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Electropolis

Electropolis Rulebook

Table of Contents

Table of Contents

  • Game components
  • Game setup
  • Game play
  • Game end and final scoring
    • Scoring
    • Penalty
  • Scoring example
    • Yu-Di's score
    • Yu-Di's penalty
  • Building tiles
    • Energy tiles
  • Tiles glossary
    • Power plant tiles
    • Public Facility tiles
  • Credits

Game components

  1. Building tiles x144
  2. Cloth bag x1
  3. Turn Order board
  4. Development cards x32
  5. Trend cards x6
  6. 50-VP tokens x8
  7. Score track
  8. Public Support track
  9. Pollution track

Game setup

For each player (4 players): one City board, one City Center tile, and 5 Wooden tokens. Assemble your city board by attaching the City Center tile to the City board.

  1. Put all Building tiles into the cloth bag and shuffle them thoroughly.
  2. Place the Turn Order board in the center of the table.
  3. Place the Score track, Public Support track, and Pollution track side by side with the 50-VP tokens aside.
  4. Shuffle all Trend cards, draw 3 cards and place them face up on the table. Return the remaining 3 cards back to the game box.
  5. Separate the Development cards into A, B, and C decks based on the card back and shuffle each deck. Place deck C on the bottom, deck B in the middle, and deck A on the top. The whole deck will be used during the game in the order of A>B>C.
  6. Each player takes one City board, one City Center tile, and one set of player tokens of the same color.
  7. Assemble the City board as shown on the left. 8-1. Each player places one token on space 0 of the Score track, and one token on space 0 of the Pollution track. 8-2. The player who had paid the biggest electricity bill recently places one token on the Turn Order board (space 4). All the other players in clockwise order place their tokens on the space with ascending numbers. All players place one token on the corresponding space on the Public Support track.

Game play

  1. In the beginning of each round, reveal 4 Development cards from the deck and place them face up on the table. (On round 3, there will be 2 cards from deck A and 2 cards from deck B; on round 6, 2 cards from deck B and 2 cards from deck C.)
  2. In 4-player games, draw 18 Building tiles from the bag and arrange them in random order into a circle around the Turn Order board. In 3-player games, draw 16 tiles. In 2-player games, draw 14 tiles.
  3. Starting from the player whose token is on or closest to the "4" space, and continuing in descending order (from right to left), each player moves their token to an empty Action Space on the bottom row of the Turn Order board.
    • The player who chooses the "x3 +1 Public Support" space will immediately gain 1 Public Support. Move their token on the Public Support track to keep track of this.
  4. Then, starting from the player whose token is on or closest to the "x2" Action Space, and continuing in ascending order (from left to right), each player takes a turn to perform the following actions: 4-1. You MUST take a number of Building tiles equal to the number shown on the Action Space your token is currently on, and take exactly one Development card.
    • When taking Building tiles, you can only take adjacent tiles. After the tiles are taken by players, the remaining tiles will automatically "fill the gap." You may move the tiles to form a smaller circle to keep the tiles close to each other. 4-2. You must place all your newly acquired tiles into your City board in the designated area shown on the bottom half of your Development card. Each tile MUST be orthogonally adjacent to at least one tile already on the board, or adjacent to the City Center tile. Energy tiles (Coal, Gas, or Uranium) must be kept next to your City board. They will be used to power your city at the end of the game.
    • Building tiles placed in your City board cannot be moved or discarded during the game.
    • If you cannot place all the Building tiles into your City board due to no empty space or no legal placements (see: Nuclear Waste Disposal Facility), you must discard the tile(s) and lose one Public Support for each tile discarded. 4-3. Then, you can gain the bonus shown on the upper half of the Development card. Gray cards will provide immediate rewards such as Public Support or Victory Points (VP). Yellow cards will provide additional VP at the end of the game. Keep the Development cards in front of you for scoring purposes, also as the round counter in the game. 4-4. Finally, move your token on the Action Space to the leftmost empty space on the Turn Order track.
  5. Players take turns to perform their actions until all players have gained a Development card and placed their Building tiles on their City board.
  6. Discard all the remaining Building tiles to the game box. The round ends and a new round will begin from step 1. After 8 rounds, the game will end and the final scoring will commence.

Game end and final scoring

The game ends after 8 rounds. Players will score points based on the following categories. Whoever scores the most points wins!

  • If there is a tie, the player who scores more on Trend cards breaks the tie.
  • If a player's score exceeds 50 VP, take a 50-VP token and keep tracking the score from the 0/50 space for a second round.

Scoring

  1. Score a number of VP equal to the total amount of electricity your city can power as the following: (see the "Power plant tiles" section for more details.) 1-1. The electricity and Pollution from Coal-fired plants. 1-2. The electricity and Pollution from Gas-fired plants. 1-3. The electricity from Nuclear Power plants. 1-4. The electricity from Green Energy plants.
  2. Score VP for each yellow Development card you gained during the game.
  3. Score VP for each Trend card.
    • If there is a tie for the Trend card scoring, the tied players will split the VP from their combined rankings, rounded down. E.g., if two players are tied for the first place, they will each score (12+7)/2=9 VP. The player on the next ranking will still score 3 VP.

