How to play NEOM Official Rules

By: Dennis B. B. Taylor

NEOM Game Rules

Welcome to NEOM, a game that challenges your creativity and strategic thinking. In NEOM, you are given a barren land and your goal is to transform it into a vibrant and thriving city. How will you achieve this? Let me explain the rules to get you started.

The Landscapes

The land in NEOM is divided into different landscapes: desert, mountains, water, and greenery. Each landscape has its own unique properties and benefits. The desert, for example, allows you to generate energy, while the mountains provide you with valuable resources. The water gives you a chance to create a bustling port, and the greenery is ideal for agricultural development.

When building your city, you need to carefully consider the placement of different landscapes. By strategically positioning them, you can maximize your city’s potential and ensure its growth and prosperity.

The Infrastructure

In NEOM, you have various infrastructure options at your disposal. You can build residential areas, commercial buildings, and industrial zones. Each type of infrastructure serves a specific purpose and contributes to the overall success of your city.

Residential areas provide housing for your citizens, ensuring a happy and thriving population. Commercial buildings attract businesses and promote economic growth. Industrial zones boost productivity by providing a platform for manufacturing and production.

The City Layout

When designing your city, you must consider the layout carefully. Efficient city planning is crucial for optimal functioning and growth. Connecting the different landscapes with roads and bridges enhances connectivity and accessibility.

Furthermore, you need to ensure a proper balance between residential, commercial, and industrial areas. A well-rounded city with a mix of functions is key to its success.

The Points System

As you progress in NEOM, you earn points based on the development and efficiency of your city. The amount of energy generated, resources harvested, and commerce conducted contribute to your overall score.

By achieving a high score, you not only prove your strategic prowess but unlock new opportunities and challenges in the game.

Conclusion

Now that you are familiar with the rules of NEOM, it’s time to put your skills to the test. Are you ready to transform a barren land into a thriving city? The landscapes are waiting, and the possibilities are endless. Dive into the world of NEOM and let your creativity and strategic thinking shine.

In Neom, I’m building a super cool city of the future! And guess what? I get to do it over three whole generations. How awesome is that? To build my city, I place tiles in a grid. These tiles give me all kinds of cool stuff like money and goods.

But here’s the catch: if I don’t have certain structures in my city, I’ll lose points when it’s time to score. So, I gotta make sure my city has all the right things. Because, ultimately, the player with the most victory points wins. And let’s be honest, I want to be the winner!

Setting Up the Game

Alright, let’s get started!

First, grab a City board from the pile and put it right in front of you.

Next, take the Raw Good token that matches the Raw Good displayed in your City Center and put it above your City board, where everyone can see it.

Now, everyone gets 6 L-Coins (?6) each. Place your money next to your City board.

The remaining Good tokens and L-Coins go into a big pile that everyone can use, called the general supply.

We need to set aside the Cornerstone tiles. Separate them from the Generation tiles, mix them up, and put them face down close by.

Okay, let’s get started! First, I’ll need to separate the Generation tiles into three decks based on the numbers on the back of the tiles, which represent the Generation.

Next, I’ll remove any tiles from each deck that aren’t needed based on the number of players. You can find this information in the bottom left corner of each tile, where you’ll see icons like “1+”, “4+”, and “5+”.

Once that’s done, I’ll shuffle each deck separately and place them face down nearby. The tiles we removed can go back in the game box since we won’t be needing them.

Quick note: If you’re playing solo, you have the option to add the “4+” and “5+” Generation tiles as if you were playing with 4 or 5 players. You can find more details about the solo game on page 7.

Now, onto the game play!

The game consists of three Generations, which are made up of Rounds. Before we start, there’s a Preliminary Round where you’ll choose Cornerstone tiles for later use. Each Generation has seven turns, so in total, you’ll have 21 turns throughout the game.

In every turn, you get to choose a tile and decide what to do with it. There are three actions you can take. After 21 turns, it’s time to score your Cities and find out who won.

Note: This applies to any number of players. However, the way you play with 3 to 5 players is different from how you play with 1 or 2 players.

In the following pages, we’ll focus on playing with 3 to 5 players. If you want to know how to play solo or with 2 players, check out page 7.

