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Hope City

Hope City Rulebook

Table of Contents

Table of Contents

  • Object of the Game
  • Set Up
  • How to Play
  • Victory and Despair
    • Victory
    • Despair
  • Round Order and Cleanup
    • Round Order (1 Year, at the start of each year)
    • Cleanup (after all players' turns)
  • Turn Order
  • Citizen Cards
    • Talent
    • Temptation
    • Flaw
    • Example Citizen Card
    • Talent and Temptation Actions by Citizen
    • Breaking Bad
  • Objective Cards
    • Example Objective Cards
    • Major Objectives
  • Chaos Cards
  • Hope Cards
  • Tokens
    • Citizen Wage Bag
    • Trade Center
  • Future Track
  • Success and Fail Piles
  • Business Expansion
  • City Sites and Urban Blights
  • Phoenix Monument
    • Monument Effect — Rise from the Ashes
  • Punks
    • Resistance Rolls
    • Fight Back
  • Corruption
    • Pool of Corruption
  • Glossary
  • Quick Reference
    • How to Win
    • Round Order
    • Player Turn Order

Object of the Game

The Citizens have 7 years (rounds) to place 3 or more City Sites on the board. To do this, the Citizens must gain resources to achieve Objectives and resist PUNKS. There are 3 ways to earn a City Site:

  1. Complete Specific Objectives — that reward success with construct 1 City Site.
  2. Complete a Set of Objectives — Citizens move around the city to achieve 1 Objective of each color.
  3. Resist & remove PUNKS — 6 Punks and 2 Big Punks from the city (8 Punks & 2 Big Punks for 6 player games).

Set Up

  1. Each player chooses a Citizen Card.
  2. Put 3 Resources of each color and 2 Corruption tokens in the Citizen Wage Bag. (3 Corruption for 5–6 players).
  3. Place 1 Resource of each color & 1 Hope Token in the Trade Center (2 Resources of each color for 6 players).
  4. Each Citizen Card starts with 2 Talent tokens and 1 random token from the bag (2 tokens for 3 players).
  5. Put a single Chaos Card face down on the "T" on the Future Track. (Use the "Ambush" card for 3-4 players).
  6. Place a yellow disc on Business Expansion Level 0 and a yellow disc on Year 1.
  7. Place the Objective Cards at the top of the board.
  8. Separate Major Objectives (those costing 5 resources) from their decks and place them in a separate pile with the first card face up.
  9. Place 1 Punk on Politics and 1 Punk on Economics. (Also place 1 Punk on Society for 5–6 players).
  10. Place 5 Hope Cards and 8 Chaos Cards on the board.
  11. Put City Site/Urban Blight tiles, Phoenix Monument Card & Monument, extra tokens, dice, & PUNKS to the side.

Note: All active Citizens start on the city space that matches their color. Doctor chooses.

How to Play

  • Each player chooses a Citizen. (Note: The Mayor must be active in every game.) Citizens not chosen are still considered to be "in play" but are non-active. They can be recruited on a player's turn for their Talent only.
  • The Citizens move around the board and utilize resources to attempt and achieve Objectives. Each Objective category offers unique rewards for success and consequences for failure. Citizens also resist and remove PUNKS from the City, all in hopes of constructing City Sites.
  • A Citizen may take 2 actions on their turn: a Talent and/or Temptation action. Each Citizen has 2 Talent tokens per game. Temptation actions are more powerful, but Citizens roll the Corruption die each time they take that action to determine how many Corruption tokens (0–2) they receive. If the Citizens gain too much corruption, they Break Bad. Bad Citizens still cooperate with the good Citizens, but they corrupt others and make it harder to achieve objectives. (See page #7 for list of Talent & Temptation Actions for each Citizen).
  • In order to rebuild the City, the Citizens must also upgrade Business Expansion, open the Future Track, and defuse the threats of Chaos.

Victory and Despair

Victory

SURVIVE (game ends at the end of the 7th year): Place at least 3 City Sites and hold them until the end of year 7. More active Citizens must be Good than Bad.

THRIVE (game ends once conditions are met): Place 5 City Sites. Neither the Mobster nor the Drug Dealer are in play.

Despair

If neither of the Victory conditions are met, the Citizens lose the game. But sometimes there are worse things than defeat — despair — when a city falls into ruin.

RUIN (game ends once the conditions are met): Place 5 Urban Blights, or All Citizens Break Bad, or All Objective Cards of 1 category in the Fail pile.

