ARDEVUR: The Game of Resources
ARDEVUR: The Game of Resources Rulebook
Table of Contents
Table of Contents
Guidelines
Symbols
The following symbols are used throughout the Rulebook and on the components: Exploration License, Geologist, Workforce, Machinery, Territory, Exploration Site, Active Mine, Road, Water Pipeline, Warehouse, No Warehouse, Upgraded Warehouse, Office, No Office, Upgraded Office, Vessel, Upgraded Vessel, Factory, Phone Call, Upgrade, Resources, Hashtag Coin, Dice, Development Card, Strategic Target, Government Incentive, Reward, Supremacy Points, Regional Supremacy.
Guidelines Sidebars
- OPTIONAL RULES: Rules marked with this symbol are Optional, and upon common agreement of the Players, may be included or ignored when playing the game.
- NOTES: Remarks that will help you gain a deeper understanding of the gameplay mechanics.
- TIPS: Useful suggestions to guide you through the strategic complexities behind different actions or mechanics.
- INDUSTRY INSIGHTS: Notes appearing in dedicated sidebars located throughout the Rulebook. While not essential to learning the game, they provide insights into how the game's mechanics reflect the real-world mining industry.
Glossary
- ASSET: A type of Structure that includes Factories, Warehouses, Offices, Vessels, and their Upgrades.
- BANK: Place where Money exchanges with the Market happen, represented by the Market Organisers.
- COMPETITOR: An alternative term for an opponent or rival, commonly referred to as a Player.
- CONTINENT: The full playable area of either Africa or Europe.
- CORPORATIONS: The Characters represented by Players in the game.
- EXPLOITATION: The act of equipping a Mine for Extraction or activating it, marked with a Pickaxe.
- EXPLORATION: The first development stage of a Mine, marked with a Magnifying Glass.
- FEE: An amount paid or earned through Player interaction or the effect of a Card.
- GAME SETUP: The phase during which game components are organised on the table.
- GLOBAL SALE: The action of Selling Globally by Exporting Resources outside your Continent.
- INCOME: The amount of Money earned from Selling Resources or Charging Fees.
- INFRASTRUCTURE: A type of Structure that includes Roads and Water pipelines.
Opening Remarks
Congratulations on being among the very first to own and play ARDEVUR: The Game of Resources! This 1st-Print Rulebook (Version 12) may undergo changes in future revisions. For the latest updated version, visit our website.
This Rulebook is modular and adaptable. Before starting the game, choose a Game Mode, agree on Endgame rules, and enable or disable Optional Rules based on your group's preferences. Adjust the difficulty and explore different playstyles for a variety of gameplay experiences.
Although some information in this Rulebook may seem obvious or unnecessary, this is a deliberate choice to thoroughly address most gameplay scenarios and reduce confusion from ambiguous or unexplained situations.
For consistency and style, the casual terms Dice and Dice Roll are used throughout this Rulebook, regardless of singular or plural usage.
The game's content, representing real places, locations, and mineral reserves, has been adapted to simplify the game mechanics, prioritising gameplay over strict realism.
Rulebook: The Mining Standard
The Mining Standard is designed to enhance your experience with a mix of gameplay guidelines and insights into the dynamics of the modern mining industry. This unconventional Rulebook makes the complex and deeply strategic process of building a mining supply chain accessible to everyone, helping players learn the game quickly and allowing them to experience the challenges of real-world mining from the safety of their living room.
Introduction
Inspired by the designer's real-world experience as a CEO in the mining and metals industry, ARDEVUR delivers a tense and engaging gameplay experience grounded in realistic market mechanics. The game challenges players to balance short-term gains with long-term investments and outmanoeuvre competitors to stay ahead.
ARDEVUR distils complex industry dynamics into an immersive and educational tabletop experience. While exposing the agendas of those who play the "Game of Resources", this game highlights the vital role of metal commodities in our tech-driven future.
Players: 2-4. Playing time: 90-150 minutes. Age: 14+. Language: English (UK).
Components
- Map Board: 1
- Territory Cards: 24
- Development Cards: 18
- Strategic Target Cards: 40
- Government Incentive Cards: 6
- Exploration / Mining Site Markers: 16
- Road / Water Infrastructure Markers: 8
- Warehouse / Office Markers: 12
- Upgraded Warehouse / Office Markers: 8
- Factory Markers: 4
- Small Vessel Markers: 4
- Upgraded Vessel Markers: 4
- Action Cards: 64
- Character Guides: 4
- Standard Dice: 1
- Dashboards: 4
- Dice Converter: 1
- Target Grid: 1
- Resource Tokens: 40
- Market Organisers: 2
- Money Bills: 96 (+1 Million Bill, see Game Setup)
- Mining Standard (Rulebook): 1
Deluxe Set (all-metal upgrade, with a limited edition artbook):
- Metal Structures: 56
- Custom Metal Dice: 1
- Metal Resource Tokens: 40
- Total Control (Artbook): 1
- Bags: 4
The Development Cards total is 18 (see the Development Cards section for the 11 types and their copy counts).
Expansions
The printed Components page notes that several Expansion components will be released to enhance the experience and introduce new gameplay options.
Corporations
The Corporations are the Characters represented by the Players. Each Corporation has its own benefits, traits, business style, and a permanent Market Advantage, shown on its Character Guide. The unique abilities of each Corporation are found on its Action Cards.
- G.R.E.A.T. Mining (Geological Resources Exploitation of African Territories): Market Advantage: Can begin Exploitation of an explored Mining Site without the need for a Workforce Development Card.
- Machine Corp: Market Advantage: Can begin Exploitation on an explored Mining Site without the need for a Machinery Development Card.
- Africa Mining Union (AMU): Market Advantage: Can begin Exploration on an unexplored Mining Site without the need for a Geologist Development Card.
- ARDEVUR Commodities: Market Advantage: Can begin Exploration on an unexplored Mining Site without the need for a License Development Card.
The printed Corporation descriptions are company profiles and are not reproduced here; the rules content is the Market Advantage above.
Unpredictable Outcomes: The unique abilities of each Corporation found on their Action Cards allow you to negotiate, disrupt, or gain tactical advantages over your Competitors. Each Corporation also has its own benefits, traits, business style, and a permanent Market Advantage. The unique Market Advantage of each Character is displayed on their Character Guide, with the respective Icon of the item or service they do not need to outsource.
Game Elements
Map Board
- The map is divided into 8 Regions and 24 Mining Territories: Europe has 3 Regions and 9 Mining Territories; Africa has 5 Regions and 15 Mining Territories.
- Each Region has 3 Mining Territories (Territory).
- Each Mining Territory has a different level of strategic importance (Tier): Gold (High), Silver (Medium), and Bronze (Low). Tiers differ in Exploitation Cost and Resource Output potential.