Preliminary Round

Before the game officially starts, each player receives a hand of 4 Cornerstone tiles. The rest of the Cornerstone tiles go back in the game box. Now, all players need to do the following steps at the same time, until everyone has chosen 3 Cornerstone tiles each:

  1. First, I pick a Cornerstone tile from my hand and place it face down in front of me.
  2. Next, I pass the rest of my Cornerstone tiles to the player on my left.
  3. Then, I receive the Cornerstone tiles passed to me from the player on my right.
  4. I repeat this process until I have 3 face-down Cornerstone tiles in front of me. I take the one remaining Cornerstone tile in my hand and put it in a common discard pile.
  5. Lastly, I reveal the Cornerstone tiles I chose by turning them face up.

When choosing my Cornerstone tiles, I need to be careful. They can earn me a lot of Victory Points at the end of the game or provide significant advantages during play. They kind of give me a hint about the basic strategy I should pursue in this game.

Note: Your chosen Cornerstone tiles are not in play yet. You will have the opportunity to use them during the 21 turns to come.

Remember, in the Preliminary Round, no actions are taken with the Cornerstone tiles. You are simply selecting the tiles for later use.

Beginner’s Variant

If this is your first time playing, you may want to skip the Preliminary Round and distribute one random Cornerstone tile to each player.

If you choose to do so, the 1st Generation Contract Office (available with 4 or more players) allows you to swap your unplaced Cornerstone tile for another random one.

Playing a Generation

The Generations are played in a specific order: starting with the 1st Generation, followed by the 2nd, and finally the 3rd Generation.

When a new Generation begins, we start by giving each player a hand of 8 tiles, making sure that there are no leftover tiles after dealing.

Now, with this hand of tiles, we will play through 7 rounds, following these steps:

  1. Select a Tile: Choose a tile from your hand.
  2. Take an Action: Perform an action using the tile you selected.
  3. Pick Up Tiles: After taking your action, pick up tiles from the corresponding area.

After the 7th round, you will find yourself with 2 tiles in your hand to choose from. The remaining tile is put back in the game box, unused.

At this point, you will receive income from the tiles in your City, before moving on to the next Generation and repeating the same process. The game will end after the 3rd Generation, when you receive your final income and tally up your scores.

A. Selecting a Tile

So here’s what we do: we each take a look at our tiles, but keep them secret from everyone else. Once you’ve taken a peek, pick one tile from your hand and place it face down in front of you. Put the rest of your tiles aside, between you and the player on your left (unless you only have one tile). But wait! Don’t move on to the next step until everyone has chosen a tile.

Just a quick reminder: in this game, we always pass tiles to the left.

Now, here’s the twist: when we reach the 7th turn of each round, we each only have 2 tiles in our hands. So, you don’t have to pass the leftover tile to the player on your left. Instead, just put it back in the game box, unused.

Taking Action

Okay, so once we’ve all picked our tiles, it’s time to take some action. We can do this all at once or one by one – however we choose, we just need to make sure everyone reveals their selections before we move on.

Now, there are three actions we can take:

  • Put down the tile you selected
  • Put down a Cornerstone tile
  • Sell your tile for some money

If you happen to pick a Disaster tile, well, sorry, no action for you this time. But don’t worry, at the end of the turn, you get to unleash that disaster on everyone else! So there’s a little silver lining there.

Note: First, let me tell you something important. When you’re playing this game, always remember to pick a tile from your hand, even if you don’t plan on using it right away. This is the first step.

Step 1: Placing the Tile

Now, to place the tile you’ve selected, just make sure you meet the requirements shown in the top left corner of the tile. These requirements are explained in the “Tile Layout” section.

If there are no requirements shown, go ahead and place the tile right away, following the placement rules we’ll discuss in a bit. But if you can’t meet the requirement, you’ll have to choose a different action.

A tile might require one or more of these three things:

  1. Paying an L-Coin cost, which means you have to give coins from the general supply. If you can’t pay the exact amount, you’ll get some change back. Check out the image below for more details.

When it comes to playing the game, there are a few things you should keep in mind. First, you have the option to use Goods produced by your City or bought from another player. You can also use certain tiles that you have placed in your City on previous turns. These tiles might have specific requirements, but they are usually from the 3rd Generation. Sometimes, you may need both Goods and money to use certain tiles, but you usually have a choice.

The 2nd Generation Steel Foundry needs Coal and Ore to operate. To set up the Steel Foundry, you can either produce Coal and Ore or pay ?5 to the general supply in exchange for the Treasury.