Note: In the rulebook, "Punks" refers to small punks and "Big Punks" refers to big punks. "PUNKS" in all caps is used when referring to Punks and Big Punks collectively.

Round Order and Cleanup

Note: A minimum of 2 PUNKS must occupy the city at the beginning of each year.

Round Order (1 Year, at the start of each year)

  1. Put a Chaos Card threat in play.
  2. Put out Punks. If there are no PUNKS on the board, 2 Punks come out (see Punk rules, page 15). If there is 1 PUNK on the board, put out 1 more Punk. Otherwise, no Punks come out. Note: Big Punks only come out when Citizens place a City Site.
  3. Mayor takes her turn first and proceed clockwise.

Example printed beside this section (Turf War, a Chaos card): Citizens must occupy their own city space. CHAOS: All Citizens roll a die. Lowest roll loses. Loser breaks bad & loses all resources.

Cleanup (after all players' turns)

  1. If the Citizens did not fulfill the conditions of the Chaos Card, resolve consequences.
  2. Infect the Citizen Wage Bag: Put 1 Corruption token in the bag for every PUNK on the board.

Turn Order

Start with the Mayor and go clockwise.

  1. Take Citizen Wage — 1 token from the Citizen Wage Bag.
  2. Trade 1 resource in the Trade Center — optional.
  3. Move to a city space — optional.
  4. Face PUNK attack(s) (if PUNKS are present).
  5. Choose an Objective Card that matches the city space color from:
    • an Objective pile, or
    • the Future Track.
  6. Pay the cost of the Objective & Attempt to meet the specified conditions. If you decide not to attempt the Objective, don't pay the cost yet. Place the card on the Future Track.
  7. Achieve: Meet conditions (Take a Hope Card if you achieved an Objective that matches your color).
  8. Resolve success or failure results as stated on the Objective Card.
  9. Place the card in the appropriate Success or Fail pile on the side of the board. Cash in a set for a City Site (see City Sites below).

Note: Movement is strategic. Decide which Objective you need to achieve and move there, or try and remove a PUNK that occupies that city space.

Note 2: A Talent and/or Temptation action may be used on a player's turn any time after they take their Citizen Wage.

Citizen Cards

There are 6 Citizen Cards, each with 2 sides.

Each Objective category corresponds with a Citizen and his or her delinquent counterpart:

  • Mayor — Mobster
  • Entrepreneur — Tycoon
  • Coach — Bully
  • Engineer — Cyberpunk
  • Ranger — Squatter
  • Doctor — Drug Dealer

Each Citizen has a unique Talent action to help the team and a more powerful Temptation action that helps now but could actually harm the team later.

2 ACTIONS: Good Citizens may take 1 Talent and 1 Temptation action each turn, 1 of either, or none.

Note: The Doctor / Drug Dealer is unique and does not have an Objective category that corresponds to her card. Her focus is to remove Corruption from the Citizens.

Talent

Each Citizen has a unique talent to help the team in one aspect of the game. A Talent may be used on a player's turn any time after they take their Citizen Wage, before or after any other step in the turn order. Pay 1 Talent token into the box. Players have 3 options for the Talent Action:

  1. Take own Citizen's Talent action.
  2. Invest own Talent token to build the Phoenix Monument (page 16).
  3. Recruit a non-active Citizen.

Recruit: Good Citizens may use the Talent token of another non-active Citizen, as if it were their own, to take that Citizen's Talent action or invest in the Phoenix Monument. Citizens cannot recruit the Temptation action of a non-active Citizen.

Temptation

Good Citizens may take a Temptation action any time after taking their Citizen Wage, before or after any other step in the turn order. Roll the Corruption die to see how many Corruption tokens your Citizen gains as a result. Or you may get away with it if you roll the no-Corruption symbol on the Corruption die — take no Corruption!

But once the Corruption spaces on your Citizen Card are filled, the Citizen breaks bad. Flip the Citizen Card over, and put 3 Corruption into the Citizen Wage Bag (2 for Mayor). Extra Corruption gained must be given to another good Citizen.

Flaw

Each Citizen has a "character flaw" when they are bad. These hinder or harm the Citizens if ignored for too long, and could cause the Citizens to lose the game. The Flaw triggers when a Citizen breaks bad and every turn thereafter until they become good again.

Note: If a Citizen takes Corruption when they are bad, they must give it away to another Citizen(s) who is good.