Penalty

  1. Lose 1 VP for each empty space on your City board.
  2. Adjust your Public Support based on the effect of the "Public Housing" tile. Then, if your Pollution level is higher than your Public Support, you will lose VP equal to the square of their difference. For example, if your Pollution is higher than your Public Support by 1/2/3/4, you will lose 1/4/9/16 VP, respectively.
    • The maximum level of Public Support is 16. If you ever reach higher than 16, you will forfeit the extra. The maximum level of Pollution is 20.

During scoring, you may place your Energy tiles on the corresponding plants to indicate which plants are powered.

Scoring example

At the end of the game, Yu-Di's Public Support is 13, and his City board looks like this: a board mostly filled with buildings, including 5 Coal-fired plants (one with an Air Pollution Prevention Facility adjacent, reducing it to a "2-1=1" Pollution reading), a Nuclear Power plant, a Nuclear Waste Disposal Facility, 3 Gas-fired plants (two adjacent to Air Pollution Prevention Facilities), a Public Housing tile adjacent to 2 plants, a Museum, Solar and Wind Power plants, and a few empty spaces.

Yu-Di's score

1-1. Coal: Yu-Di has 5 Coal tiles, which are enough to power his 4 Coal-fired plants. So he will score (8x3)+6=30 VP. His city will also produce (4+3+2)+2=11 Pollution.

1-2. Gas: Yu-Di has 2 Gas tiles, so he can only power 2 of his 3 Gas-fired plants, which scores him 6+7=13 VP, and produces 1+2=3 Pollution. (He chooses the one on the upper right corner because it produces less Pollution.)

1-3. Nuclear Power: Yu-Di has enough Uranium tiles (3) for his Nuclear Power plants (2), but he only has 1 Nuclear Waste Disposal Facility, so he can only power 1 Nuclear Power plant and score 10 VP.

1-4. Green Energy: Yu-Di scores 3+2+2=7 VP.

  1. Yu-Di has 2 "Fill up a 4x4 grid = 8 VP" Development cards and scores 8x2=16 VP.

  2. Score VP for each Trend card.

Yu-Di's penalty

  1. Yu-Di has 5 empty spaces on his City board and loses 5 VP.
  2. His Public Housing tile is adjacent to 2 plants, so Yu-Di loses 2 Public Support and ends up with 11. His Coal and Gas-fired plants produce 14 Pollution, which is higher than his Public Support by 3, so he will lose VP equal to the square of 3 = 9 VP.

Building tiles

There are 13 types of Buildings and 3 types of Energy tiles.

  • Coal-fired plant x16
  • Gas-fired plant x12
  • Nuclear Power plant x12
  • Solar Power plant x6
  • Wind Power plant x4
  • Hydroelectric Power plant x4
  • Museum x4
  • Hospital x2
  • Amusement Park x4
  • Park x4
  • Public Housing x4
  • Nuclear Waste Disposal Facility x10
  • Air Pollution Prevention Facility x16

Energy tiles

  • Coal x20
  • Gas x14
  • Uranium x12

Tiles glossary

Power plant tiles

All plants that are powered at the end of the game will generate electricity and score VP.

Each Coal-fired plant needs 1 Coal tile to be powered. It will generate 6/7/8 VP and 4 Pollution.

Each Gas-fired plant needs 1 Gas tile to be powered. It will generate 6/7/8 VP and 2 Pollution.

You MUST power as many plants as possible if you have enough Energy tiles. If you don't have enough Energy tiles for all your plants, you may freely choose which plants to be powered.

  • A single plant scores 6 VP.
  • When 2 plants are adjacent, each plant scores 7 VP. So the total score will be 14 VP.
  • When 3 or more plants are adjacent, each plant scores 8 VP. For example, a group of 2 Coal-fired plants adjacent to 2 more plants scores 8x2=16 VP, because there are only 2 Coal tiles.

Each Nuclear Power plant needs 1 Uranium tile and 1 Nuclear Waste Disposal Facility tile to be powered. It will generate 10 VP and no Pollution.

Green Energy plants (Solar Power plant, Wind Power plant, Hydroelectric Power plant) need no Energy tiles to be powered. They generate VP as shown on their tiles.

Public Facility tiles

Public Facility tiles will increase your Public Support by the number shown on the tiles.

For each plant that is adjacent to Public Housing, you will lose 1 Public Support at the end of the game. For example, if a Public Housing tile is adjacent to 2 plants (Wind Power and Gas-fired), you will lose 2 Public Support at the end of the game.

Nuclear Waste Disposal Facility is required for powering Nuclear Power plants. For each set of Nuclear Power plant and Uranium tile, you also need 1 Nuclear Waste Disposal Facility to be able to power the plant. It can only be placed on the 4 corners of the City board (respecting the adjacency rules when placing the tiles).

Note: you can place any tiles on the 4 corners; they are not reserved for Nuclear Waste Disposal Facility.

Air Pollution Prevention Facility can reduce 1 Pollution from each Coal-fired or Gas-fired plant that is adjacent to it. In one example, a Coal-fired plant adjacent to one Air Pollution Prevention Facility produces 1 less Pollution, and a Gas-fired plant adjacent to TWO Air Pollution Prevention Facilities produces 2 less Pollution.

Note: The minimum level of Pollution of each plant is "0." The Pollution level cannot be reduced to below 0.

Credits

Authors: Chang Yu-Di, Ku Chun-Wei, Wang Liang Editor: Chen Chih Fan English translation: Smoox Chen Illustrator: Mirko Grisendi, Masha Tace, Freepik

2019 (c) Homosapiens Lab