Once you have met the requirements for the selected tile, you have two options for placing it in your City:

1. Find an empty space in your City grid and place the tile there.

2. Replace an existing tile with the new one.

Whichever option you choose, make sure the newly placed tile is connected to the City Center through Roads. The Roads don’t need to connect with each other, but there must be at least one Road leading to the City Center.

Alright, check this out: The green tile fits just right because it connects to the City Center with a Road. It doesn’t matter that the Road from the bottom left tile doesn’t continue. On the flip side, the blue tile can’t be placed because it doesn’t connect to the City Center at all.

Getting What You Need to Build

If your City doesn’t make all the stuff you need for a tile, you gotta buy it from other players who do.

    When you need to buy goods in the game, the price you pay depends on the type of goods you’re missing. If you need raw goods, each one will cost you ?2. Processed goods cost ?4 each, and luxury goods cost ?10 each. The cost is printed at the top of your City boards, so you know what to expect.

Example: Let’s say you want to purchase goods from players sitting next to you. In that case, all you have to do is pay them the regular price of the item you need. However, if you decide to buy from someone sitting across the table, things get a bit more expensive. You’ll have to add an extra ?1 to the base cost. For example, if you want to buy a processed good from a player across the table, it will cost you ?5.

Example: You want to buy a Processed Good. You’ve already established a Trade Route on the left. In a game with four players, the cost of the Good depends on who you buy it from. Here are the different scenarios:

  • If you buy the Good from the player on your left, it will cost you 3.
  • If you buy it from the player across the table, you will need to pay ?4 + ?l (Transport Fee) – ?1, resulting in a cost of ?4.
  • If you buy it from the player on your right, the cost will be ?4 (base cost).

You need to pay the seller the specified cost. If necessary, you can get change from the general supply. The seller cannot refuse your payment, and they cannot use the money until their next turn. Remember to keep the payment separate from your own money until the end of your turn.

Note: Good tokens are not removed when they are used or bought by another player. They simply represent what a city produces.

Replacing a Tile

When it comes to placing tiles in my city, I don’t have to use every tile in an empty space. Instead, I can replace an existing tile if I want. But there are some rules for tile replacement.

If I want to replace a tile, I can only do so if the existing tile is a Resource (grey) tile or if the new tile is the same type as the existing tile. This means I can’t replace a non-Resource tile with a different type of tile.

The City Center is a Resource tile, so I can replace it with any type of tile. But I need to remember that there are different types of tiles, and each type comes with its own rules and abilities.

When I replace a tile, I have to remove the existing tile from my City board and put it back in the game box. Then I can place the new tile in the same space where the old tile was.

Removing Tiles From My City

If I decide to remove a tile from my City, I need to know that I will lose all the benefits provided by that tile. For example, I might lose access to certain Goods. And if I do lose access to Goods, I have to immediately return the corresponding Good tokens to the general supply.

Removing a tile from the City Center might disconnect other tiles.

This doesn’t affect you, except that the disconnected parts can’t have new tiles added to them. But don’t worry, you don’t lose any effects or Victory Points from the disconnected tiles!

Trade Routes stay active if they’re connected to a Road, even if that Road doesn’t lead back to the City Center anymore.

How to Establish a Trade Route

Your City board has two Trade Routes: one on the left and one on the right. To establish a trade route, simply connect a road to the corresponding Trade Route.

Did you know that you only need two tiles to establish a Trade Route? It doesn’t matter how many tiles the connection spans. Just make sure that there are two spaces between your City Center and the left or right border of your City board.

And here’s an important tip: all newly placed tiles must always trace back to the City Center. Keep that in mind!

For example, you can start a Trade Route as early as your 2nd turn. Pretty cool, huh?

So, here’s the deal: once a Trade Route is set up, it keeps on going as long as there’s a Road right next to it, even if it’s no longer connected to the City Center. It’s only when you remove the tile right next to it or swap it out for a tile that doesn’t have a Road leading to the Trade Route that you lose that Trade Route.

Let me give you an example to clear things up. Say you take out your City Center tile and replace it with a different one, cutting off the connection to the Trade Route on the left. Well, guess what? That Trade Route is still active because it’s still connected to a Road.

When you place a new tile in your City, its effect is activated immediately. Some tiles have special effects that are triggered whenever another tile is placed.

Example: Whenever you place a Commercial tile in your City, the Merchant Union Cornerstone tile will provide you with ?1.