Example Citizen Card

The printed example card is labelled with: Talents (Talent Action, Temptation Action), Corruption, Cannot Use Talents, Give Corruption Away, Objective Focus, and Flaw.

Doctor / Drug Dealer. The Doctor is a very important character. She can heal others by taking away their corruption.

  • TALENT: Removed Corruption goes back into the Pool of Corruption. Doctor may not heal herself.
  • TEMPTATION: Removed Corruption goes back into the Citizen Wage Bag.
  • HOPE CARD: Doctor only takes a Hope Card if she achieves an objective in a space where she faced a PUNK attack.
  • FIRST YEAR: Doctor can start on any city space.

FLAW: The Drug Dealer deals Corruption when she breaks bad and at the beginning of her turn, which she draws from the Pool of Corruption.

Victory Conditions: If the Citizens place the 5th City Site for the auto-win, the Drug Dealer cannot be in play. She must flip good by the end of year 7 for the Thrive victory.

Talent and Temptation Actions by Citizen

CitizenTalent (Pay One Talent)Temptation (Roll Corruption Die)
MayorLEAD — Attempt 1 Fail CardBRIBE — Open the Future Track
EntrepreneurINVEST — Give 1 of your resources to any Citizen. Take 1 resource from the Trade Center or 1 token from the bag.SCAM — Offer 2 resources from the Trade Center to other Citizens.
CoachRECRUIT — Take the Talent Action of any other Citizen who has used all their Talents (except the Doctor)GANG UP — Gain 1 Purple die. Use any time in addition to other dice being rolled. Keep until your roll is successful.
EngineerINNOVATE — Attempt 1 Resistance Roll for any PUNK. (Success on 5 or 6. 6 for Big Punks).HACK — Ignore cost of 1 Objective that costs 2 Resources or less.
RangerEXPLORE — Immune to PUNK Attack hits this turn. May still Fight Back.TRESPASS — Remove 1 random Chaos Card from the pile.
DoctorHEAL — Remove 1 Corruption from a Citizen or the Citizen Wage Bag and return it to Pool of Corruption. The Doctor may not heal herself.SELL SCRIPTS — Roll a die. Remove that number of Corruption from other Citizens. Put Corruption in Citizen Wage Bag.

Note: Coach's purple die may be rolled in addition to other dice to substitute for a poor die roll. Bully's purple die is rolled in addition to all other PUNK attack dice being rolled.

Breaking Bad

All Citizens start out good. They "Break Bad" when they have too much Corruption on their card. The Citizen remains bad until someone achieves an Objective of their color or moves a failed Objective of their color from the Fail pile to its Success pile. (Moving cards is possible with Technology Objectives and Mayor's Talent.)

Breaking Bad triggers a Citizen's Flaw that remains in effect until the Citizen becomes good.

Note: Non-active Citizens (those not controlled by any player) do not take Corruption.

Note 2: When Citizens Break Bad, they may not take a Talent or Temptation action.

Citizen (bad side)Flaw
MobsterMay not put cards in the Future Track.
TycoonDo not take Citizen Wage.
BullyRoll 1 purple die on all PUNK Attacks. Only PUNK hits count for this die.
CyberpunkOne Punk emerges when the Engineer breaks bad and at the beginning of her turn.
SquatterMay not move to another city space.
Drug DealerGive 1 Corruption token to the Citizen with the most Corruption or give 2 to any other Citizens.

Objective Cards

There are 5 different Objective categories. Each deck has 8 cards, which range from easy to hard based on:

  1. Cost to attempt the Objective: (1-2 resources)
  2. Conditions that must be met to achieve the Objective.

Each card offers rewards for success or consequences for failure.

Printed card layout: each card shows its Cost (top left), its Conditions (the card's centre text), its Reward for success (the top half of the right-hand column) and its Consequence for failure (the bottom half).

Each Objective category has a specific focus:

  • Politics — the Future Track: open and close.
  • Economics — Business Expansion: upgrade and downgrade.
  • Society — Variety.
  • Technology — Success and Fail piles: move a card from success to fail, or from fail to success.
  • Environment — Resources: +1 or −1 resource.

VOTING: Some Politics Objectives require the Citizens to take a vote on what should happen (e.g., approve or ban a bill). Keep in mind that success in Politics sometimes has negative results. Discuss the options, count to three, and give thumbs up or thumbs down. The Mayor or Mobster breaks ties.

