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Compania

Compania Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Overview
    • Kilogold
    • Resources
    • Dice
    • Player Cubes
  • Game Setup
    • Main Board Setup
    • Individual Player Setup
    • 2 Player Only Rules
    • Solo Play Rules
  • Game Flow
  • Game Flow in Detail
    • 1. The Planning Phase
      • Dice Placement
      • Player Cube Placement
      • Determine Control of Each Tile
    • 2. The Area Phase
      • Area Tile Layout
      • Controlled Areas and Solely Controlled Areas
      • Area Special Actions in Detail
    • 3. The Company Phase
      • Construction
      • Revenue
      • Area Building cards in Detail
      • Special Extension Building cards
      • Investment
    • Investment Tiles in Detail
    • 4. End of Round Phase
  • End of Game
    • Income from player cubes not in control of a tile
    • Sponsor Card Scoring
    • Game Winner
  • Additional Rules for 2 Players
  • Notes on Game Play
  • Company Card Layout
  • Solo Rules Manual
    • Additional Setup
    • Additional Rules for Single Player
      • A. Adding Development Tiles
      • B. Prior Placement of Saboteurs
      • C. Player Cube Placement
      • D. Additional placement of saboteurs
      • E. Determining control of tiles
      • F. Confirm Solo Points
      • G. Using Solo Points
    • End of Game (Solo)

Components

  • 180 Player Cubes [30 cubes per color]
  • 1 phase marker
  • 54 Dice [9 dice per color]
  • 18 Resource Markers [6 markers per color] (Machines, Electricity, Crystal)
  • 148 Kilogold Tokens [1 Kilogold ×46 / 5 Kilogold ×32 / 10 Kilogold ×24 / 50 Kilogold ×18 / 100 Kilogold ×22 / 500 Kilogold ×6]
  • 6 Player Shields [1 shield per color, reference on reverse side]
  • 1 Main Board
  • 26 Area Tiles [6 Basic Tiles, 15 Development Tiles, 5 Advanced Development Tiles]
  • 12 Investment Tiles (3 per Phase)
  • 6 Area Selection Boards
  • 6 Resource Management Boards
  • 84 Building cards [73 Building cards, 11 Advanced Building cards]
  • 14 Sponsor Cards
  • 18 Company Cards
  • 6 Character Cards (for solo play)
  • 1 Point Conversion Chart Card (for solo play)
  • 1 Layout card (for solo play)

Game Overview

In this game, each player aims to have more Kilogold than anyone else at the end of nine rounds.

Kilogold

Kilogold is the unit of currency in Compania. The amount of Kilogold a player has is public information at all times.

Resources

There are three different resources in this game: Machines, Electricity, and Crystal.

The amount of each resource a player has is recorded using the player's resource management board. Whenever you acquire or pay for a resource, move the appropriate resource marker to the right or left to increase or decrease its value.

Example: The figure below shows that the player has 2 Machines, 4 Electricity, and 0 Crystal.

Important: You can have up to 10 resources of each type. If you'd gain an 11th, you don't gain anything.

Dice

Your dice represent the ships used to transport your workers. Dice are used to indicate how many workers (player cubes) will be sent to each area during the Planning Phase. Rarely, some effects may cause you to roll dice.

Player Cubes

Cubes represent your workers which are placed on area tiles, investment tiles, and building cards.

Game Setup

Advanced rules are shown in boxes marked "Advanced Rule" and include additional rules and content. These rules are for players who are already familiar with the game. If you play with the normal rules, please skip the information shown in these boxes.

Main Board Setup

  1. Lay out the main board in the center of the table.
  2. Locate basic area tiles A thru F and place them on the main board in the matching areas marked A thru F.
  3. Shuffle the development tiles face down and place them in a stack near the main board.
    • Advanced Rule: Mix the advanced development tiles into the development tile stack.
  4. Shuffle the building cards and stack them face down in the building card area on the main board.
    • Advanced Rule: Shuffle the advanced building cards with the building cards. Place the deck on the building card space on the main board.
  5. Choose one sponsor card at random and place it face up in the sponsor card slot on the main board. Return the remaining sponsor cards to the box.
    • Advanced Rule: Leave the remaining sponsor cards out of the box for later use.
  6. Randomly select one investment tile of each color. Place these on the right side of the main board in the following order from top to bottom: Planning Phase, Area Phase, Company Phase, End Phase. Return the remaining investment tiles to the box.
  7. Place the phase marker on the planning phase investment tile (from step 6) in the phase marker space.
  8. Place all the money tokens near the main board.