Each tile in the game has different effects that are related to its type. There are six types of tiles:

  • #image.jpgResidential (green) tiles have a Victory Point value and don’t have any other effects. Your objective is to create Neighborhoods by connecting these tiles through Roads. The size of the Neighborhood determines the Bonus Points you receive. If a city has less than two Residential tiles, it is considered a Ghost Town and receives a penalty during scoring. Additionally, you will lose points if your Residential tiles are close to Polluting tiles.

In the game of Neom, there are different types of tiles that you can use to build your city. Let’s take a look at the Commercial and Industrial tiles.

First, let’s talk about the Commercial tiles, which are represented by the color blue. Unlike other tiles, Commercial tiles don’t give you Victory Points. Instead, they give you income at the end of each Generation. This means that you’ll get some money every round for having Commercial tiles in your city. Additionally, some Commercial tiles also give you a one-time monetary boost when you place them. So, they can help you generate more income and give you a well-deserved boost.

It’s important to note that the 3rd Generation Condos & Restaurant and Apartments & Retail tiles are considered both Residential and Commercial. This means that they provide both income and Victory Points, giving you the best of both worlds.

Now let’s move on to the Industrial tiles, represented by the color yellow. Just like the Commercial tiles, Industrial tiles don’t give you Victory Points either. Instead, they produce Processed Goods and, in the 3rd Generation, Luxury Goods. These goods are represented by tokens placed above your City board. So, by having Industrial tiles in your city, you can generate valuable goods that can be used for various purposes.

However, there’s a catch. Industrial tiles are always Polluting, which means they have a negative impact on your city’s environment. Therefore, it’s crucial to avoid placing them near Residential tiles to prevent pollution from affecting your citizens’ quality of life. Be mindful of the placement and consider the consequences of choosing Industrial tiles for your city.

So, when building your city in Neom, make sure to consider the benefits and drawbacks of adding Commercial and Industrial tiles. They may not give you Victory Points directly, but they offer valuable income and goods that can greatly contribute to your city’s success. Build wisely and create a thriving city!

When you play NeoM, it’s important to understand the different types of tiles and their significance. Let me explain the two main types: Public and Resource.

  • #image.jpgPublic (orange) tiles are quite valuable, as they offer a significant number of Victory Points. Some Public tiles might have a variable number of Victory Points, depending on the other tiles in your City. These tiles often provide special advantages during the game. For example, they may give you Power, which is essential to avoid penalties during scoring. Most Cornerstone tiles fall under this category.
  • #image.jpgResource (grey) tiles, on the other hand, do not have a Victory Point value. Instead, they allow you to produce Raw Goods. These goods are indicated by special tokens placed above your City board. You can replace Resource tiles with any other type of tile if needed.

When you choose a Disaster tile in the game, it doesn’t affect your City. However, it does impact all the other players. The Disaster causes them to lose either money or tiles in their own City. Keep in mind that selecting a Disaster means you can’t take any other actions at that time. If you want to know more about how a Disaster is resolved, you can check out the section titled “Resolving a Disaster.”

In your City, Resource and Industrial tiles play an important role. They produce Goods that you will need for various purposes. Not only do you need Goods to place certain tiles in your City, but they also come into play during scoring for Victory Points.

Good Tokens

You can use Good tokens to keep track of the Goods your City produces. Here’s what each token represents:

  • Raw Goods – represented by pentagonal tokens – are produced by Resource tiles, which are grey in color.
  • Processed Goods – represented by hexagonal tokens – are produced by Industrial tiles, which are yellow in color.
  • Luxury Goods – represented by octagonal tokens – are produced specifically by 3rd Generation Industrial tiles.

When you add a tile in your City that produces Goods your City doesn’t have yet, you’ll need to take the corresponding Good tokens from the main supply and place them above your City board, where everyone can see them.

This makes it easy to see which Goods are available from other players in case you need to buy them. Remember, you can only have one token of each Good.

If you replace or lose a Good-producing tile, you must immediately return the corresponding Good token back to the main supply, unless you already have another tile in your City that produces that Good.

Take Action: Placing a Cornerstone Tile

Cornerstone tiles work similarly to Generation tiles. To place a Cornerstone tile, you have to put the selected Generation tile back in the game box, without using it.

So, here’s what you do next. Take one of your remaining Cornerstone tiles—yeah, those special ones—and pop it down in your City. Don’t worry, I’ll walk you through it. Just follow the steps in the “Placing the Selected Tile” section.