- Each Region contains 1 Office location and 1 Port Warehouse location, as shown on the printed Map.
- All African Regions require the setup of one or two Infrastructures (Road, Water) for the Mining Sites (Active Mine) located in them to operate without limitations.
- All European Mining Sites (Mining Site) can grant a Government Incentive when exploited, if any are available.
- The seas around each Continent contain marine routes connecting different Ports. The routes act as slots for Vessels.
- The adjacent Asian Regions are not playable in the Middlesea Edition.
Europe (3 Regions, 9 Mining Territories): Lower Tiers: No. Lower Output: No. Lower Exploitation Costs: Yes. Government Incentives (Europe): Yes.
Africa (5 Regions, 15 Mining Territories): Higher Tiers: Yes. Higher Output: Yes. Higher Exploitation Costs: No. Infrastructural Limitations: No.
Territory Cards
The printed Territory Card key identifies:
- Exploration Requirements
- Exploitation Requirements
- Required Infrastructure
- Government Incentives
- Region
- Territory
- Tier (Gold, Silver, Bronze)
- Resource Output
Resources
- While Money (Hashtag Coin) has a set Market Value, the value indicated on each Resource Token is only an estimation. The exact value is only determined when the Resources are sold to the Market.
- Active Mines produce Resources, which can then be sold in exchange for their equivalent in Hashtag Coins, taking into account the multiplying effects of built Assets and Market Fluctuations.
- During the Extraction Phase, the Resource Output from the selected Active Mine may be collected in any combination of Tokens to match the total value of the Output.
For the sake of gameplay simplicity, the metals represented by the Resource Tokens are not found at specific locations. In reality, each individual site would yield specific materials based on actual mineral reserves.
Resource Tokens (40 in total):
- 12x Zinc (2 Million Hashtag Coin)
- 10x Nickel (8 Million Hashtag Coin)
- 10x Copper (4 Million Hashtag Coin)
- 8x Gold (16 Million Hashtag Coin)
Industry Insight: In the Game of Resources, as in the real world, the extracted materials must be sold and rotated quickly. Stocks must be emptied to guarantee a quick turnover, cash flows, and an active economy in the industry. For this reason, the volume of resources that can be collected and stored by players is limited in the game. The estimated value assigned to a single token is proportional to the market value of the game resources in the real world. The approximate value of each mineral is based on the following:
- Zinc (Zn 500 Ton): Used primarily for metal corrosion protection and employed in emerging battery technologies.
- Copper (Cu 500 Ton): A key conductor in electrical systems and an essential for electric vehicles, robotics, and infrastructure for renewable energy generation and grid electrification.
- Nickel (Ni 500 Ton): Critical for high-energy electric-vehicle (EV) batteries and environmentally-friendly technologies, enabling energy storage and durable materials for the green transition.
- Gold (Au 250 Kg): Found in advanced electronics, robotics, EVs, and renewable energy systems because of its conductivity and stability.
Negotiation Dice
The Dice is used for the following events:
- Deciding who begins the Game: The Player who rolls a 64 chooses a Corporation and starts first.
- Bidding in an Auction: The Player who rolls a 64 chooses a Territory Card up for auction. The Auction continues until each Player has chosen 2 Territory Cards.
- Determining the sale value of Resources: Rolling a 64 in a sale doubles the Market Price. Vice versa, rolling a 2 cuts the Income in half.
- Determining the effects of specific Action Cards: Rules may vary based on the instructions on the Card.
"Rocks and Rolls":
- For Dice Rolls requiring a 64, Players continue to roll until a 64 appears.
- For Dice Rolls based on the highest roll, the highest number rolled wins (or its equivalent symbol on the Deluxe Dice).
- When 2 or more Players roll a 64 (or the same highest number) in the same Round, they must continue rolling to determine a winner.
- A Player rolling the Deluxe Dice symbol shown as the first hash-mark on the Dice Converter (Deluxe Dice only) has the right to roll again.
Dice Converter: Use the Dice Converter as a reference when rolling the Deluxe Dice. Deluxe Dice faces convert as follows: 64 = 64; first hash-mark symbol = 32; second hash-mark symbol = 16; Resource symbol = 8; Pickaxe symbol = 4; 2 = 2.
Industry Insight: Industry success depends entirely on strategy rather than pure luck. In the Game of Resources, the Dice reflects real-world dynamics involving unforeseen events, such as market fluctuations, and situations with unknown outcomes, like an Auction.
Currency
Invest Hashtag Coins to:
- Explore and Exploit a Mining Site
- Set up Infrastructure (Road, Water)
- Acquire and Upgrade Assets
- Pay Fees for different Actions
Industry Insight: Hashtag Coin (Hashtag Coin) is a virtual currency backed by physical metals. Large corporations use it to acquire mining sites and pay for commodities. They also manipulate its value for their own advantage in order to gain control through cheap acquisitions. The coin's strong influence also weakens certain national currencies, which are as unstable as virtual ones for relying on debt and not being backed by physical stocks.
Action Cards
The unique abilities of each Corporation are reflected by their Action Cards, which allow you to negotiate, disrupt, or gain tactical advantages over your Competitors. Each Action Card shows: (1) Thematic explanation; (2) Effect; (3) When to use (for example, the Strategy Phase).
Industry Insight: Metals are at the core of most industries the future of humanity depends on. High-stakes environments like the critical minerals market are ruthless. Large conglomerates fight for more than just profit, and there is nothing they would not do to achieve Total Control.
Strategic Targets
Target Cards are the milestones of your path to Supremacy. The faster you achieve your targets, the closer you get to victory. Each Target Card shows: (4) Target; (5) Reward; (6) Supremacy Points. Target Cards come in three tiers: Gold (difficult), Silver (medium), and Bronze (easy). The order they enter gameplay changes with each game, shifting priorities and refocusing all Competitors.
Industry Insight: In the unforgiving mining and metals market, everyone competes to act first and gain the most from each opportunity that emerges. Those who can seize the moment and plant their flag, will gain a competitive edge in their pursuit of Total Control.
Government Incentives
Each Government Incentive card shows: (7) Reward; (8) Supremacy Points.
Industry Insight: Forward-looking governments support the industrial endeavours of bold mining corporations. This mutually beneficial relationship brings prosperity to several regions by stimulating national economies, creating jobs, and generating wealth for local communities. Government funds are however often limited, rewarding the fastest corporations to make a move.
Character Guides
Quick two-sided guides allowing Players to check turn structure, asset effects, requirements, prices, and the scoring system.
- Side A: Corporation's Market Advantage, Asset and Upgrade Prices, Infrastructure Prices and Benefits, Point Scoring Parameters.
- Side B: Turn Phases, Asset Benefits, and Effects.
Game Setup
Table for Four?
Try the 4-Player gameplay for the full experience!