Individual Player Setup

  1. Choose a shield. There are no differences in abilities for each character, so choose according to the one you like.
  2. Take the 9 dice and 30 player cubes in the corresponding color of your shield.
  3. Take one area selection board and place it behind your shield.
  4. Take one resource management board and three resource markers (one of each type). Place the resource markers on the 0 spaces in their corresponding tracks.
  5. Place one of your player cubes on the main board in the number 5 square of the "sum of all dice track".
  6. Place 6 of your dice in the dice storage area on the main board.
  7. Draw 4 building cards from the stack of building cards on the main board. Choose 2 of them to be your starting hand. Create a discard pile near the main board and discard the rest face down there.
    • Advanced Rule: In addition to the 4 building cards, each player also draws 2 sponsor cards and 2 company cards. Each player picks their 2 building cards as usual and also one sponsor card and one company card. Players can look at all these cards together to find their preferred combination. Cards are discarded to their own piles. Keep the sponsor card you have chosen face down on the table so that it is not shown to other players until the end of the game. Sponsor cards will generate money at the end of the game if you meet their conditions (see "End of Game").
  8. Each player reveals their company card and receives their starting resources written in the box with the lightning-bolt icon next to it. Each player also gains the special ability written on their company card until the end of the game.

2 Player Only Rules

When playing this game with only two players, each player uses subsidiary ships (dice) and workers (player cubes). During setup, each player receives 3 more dice and 30 more player cubes of another color from the ones that aren't being used. These are treated as subsidiary dice and subsidiary player cubes.

Additional rules for 2 player games are explained under "Additional Rules for 2 Players" below.

Solo Play Rules

Rules for solo play, including setup, are explained under "Solo Rules Manual" below.

Game Flow

Compania is played in rounds. Each round consists of the following phases:

  1. Planning phase — In this round, secretly choose how many player cubes (workers) to send out and to which area tiles. These choices are then revealed simultaneously and the player cubes are placed in the selected area tiles.
  2. Area Phase — The player with the highest number of player cubes in each area tile takes control of that area and gets the area's special action.
  3. Company Phase — In this phase, players may perform the following three actions: construction, revenue, and investment.
    • Construction: Pay the necessary resources to build a building card from your hand to your play area.
    • Revenue: Use the building cards in your play area to obtain Kilogold.
    • Investment: Pay Kilogold to gain abilities from investment tiles.
  4. End of Round Phase

Important: There are no player turns in this game. Each phase is performed simultaneously by all players.

Game Flow in Detail

1. The Planning Phase

At the beginning of each round, draw the top development area tile from the stack and place it face up on the main board on the numbered area equal to the current round number.

Example: In the second round, place the tile in the number 2 area on the main board.

Each player secretly chooses how many player cubes (workers) to send out and to which area tiles this round.

Dice Placement

First, each player secretly chooses how many player cubes to send out and to which area tiles. Each die can be placed on one square of the area selection board. These squares correspond to the area tiles on the main board players will put their player cubes. The number showing on the die is the number of player cubes (workers) you will send to that area tile.

The total of numbers showing on all your dice combined cannot exceed your current number on the "sum of all dice track".

Dice cannot be placed on squares that correspond to an area on the main board with no revealed area tile.

Each square on your area selection board can only hold one die. You do not have to use all of your dice.

Example: The yellow player has 4 dice with their player cube on the 6 of the "sum of all dice track". The yellow player places three dice on the area selection board with a 2 on A, a 1 on F, and a 3 on 2, leaving one die unused. The total of these three dice add up to 6 (which is the maximum total of cubes (workers) the yellow player can send out according to the "sum of all dice track").

Player Cube Placement

Once all players have completed their dice placement, everyone removes their shields and reveals their area selection boards. Then, players put their player cubes on the matching area tiles on the main board according to the dice numbers on their area selection boards.

It is recommended to place cubes in order from A to F and then from 1 to 9. Be careful not to lose track of where you have placed cubes.

Example: The yellow player has placed 2 of their player cubes on area tile A, 1 on area tile F, and 3 on area tile 2. The other players did the same, placing their player cubes of their own color in their chosen area tiles.

