City of Iron: Experts and Engines
City of Iron: Experts and Engines Rulebook
Table of Contents
Table of Contents
Components
- Building cards (2 A-deck, 2 E-deck, 1 replacement)
- Nation cards (4 new, 14 replacement)
- Automa tokens (17)
- Science tokens (3)
- City cards (2)
- Kraxian Pirate token
Expansion Setup
Complete the following steps in addition to the setup of the original game.
Before the Base Game Setup
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When you prepare the Building deck, add the "Mercenary Guild" and "Armory" cards to the A-deck. Also replace the original "Docks" (with 2 Tentacles and 1 Mineral) with the new ones (with 2 Tentacles and 1 Mineral). Set the old ones aside.
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The 2 new City cards have no stars and belong to the City-Expansion deck. Shuffle these cards into a City-Expansion deck.
After the Base Game Setup
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Organize the Expansion's Nation cards into the following decks (the relevant Nation is shown on the back of the card): R cards, O cards, A cards, C cards. Give each deck to the players of the appropriate nation.
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Each player replaces the old "Cartographer", "Engineer", and "Armorer" of the base game with their new expansion versions (put the old ones back in the box). All new Nation cards, except the "Cartographer", are added to each player's City and Military decks (not conquered). The new "Cartographer" is added to each player's starting City deck.
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Each player who chooses the Pig Republic or the City-State of Arc replaces the old "Sharpshooter" of the original game with its new expansion version (put the old cards back in the box).
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All E-deck Buildings are placed in a row on the landscape section of the board. Each E-deck Building remains on the board for the entire game until a player decides to build it.
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Place the Automa tokens in a pile near the board.
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Leave the Kraxian Pirates token in the box until you decide to play the Kraxian Pirates variant explained at the end of this rulebook.
New Rules
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The new Nation cards may be bought and used like the other City and Military cards.
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Reaction cards: These cards may be played when their text says so, even if it is not their owner's turn.
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Automa tokens: Each round, during the refill of the Building cards on their track, place an Automa token on the far left, on the top row. The first player to buy, keep, or discard this card (because a player attacks a city) gets the token.
When a player gets an Automa token, they place it on their Nation board. At the start of their turn, before completing an action, they may choose to place ONE unused Automa on one of their Building cards. The chosen Building must produce one or more goods (unless the Building card says otherwise). For example, a player cannot place an Automa on an "Academy". A Building with an Automa on it produces one of its leftmost (or main) goods. Each Building card can hold only one Automa token, unless the card says otherwise. If the player demolishes the Building, the Automa is destroyed. Once placed on a Building, an Automa cannot be moved.
Example: It is the start of Jim's turn. He has two unassigned Automa tokens on his Nation board. Before his action, he decides to place one of the Automa on his "Docks" card. This card now produces one extra Tentacle. Jim moves his marker up one on the Tentacle track.
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E Buildings: The Buildings of the E-deck are placed face up on the landscape of the board at the start of the game. Unlike the others, E Buildings are not discarded at the end of each turn. They always remain available until a player decides to buy them.
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Action card timing: Players collect rewards from the cards played before discarding them. Follow these steps when you play action/attack cards:
A. Play one or more cards from your hand to the table, face up, in front of you.
B. Complete the action, collecting each reward assigned to you.
C. Discard the used cards, in any order you like, onto the City/Military discard piles.
Example: Kim decides to attack a city. She plays the "Inventor", "Mechanic", and "Cartographer" cards from her hand to do so. She completes the action by taking the City card and all the rewards given by the City/Military cards used in the attack. The "Inventor" gives her a science token and the "Mechanic" gives her a Military card, but since she has no cards in her Military deck or discard pile, she cannot draw it.
Base Game FAQ
Turn / Bid Order: At the end of each turn, move the cubes on the turn order track to the bid order track in the same order. The bid order is the opposite of the turn order of the previous round.
Buying City / Military Cards: You must show all players the new City / Military cards you buy during the final phase of the last turn.
Last Turn: Do not collect coins in the last turn, only victory points. The penalty for stored Buildings is -1 victory point for every two cards.
Building Card Track: At the end of each round, discard the four leftmost cards (they do not have to be the cards in the four leftmost spaces, even if the board indicates so).
Attack: When you attack, you may play a distance or attack value higher than needed only to use card abilities. You cannot attack a city without actually taking it.
Gunslinger: If you are playing with the Pig Republic, replace the "Captain" with the "Gunslinger" and remove the Captain from the game.
Most City / Military cards: This end-game bonus goes to the player with the most of all City / Military cards owned (in hand, draw deck, and discard pile).
Clarifications of New Cards
Flying Dock: Provides 3 coins at the end of each turn. It also provides an extra distance every time you attack or explore.
Airship Pilot: Used as a free action. Draw a City card and gain one coin. If you discard additional cards with an Airship symbol, you gain 3 extra coins per card.
Architect: Build a new Building when you play this card. You may discard a Building you own and use its coin cost to play the new one.
Armory: You gain 1 victory point every time you attack a city.
Armorer: As a free action, pay one coin, placing it on a City you own. That city now has a Defense value of +2.
Mechanical Fortress (promo card, not included in the game): When you need to reshuffle your Military or City draw deck, you may reorganize the cards in any order you prefer. This card also provides +1 Victory Point during scoring and +1 coin at the end of each round.
Colossus: Attack a city (this card gives an attack value of +2). Any other card you discard with the hammer symbol may count as an attack value of +1. Remember, you cannot use the hammer symbols of the cards you are using for their Attack ability.
Criminal Boss: When a player attacks a City you own, you may play this card as a reaction. Gain 2 coins and 1 science.
Diplomat: Attack a city when you play this card. Instead of using the attack, pay coins equal to the city's Defense value. The attack value cannot be used.
Gear Expert: When you get an Automa token, you immediately get one additional one.
Mechanical Fish: When a player attacks a city, you may play this card. After the player has completed their attack action, you may attack a city as a free action (this card gives an attack value of +2). You cannot attack the City just conquered.
Mercenary Guild: Draw a City OR Military card at the end of each turn. In addition, buying Military / City cards costs you one coin less (down to a minimum cost of 1 coin).
Professor: As a free action, you may pay 1 science to the bank and gain 4 coins.
Queen: Using this card, you may play another action of the card as if it were a free action (playing both cards would count as a free action).
Automa Trader: As a free action, you may move an Automa previously assigned to a new card.
Steam Drill: Build a new Building when you play this card. Each additional card you discard with a hammer may be used as a coin to help pay for the Building.
Titanic Cannon: Gain 1 coin at the end of each turn. In addition, each time you attack, the Titanic Cannon gives you one attack for each Automa on it (you may place Automa on this card), up to a maximum of 3 attacks.
War Zeppelin: As a free action, you may attack a city. This card provides an attack value of +2.
Kraxian Pirates Variant
Place the Kraxian Pirates token beside the board. After the first scoring turn, the Kraxian Pirates come into play. From then on, each turn, the players who are last in turn order must place the Kraxian Pirates. These are placed after the bid for turn order, before any player action is carried out. The player places the token ON TOP OF a goods track on the board (in the landscape area). The chosen good will not give its end-of-turn income bonus to the player who had the majority in it. Each following turn, the player who will be last in turn order moves the Pirates.