Before setting up the table, follow this scheme and remove Cards from the game based on the number of Players. Discarding Cards is a recommendation and is not mandatory. However, it will allow you to reach the Endgame faster (less Strategic Target Cards to complete) and to keep the necessary scarcity of Vessels that tightens the Player's ability to Build and Upgrade without limitations.
| Card | Total | 4 Players | 3 Players | 2 Players |
|---|---|---|---|---|
| Development Cards (total) | 18 | 18 | 15 | 11 |
| License | 2 | 2 | 2 | 1 |
| Geologist | 2 | 2 | 2 | 1 |
| Machinery | 2 | 2 | 2 | 1 |
| Workforce | 2 | 2 | 2 | 1 |
Note: the printed setup table lists 7 of the 11 Development Card types. The other four (Road, Factory, Water, Phone Call) are not shown in this table; their copy counts are given on the Development Cards page, and the table is transcribed as printed.
Table Setup
- Place the Map Board in the centre of the table.
- Insert the Target Grid into its slot on the Market Organiser. Then place the two Market Organisers next to each other at the top edge of the Map Board. Alternatively, place one Market Organiser at the top and the other at the bottom of the board.
- The Market Organisers are referred to as the "Market". When players take or return items to the Organisers, they are interacting with the Market. For Money, the term "Bank" is used instead.
- Sort the Strategic Target Cards by colour (Bronze, Silver, Gold) and shuffle each deck separately, without seeing them. Then, divide each colour deck into 3 equal piles, and place them uncovered in the Target Grid, with Bronze in the bottom row, Silver in the middle, and Gold at the top. In each slot, the first card shall cover the pile underneath.
- Arrange the Money Bills into the designated slots in the Market Organiser, sorted by denomination (from 2 to 64 Million).
- Put the 1 Million Bill in the box: it's useless, you won't be able to pay with it!
- Place the Resource Tokens vertically in their 4 designated slots, ordered by value from Zinc, 2 Million to Gold, 16 Million.
- Sort the Action Cards by colour, shuffle each deck separately, and place them in covered position in their 4 designated slots, in this left-to-right order: GREAT Mining, Machine Corp, ARDEVUR Commodities, Africa Mining Union.
- The order of the Corporations is not random!
- Place the Government Incentive Cards in any empty slot or available space.
- Choose an empty slot in the Market Organiser to use as a Discard Pile.
- Shuffle the Development Cards and place the deck face-down at the centre of the Map Board, ready for the Beginning Phase.
- To keep the distribution neutral, let another player split the deck. This prevents players from predicting card distribution based on their appearance on Side B.
Game Modes
Before starting the match, choose a Game Mode that fits your group's preferred level of difficulty and player interaction.
- A - STANDARD: Follow the full ruleset, without any variations.
- B - FAIR PLAY: Play without Action Cards for a less-tense experience, also accessible to casual players. In this mode, also remove any Strategic Target Cards that can only be obtained using Action Cards before shuffling the deck.
- C - CLASH OF TITANS (BETA): The Action Card limit increases from 2 to 4, and players automatically gain 1 Action Card every time they perform an Extraction. In this mode, Players collect Action Cards without using their Strategy Phase, and have a broader choice of actions.
- As each Action Card base-deck contains 16 Cards, the decks should be exhausted within a maximum of 64 Turns.
- This mode works best with Expansion packs containing additional Action Cards, and the aggressive use of the Cards may prolong the gameplay time.
Customise Your Gameplay: Rules marked with the Optional symbol are Optional. You can add or remove them before the game begins.
Recommendation: Use all Optional Rules for the full experience.
Beginning Stage
- Give each player an initial Capital of 32 Million.
- Recommended bill distribution per player: 2 x 2M + 1 x 4M + 1 x 8M + 1 x 16M.
- Players roll the Dice. The first to roll a 64 chooses their Corporation and collects the corresponding Corporate Dashboard, set of Structures and Character Guide. Then, all remaining Players roll again, continuing until all Corporations are chosen. In case of a tie, the players with the highest number roll again. You may also assign Corporations randomly, if all players agree.
- Choose your Corporation well: they offer different competitive advantages and playstyles!
- Each player draws 1 Action Card from their chosen Corporation's deck and places it face-down next to their Dashboard.
- Deal 2 Development Cards per Player, one at a time, in clockwise order. Players place their Cards face-up in the designated slots on their Dashboards, discarding any duplicates back to the Market. Remaining Development Cards are placed in the Market Organiser, grouped by type.
- The maximum number of Development Cards you may hold is 4 (based on your Dashboard slots), and no duplicates are allowed. Your Corporation's Market Advantage also counts as a Development Card, and prevents you from owning a duplicate of that card.
- Launched Start (Beta): Short on time? Use the Launched Start to skip the Auctions and receive 4 random Territory Cards. Randomly place a Mining marker on one of the 4 received.
- Attention: This mode may be faster, but may not deliver the full strategic experience!
Public Auction
All Corporations are now invited to join a Public Auction to obtain Mining Permits.
Industry Insight: Mining permits are awarded through public auctions, usually on a yearly basis. They are the point of start for corporations to begin exploring new territories.
1st Round
Uncover as many Territory Cards as the number of Players, placing them at the centre of the Map Board.
All Players roll the Dice. The Player with the highest number (or its corresponding symbol in the Deluxe Dice) picks a Territory Card from the revealed ones, and places it face-up in the first slot of their Dashboard. A new Territory Card is now revealed to replace the picked one.
- If 2 or more Players roll the same highest number, they must roll again to determine a winner.
This process is repeated until each Player has 2 Territory Cards. Players who already have 2 no longer bid in this Auction.
At the end of the Auction, shuffle the deck and place it in any empty slot of the Market Organiser.
- The duration of Initial Setup, Beginning Stage and 1st Auction Round is approximately 15 Minutes.
The Game Can Now Begin.
2nd Round
A 2nd Round of Auction can be called later in the game, by any Player and at any time before beginning their Turn, under the condition that each Player already has at least 2 Active Mines.
The 2nd Round works exactly like the 1st Round, and ends when all Players have 4 Territory Cards.
- Players who have obtained a 3rd Territory Card before the 2nd Auction can only bid for 1 additional.
- Conversely, Players who have lost 1 Territory Card before the 2nd Auction can bid for 3 additional Territories.
- When the 2nd Auction Round starts, all Development Cards return to the Market. Then, Players roll the dice and the winner picks 2 Development Cards, followed by the others in their Turn order.
Limitations
You can hold more than 4 Territory Cards (as a result of using an Action Card), but you cannot manage more than 4 Active Mines at the same time.
Monopoly Prevention
According to the Anti-Monopoly Rule, no Corporation may own and control all 3 Territories within a single Region during a match. This restriction can only be bypassed through the use of a special Action Card. Also during an Auction, Players are not allowed to bid on a Territory that would grant them complete Supremacy (all 3 Territories) in a single Region.