Determine Control of Each Tile

After all player cubes have been placed, the player with control (the highest number of cubes) on each area tile moves their cubes to the lower left corner of that tile onto the illustration of the gear. The other cubes left on the tile remain on the tile for now.

If there is only one player with cubes on an area tile, move all of their cubes onto the gear. If more than one player tied for control of an area, move all of their cubes onto the gear. These players are all considered to control this area.

From the second round onwards, there may be some player cubes from previous rounds on area tiles. Newly placed cubes are added with previously placed cubes to determine who is in control of an area tile.

Example: The yellow player has the most cubes on areas A, F, and 2. They gain sole control of areas F and 2. They share control of area A with the red player.

The planning phase ends when the player cubes on all area tiles have been sorted for control.

Move the phase marker to the area phase marker space on the investment tile.

2. The Area Phase

All players in control of an area tile perform the special action of that tile. If more than one player's cubes are tied for control, all of the tied players perform the area's special action.

Area Tile Layout

Each area tile shows the area's special action, the area tile symbols (basic tiles only), a control gear, and the area name.

The order in which area actions are performed is arbitrary. However, area actions should be performed one tile at a time. Therefore, a player cannot perform an area's special action while another area's special action is being processed. Be careful to not lose track of which actions have been performed.

Players may forfeit an action if they wish.

The Area Phase ends when all players have completed their actions on the area tiles.

Move the phase marker to the company phase marker space on the investment tile.

Controlled Areas and Solely Controlled Areas

  • Controlled Area: This symbol designates a controlled area. If a player has control of a tile (i.e. their cubes are on the gear), regardless of being tied or not, they control that area tile.
  • Solely Controlled Area: This symbol designates a solely controlled area. If only one player has control of a tile (i.e. only their cubes are on the gear), they have sole control of that area.

Example: In the following area tiles, the yellow player has three controlled areas and two solely controlled areas.

During the game, some effects will care about the number of your controlled areas or solely controlled areas. Note an area you have sole control of you are also considered to have control of.

Example: The yellow player gets 2 Machines from the A tile, draws two building cards and discards one from the F tile, and gets one Crystal for each area they have sole control of (F and 2).

Area Special Actions in Detail

  • Town Factory / Regional Power Plant / Mechanized Workshop / Power Distribution Station / Mega Factory / Industrial Zone / Craftsman's Workshop: Gain resources (Machines, Electricity, Crystal) equal to the number of icons shown.
  • Shipyard: Increases the number of dice held by 1. Take one die of your color from the dice storage area on the main board.
    • Important: The maximum number of dice you can have is 9. If you do not have any dice of your color left in the dice storage area when you do this, you get 3 Kilogold instead.
  • Labor Bureau: Increases your maximum player cube (worker) output by 1 during dice placement. Move your player cube one square to the right on the "sum of all dice track".
    • Important: The maximum total sum allowed for all of your dice is 12. If you would gain a 13th when you do this, take 3 Kilogold instead.
  • Civilian Base: Do both the Shipyard action and the Labor Bureau action.
  • Office Tower / Main Conference Hall: The player draws two (or three) building cards and puts them into their hand. Then one card is chosen from their entire hand to be discarded. Discarded building cards are placed face down in the discard pile near the main board. They cannot be looked at by any player.
    • Important: If the deck of building cards runs out, reshuffle the building cards in the discard pile to make a new deck. If the deck of building cards is so small that all players who wish to draw building cards at the same time cannot do so or the deck has run out completely, those players gain 3 Kilogold instead of performing the action to draw building cards.
  • General Headquarters: The player draws two building cards and puts them into their hand. Then one card is chosen from their entire hand to be discarded. Then also perform the Shipyard action.
  • Reconfiguration Facility: Convert one Crystal in your possession into 3 Machines or 3 Electricity. Up to three conversions can be performed.
  • Fusion Reactor: Convert Machines or Electricity in your possession into Crystal. Up to three conversions can be performed.
    • Important: If you perform multiple conversions, they must happen one after another (other actions cannot be performed during these conversions).
  • Doubling Compartment: The number of Machines or Electricity in your possession is doubled. If this would cause you to go past 10, you stop at 10.
  • Financial District: Gain either Machines or Electricity equal to the number of your controlled areas. You cannot divide the amount to gain both. A max of 6 pieces can be obtained.
  • Administrative District: Draw a number of building cards equal to the number of your solely controlled areas (max 4).
  • Experimental Workshop: Obtain a number of Crystal equal to the number of your solely controlled areas (max 4).
  • Trade Port: Obtain 2 Machines or 2 Electricity or Crystal. Then also perform the Shipyard action.
  • Economics University: Gain Kilogold equal to twice the current round number.

