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Barrage: Duel

Expansion for BarrageExpansion for Barrage: The Leeghwater Project

Barrage: Duel Rulebook

Table of Contents

Table of Contents

  • Components
  • New Board Rules
    • Setup
    • Additional Rules
  • Duel Board Rules
    • Setup
    • Additional Rules
    • Check Phase
    • End of Game
    • Condition Tiles
    • Reward Tiles I
    • Reward Tiles II

Components

  • New game board
  • 5 company tiles
  • 8 duel Headstream tiles
  • Duel board
  • 6 condition tiles
  • 8 location tiles
  • 8 preparation tiles (1 neutral Base, 1 neutral Base with a neutral Elevation, 2 Powerhouses, 2 Bases, 2 Conduits)
  • 8 reward tiles I
  • 6 reward tiles II
  • 3 duel markers

New Board Rules

Setup

If you want to play only with the new duel board, follow all the base setup rules with these changes:

  1. Take the new duel board instead of the regular board from the base game.

  2. Take the duel Headstream tiles instead of the base ones. Shuffle them and randomly place 4 of them face up on the spaces designated for them on the game board.

  3. Place the 8 preparation tiles face down (dark-background side up) on the table.

  4. Shuffle the 8 location tiles and place 1 of them face up (number side up) next to each preparation tile. Each location tile has a number that corresponds to an area on the board, as shown in the example. Dam and Conduit construction spaces are in the red areas, and Powerhouse construction spaces are in the green areas.

    • Place the neutral Base on the lower Dam construction space in the area indicated by its location tile. Place the neutral Base with a neutral Elevation on the lower Dam construction space in the area indicated by its location tile. Place 1 Water Drop in front of each neutral Dam, as usual. Then remove the "neutral" preparation tiles to the box. Remove 1 neutral Base and 2 neutral Elevations to the box; they are not used on this board.
    • Place the preparation tiles with Bases and Conduits face up on the board, in the areas indicated by their location tiles. The specific construction spaces are determined by the arrows on the tiles (down/up, left/right).
    • Place the preparation tiles with Powerhouses face up on the board, in the areas indicated by their location tiles. The specific construction spaces are determined by the arrows on the tiles (down/up).

    Powerhouses have no area 8. If location tile 8 corresponds to a preparation tile with a Powerhouse, do not add that tile to the board; remove it to the box.

Editor's note on the neutral removal step: the preparation set contains only one neutral Base and one neutral Base with an Elevation, so the "2 neutral Elevations" removed in this step can only be base-game pieces. The Russian text does not say this explicitly; this is the translator's reading.

Additional Rules

The only change the preparation tiles on the board make to the base game rules is that each one forbids construction on its own space. You cannot build structures on spaces that hold preparation tiles.

Duel Board Rules

Base game rules do not change, except as described below.

Setup

Follow all the base game setup rules on the new board. Then:

  1. Place the duel board next to the Energy Track (or in another place where everyone can see it well).
  2. Shuffle the condition tiles and place 1 of them face up in the central space of each row on the duel board. If you are playing without the Leeghwater Project expansion, remove the condition tile related to third-party orders. Return the remaining condition tiles to the box.
  3. Shuffle the reward tiles I and place 1 of them face up in each "I" space on the duel board. Return the remaining tiles to the box.
  4. Place 1 reward tile II face up in each "II" space on the duel board.
  5. Place 1 duel marker on each "0" space of the 3 scales on the duel board.
  6. After choosing your company, attach the corresponding company tile to your side of the duel board.

Additional Rules

After the Water Flow phase and before the Scoring phase, a new phase is added: the Check Phase. In it, the players who best meet the criteria of the condition tiles on the duel board can receive valuable bonuses.

Check Phase

Check each row on the duel board in order, from the top row to the bottom row. To check a row, look at the condition tile in the central space of that row.

Each player counts how many times they fulfil the stated condition. The player with the highest result advances the duel marker of that row toward their company tile by a number of spaces equal to the difference between their result and their opponent's result. In case of a tie, the marker does not move.

If the marker reaches a reward tile I or II, the player who advanced that marker immediately receives the bonus from the reward tile, and then removes the tile to the box.

If a duel marker has reached the end of its scale, ignore any further advances.

Example of the Check Phase. Earlier, the players had already moved the duel markers.

Check of the first row. Timur has 5 credits and Sergey has 10. Timur fulfils the condition 1 time, and Sergey fulfils it 3 times. Sergey moves the duel marker 2 spaces (3 − 1 = 2) toward his side. The marker reaches a reward tile, which gives Sergey a new machinery. He adds it to his supply and removes the reward tile.

Check of the second row. Thanks to the reward he just received, Sergey has 3 excavators and 2 concrete mixers, which makes 2 pairs of machinery. Timur has only 1 concrete mixer, which does not form a pair. Sergey moves the second duel marker 2 spaces (2 − 0 = 2) toward his side.

Check of the third row. Sergey has fulfilled only the starting contract (white), which gives him 1 point, while Timur has fulfilled the yellow and red contracts, which is 5 points. Timur moves the duel marker 4 spaces (5 − 1 = 4) toward his side and reaches a reward tile, which gives him 5 credits.

End of Game

At the end of the game, each duel marker gives as many Victory Points (VP) as are shown on its space. The player on whose side the marker is located receives these VP. If a marker is on the "0" space, nobody receives VP for it.

Example of scoring at the end of a duel game.

On the first scale, the duel marker is on Timur's side; Timur is playing as Italy. Unfortunately, the marker has reached only the 2nd space, so Timur receives only 2 VP.

The duel marker on the second scale is in the middle, so nobody receives VP for it.

The third marker is on Sergey's side; Sergey is playing as France. The marker occupies the last space, giving Sergey 15 VP!

Condition Tiles

Each 3 of your credits.

Each 4 spaces your energy marker has moved along the Energy Track.

Each Water Drop held by your Dams.

Each pair of 1 excavator and 1 concrete mixer you have that is not on the Construction Wheel.

The value of the contracts you fulfilled in the current round. The starting and green contracts are worth 1 point, yellow contracts 2 points, red contracts 3 points, and National contracts 4 points. When playing with this condition tile, you may place the contracts you fulfilled this round next to your company tile as a reminder. Take them back after the Check Phase.

Each machinery you spent to fulfil a third-party order in the current round. When playing with this condition tile, you may place the third-party orders you fulfilled this round next to your company tile as a reminder. Take them back after the Check Phase.

Reward Tiles I

Move your energy marker 2 spaces along the Energy Track and gain 1 concrete mixer.

Move your energy marker 4 spaces along the Energy Track.

Place 2 Water Drops on one or more Headstream tiles of your choice. These drops immediately flow.

Gain 3 VP and 1 excavator.

Turn the Construction Wheel 2 segments.

Gain 1 excavator and 1 concrete mixer.

Gain 3 credits and turn the Construction Wheel 1 segment.

Gain 5 credits.

Reward Tiles II

Reward tiles II carry no text in the rulebook; each shows a laurel wreath with the number 7. The laurel wreath is the same symbol used for VP on the reward tiles I, so these tiles are read as gaining 7 VP. This reading is the translator's, based on the icon; the Russian text does not print it.