Oh, but here’s a rule you gotta keep in mind. You can’t have more Cornerstone tiles in your City than the current Generation. That’s the catch.

Let me break it down for you. In the 1st Generation, you can only have 1 Cornerstone tile in your City. Just one, no more.

When the 2nd Generation rolls around, things change a bit. Now you can have up to 2 Cornerstone tiles in your City. Two, not three.

But get this—the 3rd Generation is the only time you can max out and have all three of your Cornerstone tiles in your City. That’s when you’ve really made it.

Now here’s an interesting twist. You don’t actually have to place a Cornerstone tile in every Generation. For example, if you didn’t place one in the 1st Generation, no sweat. In the 2nd Generation, you can make up for it and put down up to 2 Cornerstone tiles. See, flexibility is key.

Hey there, just a quick reminder: you can’t get rid of a Disaster tile to place a Cornerstone tile! Also, keep in mind that you don’t take any action when you select a Disaster. It’s just a bummer you have to deal with.

Time for Plan B: Selling the Tile for Money

If you don’t want to or can’t place a Generation or Cornerstone tile, you have another option. You can choose to return the selected Generation tile back to the game box, without using it, and in return, you’ll get 5 L-Coins from the general supply. This is usually a last-ditch effort when you’re running low on money.

Quick reminder, though: you can’t sell a Disaster tile. Just like I mentioned before, selecting a Disaster doesn’t give you the chance to take any action.

The End of the Turn: Dealing with a Disaster

Every Generation deck has a special tile that stands out from the rest. It shows one of three Disasters: Flood in the 1st Generation, Fire in the 2nd Generation, and Crime Spree in the 3rd Generation. When it’s time to resolve a Disaster, this tile comes into play.

If you choose a Disaster in the game, it will have a negative effect on all the other players at the end of the current turn. This means they will lose money or tiles in their City.

However, if you select the Disaster, you will be protected from its effects but you won’t be able to take any action that turn.

Just keep in mind: If no player chooses the Disaster in a particular round, it won’t happen.

All the players who are affected by the Disaster need to deal with it in their own City.

Flood #image.jpg

  • You have two options:
  • Either pay ?1 for each Residential, Commercial, Industrial, and Public (excluding Resource) tile in your City.
  • Or sacrifice 1 Residential, Commercial, Industrial, or Public (excluding Resource) tile of your choice.

Fire #image.jpg

When a fire breaks out in my city, I have two options to deal with it. I can either pay ?1 for each of my unprotected Residential, Commercial, Industrial, and Public tiles, or I can choose to sacrifice 2 tiles of any type.

Crime Spree #image.jpg

If there’s a crime spree in my city, I face a similar decision. I can pay ?2 for each of my unprotected Residential, Commercial, and Industrial tiles, or I can sacrifice 1 Residential, 1 Commercial, and 1 Industrial tile of my choice.

It’s up to each player to decide how they want to handle these situations. You can choose to pay the penalty or sacrifice tiles, even if you have enough money to cover the cost.

Even if you can’t remove all the tiles you need to, you have another option: sacrificing tiles instead. This means giving up some tiles instead of paying the penalty. (Don’t worry, if you don’t have a specific tile to remove, you don’t have to sacrifice a different one in its place).

Here’s an example: Let’s say you don’t have any Commercial tiles in your City. During Crime Spree, you can choose to sacrifice a Residential tile and an Industrial tile, even if you don’t have the Commercial tile. It doesn’t matter if you have enough money to pay the penalty.

If you decide to sacrifice tiles, just remove them from your City board and put them back in the game box. (You can learn more about the consequences of removing tiles from the City in the section “Removing Tiles from the City.”)

Hey there! Did you know that you can shield your tiles from the penalties of Fire and Crime Spree? Yup, it’s true! All you need to do is construct certain Public tiles in your City. Just keep in mind that the protection doesn’t apply to Flood, though. Oh, and by the way, protected tiles won’t be included when calculating the amount of money you owe for the Disaster.

Now, here’s the thing, protected tiles can still be removed if you decide to sacrifice them instead of paying the penalty. So, be careful with those decisions!

  • #image.jpg

Fire Protection

Did you know that Fire Departments can protect your tiles? They are available in the 1st and 2nd Generation decks. These brave firefighters protect themselves and all the nearby tiles, up to 8 surrounding tiles, from Fire. It’s pretty cool, right?