Advanced Areas

  • Building Guild: During the Company Phase of this round, Machines, Electricity, or Crystal is discounted from the cost of playing a building card. This can make the cost free. This discount may be applied to each building card placed this round.
  • Outlet Mall: During the company phase of this round, if you earn Kilogold using a transaction building card, the revenue action cost is discounted by Machines, Electricity, or Crystal. This can make the cost free. This discount may be applied each time you earn Kilogold from a transaction building card.
  • Neo Frontier: During this round, you are considered to have 2 extra controlled areas or one extra solely controlled area. This matters for certain area tile actions and building card earnings during other parts of the area phase.
  • New Town / Casino City: Gain points equal to the number of your solely controlled areas (or roll a die and use that number for your points). Use all of your points to gain any combination of the following: 1 point to gain Machines or Electricity. 2 points to gain Crystal, or 1 building card, or perform the Shipyard action, or perform the Labor Bureau action. Any unspent points are lost.

Example: The Casino City special action is performed. The player rolls a die and gets a 5. With 2 points, the player performs the Shipyard action and with the remaining 3 points gains 2 Machines and 1 Electricity.

3. The Company Phase

In the Company Phase, each player may perform each of the following three actions: Construction, Revenue, and Investment. These may be done in any order and as many times as possible, with the exception of investment which can only be performed once per round.

Construction

With the construction action, players can build building cards in their play area by paying the building cost in the upper left corner of the card. Building cards remain in a player's play area until the end of the game.

Construction Card Layout

Each building card shows: the card type (Transaction or Area) in the upper left, the building cost, the card name, the revenue action cost, the Kilogold gained from revenue actions, the Kilogold gained from extensions, and the card icon (the number in the lower right corner of the icon is the number of cards with the same icon).

Example: The yellow player pays 2 Machines and 1 Crystal for the building cost of the "Amusement Park" and puts it in their play area.

Extension

Players can use a building to extend an existing building instead of playing it as a separate building card into the play area. You still need to pay a building's cost to extend with it.

This is done by putting a building card from your hand under a building card in your play area. The extended building card must have the same icon in the lower left corner as the one it is being placed under. Place it so that only the extension area is visible.

Example: Pay 2 Machines and 2 Electricity for the building cost and insert it under the building card in your play area.

  • Extensions can be built under the same building card as many times as possible. When building an extension on a building that already has one, play it under the bottommost card.
  • Once a building card has been extended, it cannot be taken away. It must remain under the card for the rest of the game.
  • Building extensions make a single building more efficient at making Kilogold. However, a single building can only make so much Kilogold, even when extended. Having more buildings gives you more chances to earn Kilogold and extend!

Revenue

With the revenue action, each player can use the effects of the building cards they have built in their play area to gain Kilogold.

To perform the revenue action, place a player cube on top of the building card you wish to gain revenue from to mark it as used. Each revenue action can only be performed once each round.

When you earn revenue from building cards, gain the sum of both Kilogold amounts visible on the top building card. If you have extensions below the top card, additionally gain the sum of all Kilogold listed in the extension area.

Types of Building cards

There are two types of building cards: Transaction cards and Area cards.

  • Transaction Cards (yellow frame): For transaction building cards, you can pay the revenue action cost on the card to gain the total amount of Kilogold written under the arrow mark. Include all extension amounts. You can gain Kilogold from each building card only once per round.

Example: If you do the revenue action with the "Amusement Park" shown above, you will get 15 Kilogold by paying Machines and Crystal.

  • Area Cards (blue frame): Area building cards earn Kilogold for meeting certain conditions with the area tiles on the main board in the current round. These conditions are written on each card. Also gain any extension amounts under the area card.

Example: If you do the revenue action at the "Survey Office" shown on the left, you will get 1 Kilogold multiplied by the number of controlled areas you have this round.