MAYOR'S TALENT lets her choose a card in the Fail Pile when she attempts an Objective. She must attempt it. She cannot put it in the Future Track. (Color of city space and Objective Card must still match).

Note: If an Objective pile is exhausted, reshuffle cards of that category from completed Success or Failure sets. If there are no cards available to reshuffle, Citizens cannot move to that space until a set is completed and that category is refreshed with at least one card. If every card from 1 Objective category is in the Fail pile before Fail sets can be reshuffled, the Citizens lose the game.

Example Objective Cards

The printed page shows these sample cards. Their small print is only partly legible at print size, so only the legible text is given:

  • VOTE — Turn Park into a Parking Lot. Approve: Future Track −2. Ban: Future Track +2. (Politics)
  • INVESTED — 1 or more Citizens have no resources. (Economics)
  • FAIR-TRADE — Divide all player resources evenly. Put extras in the Trade Center or Bag. (Society)
  • ASYLUM — Attempt Resistance Roll where a Citizen & Punk share the same space. (Success if removed or no punks in city.) (Technology)
  • EPA (Environmental Protection Agency) — Then perform Resistance Rolls: All Citizens roll 1 die. (Success if both punks removed.) (Environment)

Major Objectives

MAJOR OBJECTIVES (M.O.'S) — There are 10 M.O.'s, two from each of the five categories. These cost the most (5 Resources) but offer the best reward. Separate the M.O.s from the other decks and shuffle so they are drawn randomly. The top card is face up.

Chaos Cards

Chaos Cards act like ticking time bombs.

Conditions

  • Put 1 card into play at the beginning of each year (right before the Mayor's turn).
  • The Citizens have 1 round to fulfill the card's conditions or they will suffer the consequences.
  • Resolve the card after the last player's turn and before the PUNKS infect the Citizen Wage Bag.
  • If the card does not specify which Citizen(s) suffers the consequences, the players choose.

Setup: Choose 8 cards at random and place in top left box on board. Put 1 card on Future Track ("Ambush" card for 3-4 player games). Put 1 card in the box.

Printed example card: the title is partly hidden by an overlapping image (visible letters: "… TO BLAME"). Reward: Place 1 City Site. CHAOS: Choose one Citizen to break bad. Category: Cowardice.

Hope Cards

Hope Cards are powerful game changers for the Citizens. Some cards are a defense against PUNKS and Chaos while others improve the game conditions, making Objectives easier to achieve.

Conditions

  • Take a Hope Card when you succeed an Objective of your color. Note: The Doctor takes a Hope Card when she succeeds an Objective in a city space where she faced a PUNK Attack.
  • Hope Cards may be played any time the card specifies, including the present turn.
  • Do not reveal the card or discuss it with the other Citizens. (This helps to quiet the "Alpha Player".)
  • Once played, remove the Hope Card from the game.

Setup: Choose 5 cards at random and place in top right box on board. Put the rest in the box.

Printed example card: the title is partly hidden by an overlapping image (visible letters: "SECOND C…"). Effect: Flip 1 Citizen Card (play any time). Category: Redemption.

Tokens

RESOURCES: These are used to attempt and achieve Objectives. In each category deck:

  • 2 cards cost 1 Resource — 1 of that Objective's kind.
  • 2 cards cost 2 resources — 1 of that Objective's kind and 1 of any kind.
  • 4 cards cost 2 resources — 1 of that Objective's kind & one of another Objective's kind.
  • 2 cards cost 5 resources — Major Objectives, 1 of each Objective kind.

The five Resource kinds are Politics (flag), Economics (dollar sign), Society (people), Technology (helix), and Environment (tree).

HOPE: These are wild and can be used as any Resource. May be traded in the Trade Center.

TALENT: Citizens spend these to use their unique Talent (1x use).

CORRUPTION: Corruption tokens are not Resources, but they do occupy the Citizen Wage Bag. They are not used to achieve specific card Objectives. (E.g., if a card asks a Citizen to name a color Resource Token to pull from the Bag, "black" is not an option.)

Citizen Wage Bag

Resources and Corruption are placed in the Citizen Wage Bag. Talent tokens, on the other hand, are placed on Citizen Cards and discarded when used. They never go in the bag.

Citizens start their turn by taking 1 token from the bag — their Citizen Wage. It could be Corruption, in which case they would not get a resource that turn.

