting part. When you build a structure or a city on a spot that has a resource, you get to collect that resource. How cool is that? It’s like finding hidden treasure while you’re building your empire!
When you choose to build on a site marked with these symbols, it’s like taking a step forward on the Federation track and getting a chance to draw a card from the current Era deck.
And here’s the cool thing – you still get the bonus even if your city or building isn’t connected to your network yet. These bonuses are like magical powers that happen right away, even in the middle of doing something else:
Imagine this scenario: Imagine you have the legal right to construct a building on the location shown in this image. You choose the option that enables you to build 2 tunnels. The cost of this action is 1 steelplast and 1 credit. You pay these costs and construct on the site, and as a bonus, you receive 1 steelplast immediately.
You now have the option to use this steelplast (and an additional 1 credit) to build your second tunnel.
Thriving Cities
Growing your network to connect with coastal metropolises comes with its own set of rewards.
In order to establish a link to this bustling city, you must first construct a tunnel on the neighboring tunnel site.
If you want to connect this big city, you have to construct tunnels on the sites next to these tunnels.
When you have a connected metropolis, you can enjoy various benefits. Your brown metropolis can earn you points during the final scoring, while the blue ones offer instant effects or a combination of instant effects and production effects.
End of Your Turn
At the end of your turn, you always draw 1 card. This is in addition to any cards you may have acquired during your turn. Since you played only 1 card, you now have a minimum of 3 cards.
If you have more than 3 cards, you have to discard down to 3. However, you can consider this decision while others are playing. Officially, you make this decision at the beginning of your next turn, but it’s okay to discard as soon as you’ve made up your mind.
End of the Round
When we play a round of the game, each of us has three chances to select a card and take an action. These actions are placed on slots for everyone to see. Once the round is over, everything needs to be reset and prepared for the next round.
- First, we return all the action tiles to their owners. In a game with four players, the person who used the action-cloning tile will put it back in the middle of the table.
- Next, we need to adjust the play-order markers. We do this by looking at the markers on the Federation track and arranging the markers in the same order. The player who is the farthest ahead on the track will go first in the next round. The player behind them will go next, and so on. If there are markers stacked on top of each other, the one on top is considered to be ahead of the others. For markers below space A, their relative play order stays the same.
Once you figure out the order of play for the next round, put all the Federation track markers on the colored spaces below space A. Then, move the era marker forward. If this is the final round, there will be a Production phase before the next round starts.
Remember to determine the new play order, even if this is the end of the final round. This order will be used to break any ties that occur.
Example: We’ve reached the end of round 2. Black and Blue didn’t make it through on the Federation track, so they’ll be going last in round 3. Their positions remain the same, so Black will play before Blue. On space 2, the tiebreaker is the order of the stack. Since Orange is on top, Orange will take the first turn.
Making a Movie
An Overview of the Schedule
The era marker moves one space on the era track at the end of each round. After each set of rounds, it will move to a Production space, reminding you that it’s time for your first Production phase.
The second Production phase happens three rounds later. The final Production phase happens three rounds after that, just before final scoring. Throughout the game, you will play a total of ten rounds and have three Production phases. Each Production phase marks the end of an era.
Your Network’s Production
All players can handle their Production at the same time. Every tunnel next to a city and every building in your network will produce something. Upgraded structures will produce more. Symbiotic cities will produce two points!
Nonsymbiotic cities don’t have their own production, but they are still important because they connect buildings to your network.
Hey there! Did you know that when you have two upgraded buildings of the same type in a city, you actually get a little boost in production? Pretty cool, right?
Your player info card shows you how much production your network is generating. It’s like a little snapshot of all the awesome stuff you’re making!
Example: I can produce 1 kelp on each farm that’s connected to a city.
I’m perplexed. How does that even work? How can a farm be connected to a city? And why does it produce kelp? Kelp is usually found in the ocean, not on farms. It’s almost like magic, but with a touch of confusion thrown in.