Area Building cards in Detail

  • Survey Office / Research Base / Resource Bureau: Gain the listed Kilogold multiplied by the number of your controlled areas.
  • Temple / Palace / Castle: Gain the listed Kilogold multiplied by the number of your solely controlled areas.
  • Military Fort: If the number of your controlled area tiles is 6 or more, gain the listed Kilogold.
  • Great Fortress: If the number of solely controlled area tiles is 4 or more, gain the listed Kilogold.
  • Reclaimed Land / Artificial Island: These are special area building cards. These building cards do not directly gain you Kilogold, but instead act as if you have an additional controlled or solely controlled area.

Special Extension Building cards

These are building cards that are only used as building extensions. They cannot be placed in your play area by themselves.

  • Recycling Center / Festival Site / Media Bureau: These can only be used as extensions on transaction (yellow) building cards. By adding these extensions, you can reduce the number of Machines, Electricity, and Crystal you pay when performing the revenue action. It is possible to reduce these resources to zero, but you cannot create a negative value to earn resources back.
  • Enhanced Machine / Secret Power Supply / Automatic Crystals: These can only be used as extensions on area (blue) building cards. However, they cannot be added to building cards with the Reclaimed Land / Artificial Island icon.

Advanced Rule

  • Magic Broom Workshop / Magic Agency: By paying Machines, Electricity, or Crystal, gain the listed Kilogold multiplied by the number of your controlled areas. These cards belong to both the transaction and area card categories.
  • Watchmaker / Display Shop / Jewelry Store: Gain the listed Kilogold multiplied by the number of Machines, Electricity, or Crystal you have.
  • Bookstore: Gain the listed Kilogold multiplied by the number of building cards in your hand.
  • Casino: Roll one die. Gain Kilogold equal to the number rolled.

Watchmaker, Display Shop, Jewelry Store, Bookstore, and Casino are not considered to be Transaction or Area cards.

Investment

With the investment action, each player gains a permanent ability by placing a player cube on an investment tile.

Investment tiles are grouped into four categories, according to the phases in which they can use their abilities. An investment tile's ability may be used only once per round during the phase specified by the category.

Investment abilities marked with a "any number of times" icon can be used as many times as the condition is met.

Each investment tile shows: the phase in which you can use the effect, the phase marker space, the player cube placement area, the alpha ability, the beta ability, the gamma ability, the usage type icon, the ability cost, the investment tile name, and the investment tile number.

Each player can have only one player cube on each investment tile.

When taking the investment action, the player pays the alpha, beta, or gamma cost using Kilogold and puts one of their player cubes in the placement area of the selected ability. Players may invest in the same abilities as other players.

Investment Change

Players can also choose to change an investment ability on the same tile. To do this, you must pay the full cost of the investment ability (not the difference). Then, move your player cube to the new placement area on the tile.

Important: You may only make one investment or change one investment tile (not both) in each round.

Investment Tiles in Detail

1: Speculation Brain (start of Planning phase / once only)

Roll a die and…

  • Alpha: if the number is 3 or more, gain Machines or Electricity.
  • Beta: if the number is 4 or more, gain Crystal.
  • Gamma: if the number is 5 or more, gain 2 building cards.

2: Management Consulting (start of Planning phase / once only)

Roll a die and…

  • Alpha: if the number is 3 or more, draw 1 building card.
  • Beta: if the number is 4 or more, gain 2 Machines or 2 Electricity or Crystal.
  • Gamma: if the number is 5 or more, choose either perform the Shipyard action or perform the Labor Bureau action.

3: Financial Manager (start of Planning phase / once only)

Roll a die and…

  • Alpha: If the number is 3 or more, gain 3 Kilogold.
  • Beta: If the number is 4 or more, draw 2 building cards, then discard 1 card from your hand.
  • Gamma: If the number is 5 or more, gain Machines, Electricity, and Crystal.

Investment tiles 1–3 should use the ability at the beginning of the planning phase.

4: Specialized Equipment (during the Area Phase / any number of times)

When performing the special action in an area tile where you have sole control…

  • Alpha: if you gain at least one Machines, gain one more Machines.
  • Beta: if you gain at least one Electricity, gain one more Electricity.
  • Gamma: if you gain at least one Crystal, gain one more Crystal.

5: Regional Public Relations Department (during the Area Phase / any number of times)

When performing the special action in an area tile where you have sole control…

  • Alpha: if you draw a building card, draw one more.
  • Beta: if you perform the Shipyard action at least once, perform the Shipyard action one more time.
  • Gamma: if you perform the Labor Bureau action at least once, perform the Labor Bureau action one more time.