When attempting Objectives, trading for dice, or paying for rerolls, return the resources to the bag immediately.

Trade Center

The Trade Center is a public market for a variety of resources traded in Hope City. When Citizens take their Citizen Wage at the beginning of their turn, they may trade any 1 of their resources for a different resource in the Trade Center. (Hope tokens may be traded too and belong in the center space of the Trade Center.)

Example: If the Mayor pulls an Economics (dollar) resource but plans to attempt a Politics Objective this turn, she may exchange it for a Politics (flag) resource from the Trade Center.

Future Track

The Future Track allows Citizens time for strategic planning. Some Objectives are not possible to attempt or achieve because the Citizens do not have enough resources to pay the Objective's cost and/or they cannot meet the specified conditions. These cards may be placed in the Future Track.

Place one Chaos Card on the letter "T" at the beginning of the game. No Objective Cards may be placed on the Chaos Card or on any spaces after it.

Open & Close the Future: When Citizens achieve certain Objectives, they may open the Future Track by 1. This means the Chaos Card moves one space closer to the letter E. It is possible to have the future completely open. In this case, put the Chaos Card to the side. To close the future, move the Chaos Card back one space toward the letter F.

When the Future Track is full: If the Citizens cannot attempt an Objective just drawn and there are no available spaces on the Future Track, the player rolls a die to determine which Objective Card goes into the Fail pile. Each space on the Future Track has a die number above it. If the player rolls a number not occupied by a card, the Objective just chosen fails. Resolve consequences.

Track Clean-up: When a card fails it creates an empty space on the track. Slide all cards towards the "F" to fill empty spaces and then put the new card at the end, next to the Chaos Card.

Note: Closing the Future Track when the track is full results in failing the card that slides off the end (the one originally on the letter F). Resolve all consequences for failure.

Success and Fail Piles

Every time an Objective is completed it is placed in either the Success or Fail pile on the side of the board that matches that Objective's category.

SUCCESS: If the Citizens can 1. pay the Objective's cost and 2. meet the required conditions specified on the card, they will receive the rewards listed under "Success". Place the card in that category's Success pile to the right of the game board.

FAIL: If the Citizens pay the Objective's cost but somehow fail to meet the required conditions, they will suffer the consequences listed under Failure. Place the card in the category's Fail pile to the left of the game board.

MOVING OBJECTIVE CARDS: Technology Objectives can cause cards to move from a Fail pile to its Success pile and vice versa. Do not resolve that card's reward or consequence when it is moved.

Every time an Objective Card moves into a Success pile, a "bad" Citizen of that color flips good.

There are some Objective conditions that require cards to be in Success Piles and not in a particular Fail pile. It may take a turn or two to add or remove those cards in order to achieve the specific Objective condition.

When you complete one set of Objectives, the Citizens construct one City Site and the Objective Card set is put to the side (reshuffle the completed set of cards if a deck is exhausted). Conversely, when you fail one set of Objectives, place 1 Urban Blight.

Note: Complete sets with the bottom card of each pile.

Business Expansion

Business Expansion allows players to cooperate in order to attempt & achieve Objectives.

  • Level 0 — players may not cooperate unless a Hope Card or an Objective specifies otherwise.
  • Level 1 — a player may cooperate with one other player on the same city space.
  • Level 2 — a player may cooperate with two other players on the same city space.

Cooperating players may not receive any resources from the player taking their turn. In other words, the joining player will not benefit from combining resources unless the Objective Card text says otherwise. In addition, Citizens may not cooperate to fight PUNKS.

Note: Some cards allow Citizens to cooperate even when they don't share the same city space.

Note 2: Citizens do not cooperate to share Talent and/or Corruption tokens or fight PUNKS.

Example: Sam, Tom & Alice are all on the Politics space. It's Tom's turn. Business Expansion is on Level 1 so he may cooperate with only one person. Tom chooses an Objective that costs a Society resource and a Politics resource, but he only has one of the two (the icon for what he holds is not legible in the printed example). Alice pays a Politics resource for Tom to attempt the Objective. Tom is rewarded with a resource (the printed icon is not legible), which he takes from the Citizen Wage Bag, for achieving the Objective. He may not share this with Sam or Alice.

City Sites and Urban Blights

City Sites (+1): When you place a City Site tile, remove 1 Punk from any city space, if possible. This counts toward the goal of removing Punks to place another City Site. Then place 1 Big Punk in the city, if possible.