Let me break it down for you. You see, there’s this thing called a farm, and it’s usually located near a city. The farm has this incredible power, where if it’s connected to a city, it can actually produce kelp. I know, right? Mind-boggling.
So, imagine you have a bunch of farms, all connected to different cities. Each of those farms has the ability to generate 1 kelp. It’s like they’re tiny kelp factories, working tirelessly to provide you with this essential resource.
Okay, I have to admit, it’s not really magic. It’s more about logistics and the power of connectivity. When a farm is connected to a city, it somehow taps into the kelp-generating potential and starts producing kelp. It’s like the farm levels up and becomes a kelp farm. Crazy, right?
Now, you might be wondering why kelp and not some other crop or resource. Well, that’s a great question. I wish I had the answer. Maybe kelp is just really easy to cultivate, or maybe it has some superpowers that make it an ideal choice for farms near cities. Who knows?
So, next time you see a farm connected to a city, remember that it’s not just an ordinary farm anymore. It’s a kelp-producing wonder that defies the laws of nature. And now you know the secret behind this mysterious phenomenon.
Example: If you upgrade the farm next to a connected city, it will produce an additional point.
The process of selecting the correct elements to enhance your urban development efforts can feel overwhelming. I understand how important it is to carefully consider each option to maximize your progress and achieve your goals. Let me guide you through the key factors you should keep in mind when making these decisions.
1. Compatibility
One essential aspect of urban development is ensuring that the elements you choose are compatible with the existing structures in your city. By selecting elements that seamlessly fit together, you can create a cohesive and harmonious urban landscape. This not only improves the visual appeal of your city but also enhances the overall efficiency and functionality.
For example, if you place a residential area near a shopping district, the residents can easily access essential amenities, resulting in a thriving and convenient community.
2. Synergy
When selecting elements for your urban development, it’s crucial to consider their synergy – the way they work together to create an amplified impact. By strategically placing complementary elements, you can generate a positive feedback loop of benefits.
Imagine this: you install a park near a residential area. Not only will it provide residents with a place to relax and enjoy nature, but it will also increase their property values, attracting more desirable residents and fostering a sense of community pride.
3. Long-Term Sustainability
Creating a sustainable city is crucial in today’s world. When choosing elements for urban development, it’s important to prioritize long-term sustainability. Opt for options that contribute to environmental preservation, energy efficiency, and social progress.
For instance, investing in renewable energy sources such as solar panels not only reduces your city’s carbon footprint but also saves money on energy costs in the long run.
4. Cultural Relevance
Understanding and appreciating the cultural heritage of your city is vital when selecting elements for urban development. By incorporating elements that reflect the local culture, you can preserve and celebrate the unique identity of your city, fostering a sense of pride among its residents.
Consider this: if you integrate public artwork inspired by your city’s history and traditions into your urban landscape, you not only beautify the surroundings but also create a deep connection between the city and its inhabitants.
5. Adaptability
A city is a dynamic entity that constantly evolves and adapts to the changing needs of its residents. When choosing elements for urban development, it’s vital to select options that can accommodate future growth and modifications.
Imagine this scenario: you invest in a flexible transportation system that can easily expand with your city’s needs. As your population grows, the system can effortlessly integrate new routes and modes of transportation, ensuring efficient mobility for your residents.
6. Economic Viability
Economic considerations play a significant role in urban development. It’s essential to select elements that not only contribute to the city’s growth and prosperity but also provide long-term economic benefits.
For example, if you establish a technology hub in your city, it can attract talented professionals and innovative businesses, creating a thriving ecosystem that fosters economic growth and drives job creation.
By keeping these factors in mind and incorporating them into your decision-making process, you can ensure that your urban development efforts are thoughtful, impactful, and successful. Together, let’s build a vibrant and sustainable city that reflects the dreams and aspirations of its residents.
Let’s imagine this: If you have at least 2 upgraded farms in the same connected city, they will also make 1 extra kelp and 1 extra point.
Stuff That Doesn’t Make
- A city won’t make if it’s not connected to your network.