6: Crisis Room (end of the Area Phase / once only)

  • Alpha: If you did not get any resources this round, gain Machines, Electricity, or Crystal.
  • Beta: If the number of your solely controlled areas is 1 or less this round, draw 2 building cards. Then, discard any one card from your hand.
  • Gamma: If the number of your controlled areas is 1 or less this round, perform the Shipyard action or the Labor Bureau action.

Example: The red player, with 3 controlled areas, first earns 6 Kilogold by performing a revenue action on their "Research Base" that they built in the previous round. Next, they pay 5 Kilogold to obtain the alpha ability of the "Management Strategy" investment tile. They then pay 3 Electricity to build the "Power Supply Company" in their play area. With the ability of the investment tile they just invested in, they draw a building card and then discard one building card from their hand. They then perform a revenue action on the "Power Supply Company" by paying 1 Electricity to get 3 Kilogold.

7: Management Strategy (during the Company Phase / any number of times)

  • Alpha: When you build a building card (including an extension), draw 1 building card. Then, discard any 1 building card from your hand face down.
  • Beta: When you build a building card as an extension, draw 1 building card.
  • Gamma: When you do an investment action (or change an investment), draw 2 building cards. Then, discard any 1 building card from your hand. (You also perform this action when buying this investment. If this investment is changed, do not perform this action.)

8: Construction Consolidation (during the Company Phase / once only)

When a second building card is built in your play area in a single round (including extensions)...

  • Alpha: Gain Machines, Electricity, or Crystal.
  • Beta: Perform the Shipyard action or the Labor Bureau action.
  • Gamma: Gain 20 Kilogold.

9: Professional Profit Increase (during the Company Phase / any number of times)

  • Alpha: Whenever a building card is built in your play area (including extensions), gain 2 Kilogold.
  • Beta: Whenever an area (blue) building card is built in your play area (including extensions), draw 1 building card.
  • Gamma: Whenever you play a transaction (yellow) building card (including extensions), gain Machines, Electricity, or Crystal.

The Company Phase ends when all players have completed all necessary construction, revenue, and investment actions.

Move the phase marker to the End of Round phase marker space on the investment tile.

10: Veteran Buyer (end of each round / once only)

  • Alpha: Pay 3 Kilogold to draw 1 building card.
  • Beta: Pay 4 Kilogold to gain 2 Machines, or 2 Electricity, or Crystal.
  • Gamma: Pay 5 Kilogold to perform either the Shipyard action or the Labor Bureau action.

11: Eco Designer (end of each round / once only)

Discard a building card from your hand to…

  • Alpha: Gain Machines and Electricity.
  • Beta: Gain Machines and Crystal, or Electricity and Crystal.
  • Gamma: Draw 3 building cards.

12: Pro Operator (end of each round / once only)

  • Alpha: Gain Kilogold equal to the number of area tiles with 1 or more of your player cubes remaining.
  • Beta: Gain 2 Machines, or 2 Electricity, or Crystal equal to the number of area tiles with 3 or more of your player cubes remaining.
  • Gamma: If none of your player cubes remain on any area tiles, gain 20 Kilogold.

4. End of Round Phase

All player cubes that have control on a tile are returned to their players (i.e. all cubes are removed from the gear illustration on all tiles).

All player cubes that do not have control of a tile (i.e. not on the gear illustration) remain on the area tile. Even if you weren't able to get control this round, these remaining cubes will make it easier to get control in the next round.

Each player also collects all player cubes placed on building cards where they performed the revenue action.

Each player also checks to see if the number of building cards in their hand exceeds the maximum limit of six cards. If a player has 7 or more building cards in hand, they must choose cards to discard to bring their hand down to 6 cards.

After all players have collected their player cubes and the hand limit is checked, the end phase is completed and the next round begins.

Move the phase marker to the Planning phase marker space on the investment tile.

Important: In Round 9 (the last round), the End of Round phase is not performed. Player cubes on the main board are not collected and the End of Game is immediately resolved.

End of Game

At the end of the game, each player gets Kilogold from sponsor cards and also from their placed player cubes not in control on an area tile.

Income from player cubes not in control of a tile

All players get Kilogold equal to the number of their player cubes placed outside of the control of an area tile on all area tiles.

Sponsor Card Scoring

All players get Kilogold from the sponsor card placed on the main board if they met its condition.