Place a City Site when you:

  1. Complete specific Objectives where the reward for success is a City Site.
  2. Achieve a set of Objectives.
  3. Resist and remove 6 Punks (8 Punks for six player games) plus 2 Big Punks from the city.

Note: Fill all City spaces before converting City Sites to Urban Blights and vice versa.

Urban Blights (−1): When you place an Urban Blight tile, remove 1 Talent from a Citizen card or the Phoenix Monument Card (before it is claimed).

Place an Urban Blight when you:

  1. Fail specific Objectives, like a Major Objective, where the consequence for failure is an Urban Blight.
  2. Fail a set of Objectives.

Note 2: Only 1 City Site or Urban Blight can be placed each turn (no stacking).

Example: If you achieve a Major Objective and this happens to complete a set of Objectives, you only place 1 City Site. Also, if you are able to complete 2 sets in one turn, still only place 1 City Site. Be strategic about when you achieve Objectives so you can construct City Sites on back to back turns.

Phoenix Monument

The Phoenix Monument is placed to renew the Citizens' hope. The more dire the circumstances, the greater the effect.

Cost: 5 Talents.

Conditions: Citizens may invest 1 Talent on this Card instead of taking a normal Talent Action. The Citizen who invests the last Talent claims the Phoenix Monument and places it on the Environment city space any time in the year desired.

Note: Players can Recruit and use Talents from non-active Citizens instead of their own.

Monument Effect — Rise from the Ashes

Place the Phoenix Monument any time you want. The effects are cumulative (i.e. if you place the Phoenix Monument in year 6, the Citizens receive all the bonuses listed prior, for years 3-5.) However, once the players elect to place the Monument, the effects detailed for subsequent years are made void.

  • Year 4: Not Alone Anymore. Upgrade Business Expansion to Level 1.
  • Year 5: Time to Fight Back. Upgrade Business Expansion to Level 1. Perform Resistance Rolls for all PUNKS. Add 1 Hope token to the game & place it on your Citizen Card.
  • Year 6: End the Corruption. Upgrade Business Expansion to Level 1. Perform Resistance Rolls for all PUNKS. Add 1 Hope token to the game & place it on your Citizen Card. Remove 3 Corruption from the Citizen Wage Bag.
  • Year 7: The Audacity of Hope. Upgrade Business Expansion to Level 1. Perform Resistance Rolls for all PUNKS. Add 1 Hope token to the game & place it on your Citizen Card. Remove 3 Corruption from the Citizen Wage Bag. Flip one Citizen Card good.

Punks

PUNKS occupy the city to spread Corruption. There are 2 main ways Punks create chaos:

  1. PUNK Attack: When a Citizen moves into a city space occupied by PUNK(s), the player must roll 1 die per PUNK. The PUNK hits on 1 or 2. For each hit, the Citizen receives 1 Corruption.
  2. Infect: At the end of each year (i.e., each round) place 1 Corruption in the Citizen Wage Bag for every PUNK in the City.

Other rules for Punks:

  • No more than 2 PUNKS may occupy a city space at any given time.
  • When PUNKS emerge, Citizens choose which city space they will occupy.
  • Each space must have 1 PUNK before they can double-up.
  • Punks emerge at the start of every year (page 4) and Big Punks come out when the Citizens place a City Site (page 15).

Resistance Rolls

A Resistance Roll is the Citizen's attempt to remove a PUNK from a city space with the roll of a die.

  • Citizens can perform Resistance Rolls when prompted by an Objective Card, the Phoenix Monument Card, or the Engineer's Talent.
  • In many cases, Citizens must share the same city space with the PUNK they are trying to remove.
  • Resistance Rolls succeed on 5 or 6 for Punks, 6 for Big Punks.

Printed diagram labels: "Place 1 Punk on the board" and "Remove 1 Punk from the board", and "Resistance Rolls against all PUNKS".

Note: When a PUNK is removed, place it on the Citizen's Card — it is out of play for the rest of the game.

Note 2: When rolling multiple dice to remove PUNKS, allocate dice as you wish.

Fight Back

When a Citizen faces a PUNK Attack, they can fight back. When rolling for PUNK attack(s), if the player rolls a 5 or 6 (6 for Big Punks) the Citizen may pay one resource per PUNK, to remove the PUNK(s).

Note: Citizens may NOT cooperate to pay for this.