- A building won’t make if it’s not right next to a connected city.
- A tunnel won’t make if it’s not right next to a city (a tunnel connecting a metropolis with a Production effect will enable the metropolis to make, but the metropolis doesn’t help the tunnel make).
Picture it this way: The connected cities are the places where people can live. It’s the people who are doing the productive work. So a disconnected city won’t make because no one lives there – they can’t move in until you finish a tunnel to it.
If you’re like me, you might find it strange to think about how certain factors impact the production of resources in a game. But it’s actually quite fascinating!
Let’s start with how a building’s proximity to other buildings affects its production. If a building is next to an empty city site or a disconnected city, there won’t be anyone there to run the operation. This means that the building won’t produce anything.
Similarly, tunnels that aren’t attached to any of your cities won’t see enough traffic to generate any resources. So it’s important to consider the placement of your buildings and tunnels to ensure optimal production.
Production from cards and Metropolises
Now, let’s talk about how production works when it comes to cards and Metropolises.
When someone plays a card, they can choose to produce resources from it. The amount of resources produced will depend on the type of card and its level. Higher level cards will generally produce more resources.
Metropolises, on the other hand, have the highest production potential. They can produce even more resources than regular buildings or tunnels. So if you’re lucky enough to have a Metropolis, you’ll definitely have a significant advantage in terms of resource production.
Overall, the key to maximizing resource production is to strategically place your buildings and tunnels, and to make the most out of your cards and Metropolises. By following these guidelines, you’ll be well on your way to success!
Now, let’s talk about something important. If you’ve collected any production cards or connected your network to metropolises with a production effect, it’s time to take advantage of their benefits. When the production effect depends on your cities or buildings, you only consider the ones that are connected to your network.
There are some cards that don’t have their own production, but they can still enhance the production of your tunnels, buildings, and cities. These cards come into play when your network produces, but they don’t affect tunnels, buildings, and cities that don’t produce anything.
In this scenario, there are two farms that produce a total of 2 kelp. The upgraded farm has an additional benefit of generating 1 point.
There are also two desalination plants, but neither of them has been upgraded. As a result, they do not produce any biomatter. However, they do generate 2 credits.
Next, we have two upgraded laboratories in the same city. These laboratories combined produce 3 steelplast and 2 science.
There are three tunnels that are adjacent to cities, and as a result, they produce 3 credits. One of these tunnels is upgraded, so it also generates 1 point. However, the fourth tunnel is not connected to a city and doesn’t produce anything. It serves the purpose of connecting the metropolis to the network.
We have a symbiotic city that is connected to the network, and because of this connection, it generates 2 points.
There is a production card in play, which generates 1 credit.
One metropolis is also connected to the network, and it generates 2 points.
After tallying up the production, it’s time to feed the cities that are connected to the network. In this case, there are only two cities connected, so the player needs to pay 2 kelp to fulfill their food requirement.
Hey there! Did you know that the unconnected city doesn’t really matter when it comes to production? It’s kind of ignored because nobody lives there, so it doesn’t generate anything and it doesn’t even need kelp. Pretty interesting, right?
The Era Comes to an End
Once everyone has finished their production from all the different sources, it’s time to wrap up the current era. Here’s what you need to do:
- First, you’ll want to rotate your action cards back to their normal position, so you can use them in the next era. This step isn’t needed if you’re already in the final era.
- Next, it’s time to feed your cities. Don’t worry, I’ll explain how to do that on the right.
- Now, you can remove the deck and discard pile from the previous era. But don’t worry, you get to keep any cards you currently have from that era.
- Finally, shuffle the deck for the next era and place it on the game board. This is the new draw pile. Each player gets to draw 3 cards from this new era and add them to the cards they already have in their hand.
After we’ve each gotten rid of most of our cards and only have 3 left, it’s time to move on to the next part of the game. We can start a new era with the fresh deck. Or if we’ve already gone through all three eras, it’s time for the final scoring.