Each sponsor card shows: the sponsor card name, the maximum income, the scoring ability, and the sponsor card number.

Important: The maximum income you can earn from one sponsor card is 30 Kilogold.

Advanced Rule: After the income from the sponsor card on the main board is finished, each player, in any order, reveals their own sponsor cards. The owner of the sponsor card gains Kilogold according to the scoring ability.

Furthermore, if any other player fulfills the conditions of the scoring ability more than the owner of the sponsor card, those players also gain Kilogold according to the scoring ability. Players equal to or less than the owner of the sponsor card get nothing.

Example: On the main board, there are 4 cubes on the "sum of all dice track": yellow with 10, red with 10, black with 7, blue with 11.

The yellow player reveals "The Laborer" and gets 24 Kilogold for (10-4) × 4 since the maximum total number of dice rolls is 10. The red and black players cannot get Kilogold for "The Laborer" because their cubes are the same as or less than the yellow player's.

The blue player is higher on the track than the yellow player, so they get (11-4) x 4 for 28 Kilogold.

Game Winner

Once all income has been calculated, the player with the most Kilogold wins the title of Management King and also becomes the winner of the game! If there is more than one player with the most Kilogold, the winner is the player with more building cards in their play area. If tied again, the victory is shared.

Additional Rules for 2 Players

When playing this game with two players, each player adds subsidiary dice (ships) and player cubes (workers) to the game.

During the planning phase, each player may place their subsidiary dice on their area selection board to then put out subsidiary player cubes on area tiles.

  • Each player will only have 3 subsidiary dice during the game.
  • The maximum sum for your subsidiary dice is equal to the number of the current round. So, in the first round, you can only set one subsidiary die to a 1. The remaining dice would not be used. In the fifth round, for example, the three subsidiary dice could be divided and placed on three different squares of the area selection board or one subsidiary die could be set to a 5 on a single square.
  • Subsidiary dice cannot be placed in the same squares as your regular dice on the area selection board.

Example: The yellow player has placed 2 subsidiary dice (blue) in addition to their own dice. This is currently the second round, so the maximum sum for the subsidiary dice is 2.

After the area selection boards are revealed, place your regular player cubes and subsidiary player cubes according to the dice of your area selection board. Then, sort out control of each tile, ensuring that subsidiary player cubes are treated as a separate color.

During the Area Phase, the subsidiary player cubes will not take any special actions from the tiles, even if they have control of the tile.

During the Company Phase, the subsidiary player cubes do not perform any construction, revenue, or investment actions.

At the end of each round, each player collects their subsidiary player cubes that are in control of a tile, as usual.

Notes on Game Play

  • Players are considered to have an infinite supply of player cubes. In the very rare case a player runs out of cubes, you may use any other piece from outside the game to substitute for them.
  • Since all players take actions at the same time, it is best to declare what you have done as often as possible to make it easier for everyone to understand each other. If it is necessary to decide who plays first, the player with the most Kilogold should choose their action first.

Company Card Layout

Each company card shows: the company name, the company card number, the starting resources, and the company ability.

  • Maxer: When Machines or Electricity goes beyond the limit, gain 6 Kilogold instead of 3 Kilogold.
  • SaiLOVE: The ability to reroll a die may be applied to any die roll at any time, such as an investment tile.
  • ZohZoh: Example: When you make a second extension (3 overlapping building cards in total), draw a building card and get 6 Kilogold.
  • Vingo: Even if there are multiple solely controlled areas of three in a row, you will only produce resources once.
  • Zosoc: If there are multiple areas to place a player cube, you may place a player cube in all of them.
  • Gambrilla: This can allow you to temporarily bypass your number on the sum of all dice track this phase. This does not change your position on the sum of all dice track.

Solo Rules Manual

Our company has become the largest in the country, but our rivals won't allow us to run on our own. We're being forced to lock down our facilities by stubborn saboteurs. I've been asked to manage this new problem...

These are the rules for solo players. The basic rules are the same as the multi-player version, so please refer to the main instruction manual for the basic flow. The solo version introduces saboteur dice and cubes and adds some new rules. The winning condition for the solo game is to have more than 500 Kilogold (600 Kilogold for advanced players) at the end of the game.