Game Summary
In the 2020s, 4 Corporations clash for control over critical Resources. Players plan their moves by booking goods and services, exploring Territories, building Infrastructure, and equipping their Mines for exploitation. Once mining operations are running, Resources are extracted and stored, then sold for Hashtag Coins at fluctuating prices.
Profits are reinvested into supply chain Assets like Warehouses, Offices, and Vessels to reach Strategic Targets and earn Government Incentives, granting Supremacy Points. As players grow, they must defend against their Competitors, while executing tactical strikes. Strategic Targets can then be exchanged for Asset Upgrades to enhance Warehouses, Offices, Vessels, or building Factories. Success depends on completing Strategic Targets, building and upgrading Assets, accumulating wealth, and dominating Regions.
The player with the most Supremacy Points at the Endgame achieves Total Control.
Turn Structure
For a Quick Start, begin by memorising the main structure of gameplay. Then, go step by step through the rules and mechanics applying to each action.
Once all Corporations have collected 32M, 2 Development Cards, 2 Territory Cards, and 1 Action Card, the Player who rolled a 64 in the Beginning Stage starts playing.
Each Turn consists of 4 key Phases:
- Extraction
- Strategy
- Development
- Reward
- A summary of the Turn Structure is found on Side A of your Character Guide, along with the acquisition and upgrade costs for all Assets. The Scoring system is detailed on Side B.
- The order of the Phases cannot be changed! If you skip a Phase and move directly to the next one, you lose the opportunity to perform the skipped action. If no actions are possible during a Phase, you must skip it.
Competitive Actions
You may use 1 Action Card per Turn, at any point in yours or your Competitor's Turn, based on the Card's instructions. See the Use Action Cards section for the full details.
Industry Insight: Setting up a mining operation is a complex process that begins with a solid strategy and the right connections, including contractors, suppliers, and institutions. After securing permits and identifying valuable mineral deposits, an extraction plan is developed. With positive results and infrastructure in place, the mine is then equipped for exploitation and permits are issued, marking the start of the operations. Once active, the mine begins generating income through resource extraction and export, to recover the initial investment. Profits can then be reinvested into supply chain integration strategies, such as building a port warehouse, expanding the local administrative centres, improving maritime logistics, and establishing a processing plant to boost product value. These steps help meet strategic targets, gain institutional support, and pave the way for further mining and supply chain expansion.
Industry Insight: Owning a warehouse in a mining region is a relatively low-cost way to generate income and exert local control. In many real-world cases, the lack of infrastructure combined with limited cash flow pushes small miners to sell locally at a reduced price rather than exporting overseas, avoiding the countless risks along the supply chain and price fluctuations aggravated by long transit times.
Turn Phases
1 - Extraction
At the beginning of each Turn, gather Resources from one or more of your Mines, based on the Resource Output shown on your Territory Cards.
- Skip this Phase if you have no Mines.
Store the collected Resources onto the Territory Cards of the Mines they have been extracted from.
- Each exploited Territory may yield multiple metals. You may collect any combination of Resource Tokens up to your total Resource Output, regardless of the metal.
"Tell Me Baby, What's Your Storage?"
- You can only collect as many Resources as your Storage Capacity allows (see Character Guide). However, even with your Storage full, you may still Extract the Surplus you cannot store and Sell it Locally for half its Market Value.
- When you Sell Locally, any Competitor who owns a Warehouse in the same Region as your Mine has priority to purchase your Surplus at half price. If they refuse to buy or cannot afford it, the Resources are sold to the Market in exchange for Money from the Bank. No Dice Roll is required for this action, as this sale is not affected by Market Fluctuations.
- Your total Storage Capacity refers to the maximum amount of Resources you can store (see Character Guide). However, there is no limit to how much of that total can be stored in a single Territory.
"Digging Deeper" (ways to improve your Extraction):
- Storage Increase: Build a Warehouse to double your Storage Capacity. Upgrade your Warehouse to quadruple it.
- Simultaneous Extraction: Build an Office to Extract from 2 Mines in the same Continent simultaneously. Upgrade your Office to Extract from 3 Mines in any location at the same time.
- Mineral Processing: Build a Factory to get additional 16M worth of Resources from the Exploitation of your Mines located in a single Region. Competitors with Mines in the same Region may seemingly benefit from your Factory's processing services during their Extraction Phase, but must pay 8M in Resources each time they use it.
- Infrastructure: Some Territories require the installation of a Road or a Water Pipeline. See the Infrastructure Section for details.
Industry Insight: Mines must continuously sell extracted minerals to maintain a healthy cash flow. Stockpiles need to be emptied regularly to ensure a quick turnover and operational sustainability. As such, the amount of resources that can be stored is limited by both physical space and financial strategy. Owning larger storage facilities becomes effective only when supported by consistent income, allowing corporations to retain greater volumes and sell them strategically to run leaner operations.
Industry Insight: A regional office can greatly improve operational control and efficiency, especially across geographically concentrated assets. By coordinating multiple Mines at once, you increase output, reduce delays, and gain key logistical advantages.
Industry Insight: Mineral processing facilities near extraction sites can significantly increase profitability by removing impurities and reducing dead weight. This step outputs a cleaner product, which can be exported at lower logistic costs and reach a higher market value thanks to its higher grade and reduced downstream refining costs.
2 - Strategy
After the Extraction Phase, perform 1 of the following actions:
- Pick 1 or 2 Development Cards, returning any extra Cards exceeding the limit of 4 back in the Market.
- Limited availability of goods and services, not enough cards for everyone to pick at the same time? That's how the market really works!
- You may hold a maximum of 4 Development Cards at any time. Duplicate Development Cards are not allowed.
- Your Corporation's Market Advantage also counts as a Development Card and prevents you from owning another identical card. To acquire new Development Cards while already holding 4, pick new Cards and immediately discard the excess.
- Draw 1 Action Card from your Corporation's deck, discarding any Cards exceeding the limit of 2.
- Pick the Phone Call Card, which adds to your existing number of Development Cards temporarily, but cannot be stored and must be used during the same Turn.
Industry Insight: Planning is as important as acting. The only way to gain a competitive edge is to choose the right strategy and act faster than your rivals. "Play your cards right" is more than just a saying here.
3 - Development
After defining your short-term plans, it is time to focus on developing your operations. During the Development Phase, perform 1 of the following actions:
A. Develop a Mining Site
- Step 1 - Exploration: To explore your Territory, use the License and Geologist (Development Cards) collected during the Strategy Phase by returning them to the Market. Pay the Exploration Cost indicated on your Territory Card and mark your Territory on the Map with an Exploration Marker.
- Explored Mines do not generate Resources, and must be equipped for Exploitation.