Corruption

Corruption affects Citizens and can cause them to "break bad" (see Citizen Cards). PUNKS infect the Citizen Wage Bag and give Corruption. Citizens can also corrupt each other.

4 Ways Citizens Receive Corruption (Corruption tokens are placed on a player's Citizen Card):

  1. When taking Citizen Wage, they pull a Corruption token.
  2. On a successful PUNK Attack after moving to a city space occupied by 1 or more PUNKS. Roll 1 die for each PUNK. The PUNK's attack is successful if the player rolls a 1 or 2. Take 1 Corruption token for each hit.
  3. When compromising their Citizen by taking a Temptation Action (number of tokens is subject to a die roll, and a Citizen could possibly get away with taking no Corruption, depending on how the die falls).
  4. When another player gives them Corruption.

Note: Corruption always goes back into the Citizen Wage Bag except when the Doctor uses her Talent to heal a player, or when the Phoenix Monument is placed in year 6 or 7, or when "The Source" Hope Card is played. Then return Corruption to the Pool of Corruption.

Note 2: If the Pool of Corruption is empty, Citizens still receive Corruption if they take it from the Citizen Wage Bag or if a bad Citizen gives it to them, but PUNK Attacks do not give more Corruption.

Most Important: If a Citizen takes a Temptation action when all the Corruption is already in play, and they must take Corruption because of a poor die roll, then they Break Bad immediately, even if they do not already have any Corruption on their card. This is an all or nothing action.

Pool of Corruption

Citizens take Corruption from the Pool when they compromise their Citizen — by taking a Temptation Action — or when they suffer a PUNK Attack. Likewise, take Corruption from the Pool when PUNKS infect the Citizen Wage Bag.

Citizen Wage Bag. At the start of the game, there are 2 Corruption tokens in the Citizen Wage Bag (3 tokens for 5–6 player games). Players take their Citizen Wage at the beginning of their turn and they might pull a Corruption. This gets placed on their Citizen Card and takes the place of the Resource they otherwise would have gained this turn.

PUNKS Infect. At the end of each year/round, place 1 Corruption token in the Citizen Wage Bag for each PUNK left in the City.

Break Bad. When a player fills the Corruption spaces on their Citizen Card, they Break Bad and they flip their Citizen Card over. All Corruption goes back into the Citizen Wage Bag.

Corrupt Others. If a Citizen breaks bad, they start to corrupt other Citizens. Whenever they take Corruption, the bad Citizens must give their Corruption to any good Citizen(s).

Glossary

Citizen Cards, Objective Cards, Chaos Cards, Hope Cards, Phoenix Monument Card, City Site, Urban Blight, Citizen, PUNK, Dice (Corruption die, Coach/Bully die, Citizen & PUNK dice), Tokens (Resources: Politics, Economics, Society, Technology, Environment; Hope; Talent; Corruption).

  • Open Future Track by 1 — move the Chaos Card one space closer to E.
  • Close Future Track by 1 — move the Chaos Card one space closer to F.
  • Upgrade Business Expansion — move the Business Expansion marker up one level.
  • Downgrade Business Expansion — move the Business Expansion marker down one level.
  • Move Objective from Fail pile to Success pile.
  • Move Objective from Success pile to Fail pile.
  • Citizen takes token(s) — could be Corruption if drawn from the Citizen Wage Bag.
  • Citizen loses resource(s) to the Citizen Wage Bag. If a Citizen does not have resources to lose, nothing else happens.

Quick Reference

How to Win

SURVIVE (game ends after 7th year): Construct at least 3 City Sites, hold them until the end of year 7, and more Citizens must be good than bad.

THRIVE (game ends once conditions are met): Construct 5 City Sites & Mobster & Drug Dealer are not in play.

Citizens collect resources to attempt objectives. Turn in a set of objectives to construct 1 City Site.

Round Order

  1. Put a Chaos Card threat in play.
  2. Put Punks out until 2 are present.
  3. Each player takes their turn.
  4. Resolve the Chaos Card.
  5. Infect the Citizen Wage Bag.
  6. Move Year Marker up.

Player Turn Order

  1. Take Citizen Wage.
  2. Trade one resource (optional).
  3. Move to city space (optional).
  4. Face Punk attack (if present).
  5. Choose an Objective.
  6. Attempt Objective or place on Future Track.
  7. Achieve Objective.
  8. Resolve Success or Failure.
  9. Place card in corresponding pile.