Additional Setup

  1. Choose a color for yourself. Take the matching character card for solo play as well as the Solo Point Conversion Chart card. In solo play, each character has a unique ability that can be used during the game. These abilities are written on the Character Card.
  2. Perform the regular game's setup steps as usual. Afterwards, place the unused solo character cards on the top of each column of area tiles on the main board. It doesn't matter which order you place the cards in, just place each card in any row of your choice. Then, place one die of each corresponding color above the cards. These dice are called the saboteur's dice.
  3. Next, choose one of the colors used in step 2 and place all player cubes of that color near the main board. These player cubes are called the "Saboteurs".
  4. Prepare two dice of a color that neither the player nor the saboteur is using. These are called Solo Point Management dice.

Additional Rules for Single Player

For solo play, please note the following changes to the normal multiplayer rules. It is also possible to play with advanced rules.

A. Adding Development Tiles

At the start of a round, draw two development area tiles from the deck and place the one you like on the main board at the position with the number equal to the current round. Then, discard the unused development area tile. When the deck of development area tiles runs out, make another deck with the discarded cards.

B. Prior Placement of Saboteurs

At the beginning of the planning phase, roll all the dice for the saboteurs at the top of the columns in which an area tile is placed.

Example: For the first three rounds, roll the colored saboteur dice in column A, column D, and column one, for a total of 3 dice. In the fourth to sixth rounds, include the column four saboteur dice, for a total of 4 dice. In the seventh to ninth rounds, include the column seven saboteur dice, for a total of 5 dice.

Then, place the saboteurs (cubes) on the area tiles in the corresponding column of each saboteur's dice, according to the number rolled. Refer to the saboteur placement table.

Example: The yellow player rolls the black, blue, and red saboteur dice. Black rolls a 1, blue rolls a 4, and red rolls a 3. Therefore, place two saboteurs on the A area tile, and one saboteur on the D and E area tiles. Red rolled a 3, but the 3 area tile has not been placed yet. So, no saboteurs will be placed here this round.

C. Player Cube Placement

After placement of your player cubes, count the number of area tiles that both your player cubes and the saboteurs are on, and receive solo points equal to that number. Record these points on the solo point management dice and place them in an accessible location. At this point, solo points for this round have not been determined yet.

Example: The yellow player places 2 player cubes on A, 2 on E, and 1 on 1. There are two area tiles (A and E) where both player cubes and the saboteur are on, so get 2 solo points and record them with the solo point management dice.

D. Additional placement of saboteurs

After placing your player cubes, roll the saboteur dice again at the top of the columns where area tiles are placed. Repeat the process of placing saboteurs on the area tiles in the corresponding columns according to the numbers rolled. See the saboteur placement table on the previous page.

E. Determining control of tiles

Note the following when determining control of tiles: If there is a tile with only saboteurs on it and they have two or more cubes on the area tile, only move half of the saboteur's cubes (rounded down) onto the control gear.

Example: If there are 5 saboteur cubes on an area tile with no other player's cubes, move two of those cubes to the control gear.

F. Confirm Solo Points

After determining control, check each area tile that has both player cubes and saboteurs on it. Gain solo points as follows.

  • Player cubes are in sole control → +1 point
  • Player cubes are tied for control → ±0 points
  • Saboteur's are in sole control → -1 point

Add the solo points you obtained from the area tiles with the points from your solo point management dice. This determines the number of solo points that can be used for this round. Please record the confirmed number of points by changing the number of the solo point management dice.

Example: After additional saboteurs were placed, control was sorted as shown in the figure. In area tiles D and E, one saboteur is left off the 1st place position (off the gear illustration). As for solo points, the E area tile is +1 for the player in control, and the solo point for the 1 area tile is -1 for the disruptor in first place, so in the end it was fixed at 2 points.

G. Using Solo Points

At the start of the area phase, you can perform any combination of the following actions using the solo points available from this round.

  • 1 Point: gain 1 Machines, or 1 Electricity, or 1 Kilogold.
  • 2 Points: gain 1 Crystal, or draw 1 building card.
  • 3 Point: perform the Shipyard action, or perform the Labor Bureau action.
  • X Points: Use your character ability.

The cost of character abilities varies for each character. Excess points cannot be carried over to the next round.

End of Game (Solo)

If you have more than 500 Kilogold (600 Kilogold for advanced players) at the end of the game, you win. If you achieve this with all characters, you can say you have completely conquered the game!

Note: Even if you have the ability of the company card "SaiLOVE", you cannot reroll the saboteur's dice.