- Industry Insight: "Exploration" refers to the act of surveying a mining permit to establish the feasibility of a mining operation, while "Exploitation" is the actual extraction of minerals after discovering and evaluating a viable deposit. This process involves steps such as drilling, blasting, crushing and treating, to prepare the minerals for the market. In most countries, a mine must submit its exploration study and obtain authorisation to exploit before beginning operations.
- Step 2 - Exploitation: If your Territory is already marked as an Exploration site, you may use the Workforce and the Machinery (Development Cards) collected during the Strategy Phase, then move forward and equip your Mine for Exploitation. Pay the Exploitation Cost displayed on your Territory Card, return the Development Cards to the Market, and mark your Territory on the Map with a Mine Marker.
- Your Mine is now Active and can produce Resources during the Extraction Phase, starting from the next Turn.
"What is yours, is mine"
- Activating a Mine takes 2 Turns. You cannot perform Step 1 and Step 2 in the same Turn.
- Use the Market Advantage displayed on your Character Guide. For instance, Machine Corp. can activate a Mine without needing to acquire a Machinery Development Card!
- You may hold more than 4 Territory Cards (e.g. using an Action Card), but you cannot manage more than 4 Mines simultaneously.
Industry Insight: Managing an industrial mining operation demands time, an experienced team, and significant capital. Managing too many mines at once is therefore a challenge requiring long-term structuring.
B. Build Infrastructure
Despite being highly-rewarding in terms of Resource Output, African Territories require the setup of Infrastructure to operate at their full potential.
To build Infrastructure in an African Region, use the Road or Water Pipeline (Development Cards) collected during the Strategy Phase by returning them to the Market. Pay the Setup Cost indicated on your Territory Card and mark the selected Region on the Map with a Road or Water Pipeline Marker.
"All roads lead to ports"
- Your Mines can Extract and store Resources without being connected to a Road, but you cannot sell those Resources until a Road has been built.
- Selling your Resources without a Water Pipeline will result in half the expected Income.
- You are allowed to build up to 2 distinct Infrastructures in any African Region, even if you do not hold any other Mining Territories or Assets there.
- You can only build and maintain a maximum of 2 Infrastructures across Africa. To set up another Infrastructure beyond this limit, you must dismantle one of your existing Infrastructures and reuse its marker during the same Development Phase. This action requires a new Road or Water Pipeline Building Permit (Development Card).
- Infrastructures are not classified as Assets. They fall under the broader category of Structures.
Industry Insight: European mining regions often benefit from easy access to key infrastructure. In contrast, investing in Africa's richest and most remote areas comes with additional challenges: building roads to enable large-vehicle access and transport goods to ports, or establishing water links that allow to clean minerals from impurities, which reduces transportation costs, at the same time.
Industry Insight: Although holding immense mineral reserves, some mines remain unexploited due to limited access to water or electricity, harsh climate conditions, safety concerns, and other factors evaluated during the pre-feasibility study conducted in the exploration phase.
"Be a good neighbour"
- Each time a Competitor extracts Resources using your Infrastructures, you may claim a 2M Fee. If they lack sufficient liquid Money, they may pay with Resources instead. Conversely, you must pay this Fee when using Competitors' Infrastructures during your Extraction Phase.
Industry Insight: Remote mining regions flourish when multiple investors develop them concurrently. Infrastructure development not only facilitates transportation but also provides local communities with access to essential services such as supplies, healthcare, education, employment, training, and more. Newcomer mining corporations who benefit from infrastructure built by earlier investors are expected to contribute to its upkeep, ensuring shared prosperity for both the inhabitants and the mining operations in the region.
C. Acquire Assets
Once your Mining operations are up and running, it is time to optimise and invest in your supply chain. To acquire or build a specific Asset, use its corresponding Building Permit (Development Card) collected during the Strategy Phase. Return the Card to the Market and pay its Setup Cost. For costs and benefits of each Asset, refer to your Character Guide.
- Port Warehouse
- Regional Office
- Small Bulk Vessel
Industry Insight: Investing in integrated operations along the supply chain leads to consistent savings. Local Offices enable you to manage regional activities with higher efficiency and reduced risk. Strategically located Warehouses optimise logistics and grant access to third-party mineral stockpiles in the surroundings, which can often be acquired at very competitive prices. Investing in naval freight can also deliver significant advantages, cutting the costs of leasing cargo space on third-party Vessels.
D. Upgrade Assets
As your market presence and capital grow, you will become able to upgrade your Assets, acquiring the capability to handle larger volumes of Resources, operate multiple Mining Sites simultaneously, generate income by leasing your own logistics infrastructure to third parties, and improve the quality and value of your Resources before exporting.
Just like building a new Asset, upgrading an existing one requires a Building Permit Card and the payment of the Cost displayed on your Character Guide. High-Tier Assets include:
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Large Port Warehouse
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Global Office
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Large Container Ship
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Mineral Processing Facility
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The Factory (or Mineral Processing Facility) is considered an Upgraded Asset due to its high setup costs and substantial benefits. It cannot be built in a Region where you do not have at least one Mine.
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To upgrade your Asset, you must first collect Strategic Target Cards or Government Incentive Cards during the Reward Phase. You can then spend these Cards in exchange for the Reward displayed on them, converting them into Asset Upgrades. See the Reward Section for more details.
"Money...to get away"
- Redeeming the Reward on Strategic Target Cards and Government Incentive Cards is the only way to upgrade Assets at their Market Price. For alternative ways to upgrade Assets, see Option #1 under the Make a Phone Call Section.
- In Fair Play mode, upgrading an Asset does not require exchanging a Card, and comes at the standard Market Price.
- You may only acquire or develop as many Mines, Assets, and Infrastructure as your Structure Markers and Dashboard slots allow. Exceeding these limits would make operations unmanageable for your Corporation in the short term.
E. Make a Phone Call
A Phone Call Card collected during the Strategy Phase may be used during the same Turn to substitute any required Development Card or to manipulate the Target Cards on the Target Grid.
- The Phone Call Card is picked as an alternative to picking 2 Development Cards and cumulates with the other Development Cards on your Dashboard. At the same time, it cannot be stored across multiple Turns. If unused, it is automatically discarded and returned to the Market at the end of your Turn.
"Call me anytime"
- Option #1 - Invest: Use the Phone Call Card to substitute a Development Card or a Target Card in the Development Phase, paying double the standard Cost.
- To build a Vessel worth 32 Million without a Building Permit Card, make a Phone Call and acquire it for 64 Million.
- If you are missing the Target Card required to upgrade an Asset, you can use the Phone Call Card and pay double the Market Price displayed on your Character Guide to complete the upgrade. This mechanic encourages Players with a substantial Capital at disposal to invest aggressively, paying twice the market price to bypass the waitlist and keep expanding.