Hand Limit Summary:
When it’s my turn or the start of a new era, I have to discard down to 3 cards. But any other time, it’s fine to have more than 3.
If I have a card that increases my hand limit by one, then I have to discard down to A cards when my turn or a new era begins. It’s possible to start turns with only 3 cards, though, because this only changes how I discard, not how I draw.
Feeding Cities
When we reach the end of Production, each city in our network needs to be given 1 kelp. This applies to both symbiotic and nonsymbiotic cities. We return this kelp back to the general supply. If we find ourselves with more cities than kelp, we must use up all our kelp to feed as many cities as possible. Any remaining unfed cities will be handled according to the following chart:
For each city that hasn’t been fed, we must pay 1 biomatter. If there are still unfed cities after that, we will feed them by using points. At the end of each Production, we’ll deduct 3 points per city to feed them. In the event that we run out of points but still have unfed cities, our scoring marker will remain at 0. Although it would be highly unlikely to lose this many points, unless we deliberately aimed to do so.
It is important to note that only cities in our network need to be fed. Cities that are not connected do not count as cities because they do not have people residing in them yet.
Final Scoring
In this game, I want to tell you that your underwater nation can earn valuable points as you play. Sometimes, you’ll earn points from certain cards or during Production. And when the game is over, there are more opportunities to score points. You can earn points for connecting a metropolis to your network or for claiming specific cards.
But that’s not all! Your overall network composition and resources can also earn you points. The order in which you score these points is shown on your final scoring card. So pay close attention!
Earning Points at the End
Final Scoring Tile
When you connect the metropolis in the upper left corner of your player board to your network using both tunnels, you will earn points.
End-Scoring Cards
Cards with this symbol can earn you points in the game. Some cards reward you for specific achievements, while others allow you to use your resources to purchase points.
Go ahead and spend as much as you can! There’s nothing else to buy, and it’s always more efficient to purchase points directly with a card rather than converting your resources into points later.
Now, let me explain how you score points for your network. The number of different buildings next to each connected city determines your points. Here’s how it works:
– A connected city with no buildings earns you 2 points.
– If a connected city has only one type of building, you get 3 points.
– For a connected city with two types of buildings, you earn “A” points. (sorry, not sure what “A” stands for here)
– And finally, a connected city with all three types of buildings is worth 6 points.
But it doesn’t stop there! You also get to score your resources. Keep reading to find out how.
Hey there! Let’s talk about how you can convert your remaining resources into points. It’s actually pretty simple! Here are the steps:
- First, sell all your biomatter for 2 credits each.
- Next, you can buy 1 point for every A credits, kelp, science, or steelplast that you spend. You can mix and match these resources however you like. For example, if you spend 3 kelp and 1 steelplast, you’ll get 1 point. Or if you spend 1 science, 2 steelplast, and 1 credit, that’s also 1 point. Easy, right?
Remember, any leftover resources that you have don’t count towards your points. Only convert what you can, and don’t worry about anything that’s left over.
There are two aspects of this game that grant points: the brown metropolis and end-scoring cards. Let me break it down for you.
First, let’s talk about the brown metropolis. It’s connected to the network by two tunnels, and that earns you points. To qualify, you need two sets of upgraded structures, like forms and desalination plants, that are all connected. Looking at the players’ structures, we can see that there are two sets of connected forms, three connected desalination plants, three connected laboratories, and three tunnels adjacent to cities. This means the metropolis gives you a total of eight points. Pretty cool, huh?
Now, let’s move on to the end-scoring cards. In this case, the player has two of these cards, and they allow her to buy points. She decides to spend six science to purchase nine points. On top of that, she uses two pairs of kelp and steelplast to buy two more points. So altogether, she gets a total of eleven points from these end-scoring cards.
So there you have it! The brown metropolis and end-scoring cards are both great ways to rack up points in this game.
The End of the Game
The player with the most points is the winner. In case of a tie, the tie is broken based on the player’s position on the Federation track at the end of the final round (with politics having priority).