Just a small note: Resource tiles are not affected by Fire anyway. They are like superheroes that can’t be harmed by fire. Impressive, huh?

When you calculate the penalty from a fire, just ignore any tile that is next to a fire department, including the fire department itself. Even if you have a fire department, you can still choose to sacrifice tiles instead of paying the reduced penalty.

Police Protection

You can have more than one fire or police department in your city to protect more tiles.

Picking Up Tiles

Pick up the tiles passed to you in step A by the player to your right. These are the tiles you will use in the next turn. If there are no tiles to pick up, then you have finished the current round. Now it’s time to collect income, which is explained in the next section.

End of Round: Collecting Income

When I reach the end of a Generation, I get to collect income from my Commercial and other tiles. These tiles have an income symbol on them, and I can take advantage of that.

After playing 7 turns, it’s time to see how much money I’ve made. I carefully examine my Commercial tiles and any others that provide income. They’re like little money-making machines!

It’s important to note that I can only collect income once every 7 turns. So I have to make sure I use my tiles wisely and strategize for maximum income. Otherwise, I might miss out on some valuable money!

I know it might seem confusing at first, but once you grasp the concept and understand how Commercial tiles work, it becomes a lot easier. Just remember to keep an eye out for those income symbols!

Hey there!

If you have the 2nd Generation Postal Service Public tile or the Modular Factory Cornerstone Industrial tile in your City, you’ll get some extra money to add to your income.

But be careful, if you don’t have any income-generating tiles in your City, you won’t get any money. There’s no free money in this game, I’m afraid.

Once you’ve collected your income, it’s time to move on to the next Generation, unless this was already the 3rd Generation. In that case, it’s time to score your Cities.

Now, listen up! Even though the game ends after three Generations, you still get to collect some income at the end of the 3rd Generation. Pretty neat, huh?

It’s the End of the Game

That’s it, folks! The game comes to an end once you’ve collected your final income at the end of the 3rd Generation. Make sure you grab the scoring pad that came with the game so you can keep track of your scores.

When it comes to scoring points in Neom, it’s important to remember that Cornerstone and Generation tiles should be treated equally. The goal is to accumulate Victory Points (VP) across different categories. Here’s how you can earn VP:

  • #image.jpgTiles: In your City, add up the Victory Point values assigned to Residential and Public tiles. These values can be found in the top right corner of the tiles. If a tile has a variable number of VP, make sure to assess its current value.

Neighborhoods are special areas that form when residential tiles are connected to each other or other residential tiles through roads. The value of a neighborhood is determined by its size, which is based on the number of residential tiles it contains. To calculate the value, you don’t need to add the face values of the residential tiles, as they have already been accounted for under “Tiles.” Here’s an image that illustrates this concept:

#image.jpg

When you add a tile that goes beyond the 8th position in your City, something interesting happens. It increases the value of the surrounding tiles, what we call the Neighborhood, by a constant 4 VP. So, each tile you place in your City has an impact not only on itself but also on the nearby ones.

Now, let’s talk about goods. You’ll notice that at the top of your City board, there’s a section that shows you the different types of goods: Raw, Processed, and Luxury. Each of these goods has a specific value in victory points (VP). A Raw Good is worth 1 VP, a Processed Good is worth 2 VP, and a Luxury Good is worth a big 10 VP.

Here’s the catch: Each good is only scored once, regardless of how many tiles in your City show that specific good. So, you’ll want to keep an eye on the Good tokens above your City board, as they’re the ones that count towards your final score.

Remember, the key to success is finding the right balance between expanding your City and strategically placing tiles to maximize the value of both the Neighborhood and the goods. By taking these factors into account, you’ll be able to build a thriving City and come out on top!

Money: I’ll give you 1 Victory Point for every ?2 you still have. It’s not the most exciting way to earn points, but it adds up. (This is why you get extra money at the end of the 3rd Generation).

Imagine this: You’re playing a game with three Residential tiles and an Industrial tile. Let’s say two of the Residential tiles are diagonally adjacent to each other (one on the top left and one on the top right), while the third Residential tile is orthogonally adjacent to the other two (on the bottom left). According to the rules, you end up losing l+l+2=4 VP from this configuration.

To get your final score, simply add up all the values you’ve encountered throughout the game. Don’t forget, the player with the most Victory Points becomes the ultimate winner!

If there happens to be a tie, that means you get to share the victory with your fellow players. Enjoy!

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