- Industry Insight: In the Game of Resources, the combination of money and powerful connections can make anything happen, same as in the real world.
- Option #2 - Shift: Alternatively, use the Phone Call Card during the Reward Phase, to remove a Target Card from the Target Grid at no cost (see the Reward Section).
- Use the Phone Call to uncover a new Target Card if you believe you won't be able to collect the current one anytime soon, or to disrupt a Competitor's plan by removing a Target they are pursuing.
- Option #3 - Borrow: In extreme situations where you lack the Money for your next investment and cannot move forward, you may use the Phone Call Card to take a Loan for the exact amount needed to complete your action. You must repay double the borrowed amount to the Bank as soon as you have sufficient funds.
- Using the Phone Call to take a Loan does not consume your available actions.
F. Sell Resources
If you have invested most of your Money in developing your Mines, Extracting Resources, and are about to fill up your Storage Space, it is time for you to Sell your Resources. To perform a Sale, deposit the Resource Tokens into the Market Organiser, and pick up their equivalent in Bills.
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You may sell all the Resources in your stockpile as a single action. However, different rules apply to Resources sold from each individual Mine.
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You sell Resources collected from 2 Mines. The first Mine sells its Resources at full Market Price. The second Mine, which lacks a Pipeline, sells its Resources at half their Market Value.
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Option #1 - Global Sale: Sell your entire stock of Resources at the Market Price, rolling the Dice to determine Price Fluctuations.
- All exported Resources, regardless of which Mine they are sold from, are subject to the same Market Fluctuations, determined by a Dice Roll at the time of sale. Rolling a 64 doubles the Income of the sale, while rolling a 2 cuts it in half.
- You cannot Build (or perform any other action in your Development Phase) and make a Global Sale at the same time.
- Industry Insight: Exporting your stock of resources without fixing the price with your buyer is a gamble. While the market may swing in your favour, you may also end up earning less than your initial forecasts, and potentially not even covering your operational costs. Moreover, the logistics involved are labour-intensive and time-consuming, often pulling attention away from your expansion plans and core development activities.
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Option #2 - Local Sale: Sell your entire stock of Resources for half its Market Price, but without any risk or logistical complications.
- The main advantage of this option is the ability to Build (or perform any action in your Development Phase) and make a Local Sale during the same Turn. Another benefit is the possibility to continue Extracting Resources, even when your Storage is full, by selling any Surplus to the Local Market, instead of skipping the Extraction Phase.
- Action Cards have no effect on low-risk Local Sales, which cannot be disrupted.
"Do you want to make a deal?"
- When you Sell Locally, a Competitor who owns a Warehouse in the same Region as your Mine has priority to purchase your Resources at half price. If they refuse or are unable to buy, the Resources are sold to the Market in exchange for Money from the Bank. No Dice Roll is required, as Local Sales are not affected by Market Fluctuations.
- This operation benefits both parties. The Seller, who is Extracting but unable to store additional Resources, still earns Income. The Buyer, who purchases Resources at half price, can resell them at a later time for profit, starting from the following Turn.
Industry Insight: Owning a warehouse in a region with small or scattered mining activity is a relatively low-cost solution to generate profit and exert local control. In such areas, the lack of infrastructure combined with limited cash flow pushes small miners to sell locally at a reduced price rather than exporting overseas, avoiding the uncountable risks along the supply chain and price fluctuations aggravated by long transit times.
"I want it all"
There are several ways to increase the direct Income from your sales (see your Character Guide):
- A Pipeline allows you to sell Resources at full Market Price.
- A Vessel reduces marine shipping costs and doubles your sales Income.
- An Upgraded Vessel also generates an additional 32M per sale from leasing its extra cargo space.
- Rolling a 64 during your Global Sale doubles your Income, representing a moment when Market Fluctuations are most favourable.
- Strategic Target and Government Incentive Cards earned at the end of a Turn may be exchanged for Rewards that grant additional sums of Money.
- Any Income bonuses from your Assets, their Upgrades, your Infrastructure, or the Action Cards you use, that are not directly related to the sale of Resources, are not affected by Market Fluctuations. For example, the sum of 32M earned from your Vessel is the effect of cargo leasing, and remains fixed regardless of Dice Rolls.
"Let's split it"
- In the maths of the #64 Universe, odd numbers are irrelevant. If your expected sales Income of 10M is cut in half due to a bad Dice Roll, you round up to the nearest Even Number, collecting 6M instead of 5M.
4 - Reward
At the end of your Turn, you may collect either 1 Strategic Target Card or 1 Government Incentive Card as a Reward (star) for an accomplished task.
- Strategic Target Cards
- Government Incentive Cards
Alternatively, you can use your action to exchange a previously collected Target or Incentive Card for a Reward.
Strategic Targets
All Corporations compete to reach the same Strategic Targets, which grant Supremacy Points needed to win the game, and can be later exchanged for the Reward shown on them.
If you meet the conditions displayed on a Target Card, claim it at the end of your Turn, before your Competitors do.
- Bronze: Simple tasks with small rewards.
- Silver: Achievable tasks with bigger rewards.
- Gold: High-difficulty goals with game-changing bonuses.
"Asking for the moon"
- In FAIR PLAY MODE only, if you encounter a Target Card that cannot be collected without playing an Action Card, you may simply remove it from the Target Grid.
- If all Players unanimously agree that a Target Card is unachievable, it can be removed from the Target Grid without making a Phone Call.
"Target calling"
- Alternatively, you may use a Phone Call Card collected during the Strategy Phase to remove a Target Card from the Target Grid.
- You use this ability to unveil a new Target Card, either when you can't collect any Reward at the end of your Turn, or to disrupt a Competitor's plan to claim a specific Target.
Government Incentives
Government Incentive Cards can be claimed during the Reward Phase, after equipping a European Mine for Exploitation. Just like Target Cards, Incentives grant Supremacy Points, and can be exchanged for the Reward shown on the Cards.
- The number of issued Incentives is limited, so not every Mine developed in Europe can benefit from receiving one.
- You may not claim both a Target Card and a Government Incentive Card in the same Turn. You must choose only one.
Rewards
Alternatively, instead of collecting a Target or Incentive Card, you may exchange one of your existing Cards for the Reward shown on it.
To exchange a Card for its Reward, you must discard the Card and spend its Supremacy Points.
- If you use the Reward displayed on a Target or Incentive Card to complement an action (such as Upgrading an Asset), claiming the Reward does not cost any additional actions.
- In STANDARD MODE, exchanging Target and Incentive Cards is the only way to upgrade your Assets without making a Phone Call.
- In FAIR PLAY MODE, Upgrading an Asset does not require exchanging a Card, and can be done by paying the standard Market Price.
Action Cards
Each of the 4 Corporations in the game has a unique Base Deck of 16 Cards (64 in total), which can be used for various strategic and competitive effects during gameplay. Each deck reflects the Corporation's traits, strengths and competitive style. Every Card has a specific effect that can be used to gain advantages, form alliances, or slow down the competition.
Each Action Card deck is shuffled at the start of the game, not to introduce pure luck, but to reflect the shifting timing and unpredictability of real-world operations, influenced by countless variables.
- Action Cards can be excluded from the game in Fair Play Mode.
"Show me the way"
- Draw 1 Action Card during the Strategy Phase. Store it face down by your Dashboard, keeping your Competitors unaware of your next move!
- You may use the Action Card you drew during the same Turn or save it for later.
- You can hold up to 2 Action Cards at once. If you draw additional Cards while already holding 2, you must discard the extras.
- You may use only 1 Action Card during your Turn.
- Action Cards have Labels indicating when they can be used: during specific Turn Phases, during a Competitor's Turn, or Anytime.
- The effect of your Action Card can either complement another action (for example, granting a discount when Building an Asset) or replace the action of the Phase labelled on the Card, if it is not linked to another action.
- You may use an Action Card during a Competitor's Turn, but only if no other Player has already played an Action Card against that Competitor during the same Turn.
- When using an Action Card with a Continuous Effect lasting one or more Rounds, place the Card face-up in the corner of the Map Board and continue applying its effects until it expires.
- If an Action Card's effect requires a Player to pay more Money than they currently have, the Player must pay all the Money they hold.
- Some Action Cards may require the correct interpretation. As a general rule, for as long as the effect's meaning is logical and unanimously agreed upon by all Players, it may be applied.
- Action Cards have no effect on low-risk Local Sales, which cannot be disrupted.
- As a result of an Action Card played by you or another Player, you may gain possession of Action Cards from your Competitors' decks. Once acquired, you may use these Cards as if they were your own.
"Handle with care"
- The main goal of this economic game is to grow, expand, earn, and achieve supremacy. Use Action Cards at the right time and for the right reasons, as focusing your entire strategy on them can waste valuable Turns and compromise your ability to meet targets and earn enough Supremacy Points to stay ahead of Competitors.
- For fair play, avoid executing tactical strikes with financial consequences early in the game against Competitors who have no Mines or Resource stocks. Such behaviour can severely obstruct their growth and waste your precious actions, which could be better spent to fulfil your own goals.
- In the Game of Resources, every move counts. Attacking weak targets without direct benefits is an unwise strategy and only a distraction from more important objectives.
- Each Action Card can be used only once per game. Action Card decks are not reshuffled after use.
- After using an Action Card, place it in the Market Organiser, stacking it beneath your Action Cards deck.
Endgame
The Final Round is triggered when a Player calls "Total Control" and at least 1 of the following conditions is met:
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A: At least 1 Gold Target has been claimed.
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B: All Bronze and Silver Targets have been claimed, and no Player is able to claim a Gold Target within a full Round.
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C: A Player's combined deck of Target Cards and Incentive Cards totals at least 24 Supremacy Points.
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You cannot use Action Cards after the Endgame has been triggered.
"My mine, my rules"
- Players are allowed to prolong the gameplay and continue until all moves are exhausted, without ever calling "Total Control".
- Before the match begins, Players may agree on custom Endgame criteria, such as:
- Short on time? Trigger the Endgame at minute 64, then count the Supremacy Points.
- Players unanimously agree to play one final Round, then count the Supremacy Points.
- The optimal average time for one full Round in 4-Player mode is between 4 and 5 minutes, with 24 Rounds typically lasting 90 to 120 minutes. However, depending on various factors and Player decisions, total playtime may extend up to 150 minutes.
Scoring
When the Endgame is triggered, the Player with the most Supremacy Points takes it all!
Earn the most Supremacy Points and achieve "Total Control" through the best mix of reached Targets, owned Assets, accumulated Wealth and Regional Supremacy.
Your final Score is calculated according to the following list of parameters, also found on your Character Guide:
| Parameter | Rule | Supremacy Points |
|---|---|---|
| Strategic Target Cards | See Cards | See Cards |
| Government Incentive Cards | See Cards | See Cards |
| Most Money | If two or more Players have the same amount of Money, Resources, or Regional Supremacy, no one gains Supremacy Points for any of the respective categories. | 4 |
| Most Resources | (same as above) | 4 |
| Regional Supremacy* | (same as above) | See Regions |
| Mines (Pickaxe) | 4 | |
| Assets | Include Warehouse, Office, Vessel | 4 |
| Upgraded Assets | Include Upgraded Warehouse, Upgraded Office, Upgraded Vessel, Factory |
- A Regional Supremacy bonus, equal to the number of Points displayed on the Ribbon attached to each Region, is awarded to the Player with the most Mines and Assets in that Region.
- Parameters used to determine Regional Supremacy: Mines count as 1,0; Assets count as 1,0; Upgraded Assets count as 1,5; Infrastructures count as 0,5.
- If 2 or more Players have the same Regional Supremacy score in a Region, no one earns the Regional Supremacy bonus for that Region.
- In the unlikely event of a tie in total Supremacy Points, the winner is the Player with a presence in the most Regions. If that is also equal, victory goes to the Player, among those tied, who is holding the most Money.
Development Cards
Development Cards allow you to acquire, build, and upgrade Structures during the Development Phase, from exploring and exploiting mining sites to setting up administrative, industrial and logistical facilities.
- The availability of the 18 Development Cards featured in the game is adjusted based on the number of Players (see the "Table for Four?" Section).
- Development Cards are free to pick, but available in limited quantities and contested among all Competitors.
- When a Development Card is used, it returns to the Market and becomes available again.
The limited number of cards reflects the real-world scarcity of certain goods and services at a specific moment in time. Competitors must use their Strategy Phase wisely and plan their next moves in advance. This will prevent limited access to key services and permits from slowing down advancement.
The Development Card types, with their number of copies in the game:
- License (2): Builds an Exploration marker. Obtain an Exploration License to begin exploring your mining permits for valuable minerals.
- Geologist (2): Appoint a geological survey team to perform studies and estimate the potential of your mines before you begin extraction.
- Machinery (2): Builds a Mine. Invest in adequate mining equipment to start operations and achieve optimal output.
- Workforce (2): Builds a Mine. Hire qualified engineers and manual workers to begin extraction and move from the exploration phase to the exploitation phase.
- Road (1): Builds a Road. Obtain an authorisation to build Roads in your mining Region for connecting your mine to the main network enabling stockpile transfer to the nearest port.
- Warehouse (2): Builds a Warehouse. Obtain a building permit for a Warehouse to increase your storage capacity and hold a larger stock of resources.
- Vessel (2): Builds a Vessel. Acquire a Vessel to boost your supply chain, which significantly reduces logistic costs and increases your overall profits.
- Office (2): Builds an Office. Obtain a building permit for an Office to strengthen your regional presence and manage multiple mining operations at the same time.
- Factory (1): Builds a Factory. Obtain a Building Permit and set up a Mineral Processing Facility in a Region where you operate, to refine your minerals and maximise the value of your output.
- Water (1): Builds a Water Pipeline. Obtain an authorisation to connect to a regional Water supply which helps you remove impurities, upgrade minerals to market standards, and cut logistics costs.
Phone Call card note: Sometimes the solution is one phone call away. But it doesn't come for free.
Structures
Structures are all constructions that can be placed on the Map, and include every development stage of Mines, Infrastructure, and Assets.
Each Structure requires a different set of Cards to develop, and has a specific mix of Cost and Benefits, both of which increase as the Structure is upgraded.
Each Structure is listed below with its Cost, its Requirement (the Card or Permit needed), and its Effect.
Mines
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Exploration Site: Cost: Variable. Requirement: License + Geologist. Effect: Unlocks the Exploitation Phase of your Mine.
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Active Mine: Cost: Variable. Requirement: Machinery + Workforce. Effect: Allows you to output Resources from your Mine.
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The number of Mines you can own and develop is limited by your Dashboard slot space.
Industry Insight: Obtaining an Exploration License and hiring a Geological Surveyor mark the beginning of your exploration studies in a Territory. Once your Pre-Feasibility Study is complete, you'll be able to advance your Mine to the next level of development. Sourcing Workforce and Machinery advances your Mining Site to the exploitation stage, equipping it for Exploitation. At this point, your Mining Site is fully prepared to begin Extraction.
Infrastructures
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Road: Cost: 8M. Requirement: Road Permit. Effect: When installed in a Region, it allows all local Mines to export the extracted minerals. Mines located in Regions without a Road are unable to sell the extracted minerals. Competitors may use your built Road in exchange for a Fee.
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Water Pipeline: Cost: 4M. Requirement: Water Permit. Effect: When installed in a Region, a Water Pipeline allows you to improve the quality of your minerals and sell them at full market price. Mines located in Regions without a Water Pipeline link can only sell their extracted Resources at half the market price. Once built, Competitors may use your Water Pipeline in exchange for a Fee.
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If a Competitor owns a Mine in the Region you have built a Road in, you may charge a Fee of 2M worth of Resources for each Mine, each time it extracts Resources.
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If a Competitor owns a Mine in the Region you have built a Water Pipeline in, you may charge a Fee of 2M worth of Resources for each Mine, each time it extracts Resources.
Industry Insight: When first exploring a virgin, remote, and underdeveloped Mining Region, you must account for the lack of Infrastructure and plan the necessary investments. Connecting your Active Mine to a Road network enables you to move stock to a Port for sale, while linking to a Water source allows you to treat minerals immediately after extraction, improving their quality and profitability. These investments not only support your operations but also contribute to the overall development of the Region, earning respect from local communities. Additionally, both Roads and Water pipelines create monetising opportunities, as other Competitors may pay a reasonable Fee to use your infrastructure.
Assets
- Warehouse: Cost: 16M. Requirement: Warehouse Permit. Effect: Doubles your mineral storage capacity from 32 to 64M. Gives you priority rights when a Competitor sells Resources locally.
- You do not need to build your Warehouse next to one of your Mines. It can be placed anywhere on the Map, without affecting its effects on storage capacity.
- Owning multiple Warehouses will not increase your maximum storage capacity. Rather, you must upgrade an existing Warehouse.
- Office: Cost: 24M. Requirement: Office Permit. Effect: Allows you to simultaneously operate 2 Mines located in the same Continent, exploiting both at the same time in the Extraction Phase.
- Owning an Office in a Continent other than the one where your Mines are located prevents you from using its effect.
- Owning multiple Offices in a single Continent will not increase their overall effect.
- Vessel: Cost: 32M. Requirement: Vessel Permit. Effect: Doubles your income from selling Resources, cutting off third-party-logistics service costs.
- After doubling your sales income with a Vessel, you can still roll a 64 to further multiply the value of your sale.
Upgraded Assets
- Large Warehouse: Cost: 32M. Requirement: Warehouse Permit + Reward. Effect: Doubles your mineral storage capacity from 64 to 128M.
- Large Office: Cost: 48M. Requirement: Office Permit + Reward. Effect: Allows you to simultaneously operate 3 Mines located anywhere on the Map, exploiting them all at once in the Extraction Phase.
- Large Vessel: Cost: 64M. Requirement: Vessel Permit + Reward. Effect: As third parties lease your available extra cargo space, you gain 32M each time you export Resources, in addition to doubling your income.
- Factory: Cost: 64M. Requirement: Factory Permit + Reward. Effect: Increases the Extraction output of the Mine located in the Region where it is built.
- Once a Factory is built in a Region, your adjacent Mines yield additional minerals (equal to 16M) in the Extraction Phase.
- Competitors owning a Mine in the Region you have built a Factory in can also request to use its benefits in the Extraction Phase. They pay you a treatment Fee of 8M to gain the remaining 8M for themselves.
Industry Insight (Warehouse): The Port Warehouse doubles your storage capacity, allowing you to stockpile more minerals and export them all at once in larger lots, for consistent savings on valuable moves during your Development Phase. It also strengthens your presence and control in the Region where it is located, granting you privileged access to local Resource purchases. Upgrading to a Large Storage Facility quadruples your original capacity, significantly increasing your supply chain efficiency and the volume you can export in a single delivery. Beyond its logistical benefits, a Large Warehouse serves as a bold power statement of Supremacy.
Industry Insight (Office): Building a Regional Office seals your physical presence on a Continent, enabling your team to manage the extraction and supply chain operations of 2 local Mining Sites simultaneously. Upgrading to Global Headquarters reinforces your administrative capabilities and allows your international team to oversee the operations of 3 intercontinental Mining Sites at once, marking a significant step toward global dominance.
Industry Insight (Vessel): Acquiring a Vessel puts you in control of marine shipping, allowing you to optimise your logistics by eliminating the need for third-party providers. This asset enhances your market influence and strengthens your financial leverage. Upgrading to a Large Vessel takes these benefits even further. Not only do you minimise transportation costs for your own minerals, but you can also lease out unused cargo space, boosting your income. You have now become a sea freight provider, fully capitalising on your shipping power.
Industry Insight (Factory): To get the best out of the minerals you extract, you must set up a Mineral Processing Facility near your Active Mines. The Factory filters out as many impurities as possible before transportation to any far destination. This has the combined effect of upgrading and stabilising the quality of your product to obtain the best value from your sale, while also dramatically reducing the cost of carrying any impurities overseas.
The printed pages 42 (ARDEVUR Games series) and 44 (#64 Universe) contain lore, the designer biography and product marketing, and are not transcribed. Their rules content is nil.