Oil Rock
Oil Rock Rulebook
Table of Contents
Table of Contents
Common Components
- 1 game board (to be assembled)
- 2 Wheels (one for 2- and 3-player games, one for 4-player games)
- 45 Improvement cards (15 for each color)
- 12 Region tiles (4 for each color)
- 17 Action tiles
- 12 Railway Bonus tokens (4 for each color)
- 25 Patents
- 25 Coins
- 45 Oil Barrels (15 for each color)
- 14 Goal tiles
- 25 Tool tokens
- 25 Coal tokens
- 2 Phase recaps
- 39 Resource tokens (13 for each Resource)
Coins, Tools, Coal, Oil Barrels and Patents are to be considered unlimited; if you need more than those provided, use a suitable stand-in.
Player Components
Each of the 4 players has their own set of:
- 3 Managers
- 3 Assistants
- 1 Engineer
- 1 Train
- 1 player board
- 6 Offices
- 6 Refinery tiles (numbered 1 to 6)
- 9 Drill tiles
- 6 Extra Action tiles
- 3 markers
- 6 Turbine tiles
- 2 Score tokens (1 "50/100" VP and 1 "150/200" VP)
- 6 Briefcase tiles
- 1 Character Notebook (chosen during Setup, out of 6 available)
- 1 Energy reminder (used only by the Character Ignacy Lukasiewicz)
Setup
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Assemble the game board and place it in the center of the play area.
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Assemble the Wheel: take the outer ring and the inner wheel with 5 empty triangular spaces each (in 2- or 3-player games) or those with 6 spaces each (in 4-player games). Attach the inner wheel to the pin on the game board, then place the outer ring surrounding the wheel. The triangular spaces on the inner wheel must be staggered in relation to those on the outer ring. Put the unused outer ring and inner wheel back in the box.
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Shuffle the Action tiles that show on their back the actual number of players (e.g., all those with the number "3" for a 3-player game), and randomly place one tile face up in each empty triangular space of the Wheel. Put the unused Action tiles back in the box.
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Shuffle the 12 Region tiles face down and place them randomly face up in the appropriate spaces on the game board.
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Shuffle the 12 Railway Bonus tokens face down and place them randomly face up in the appropriate spaces of the Regions, one per Region of the same color.
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Shuffle all the Goal tiles face down and draw 4 at random; place one tile face up in each medal-shaped space on the game board. Put the unused Goal tiles back in the box.
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Shuffle all the Improvement cards face down to create a deck to be kept beside the game board, then draw 6/7/8 Improvements for 2-/3-/4-player games respectively and place them face up near the deck, clearly visible to all players.
Note: Arrange the available Improvements in ascending order of identification number (located in the bottom-left corner of each card).
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Keep all the Tools, Coins, Coal, Resource tokens, Patents, Oil Barrels, Assistants, Managers and Score tokens in a general supply within easy reach.
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Each player chooses a color. Take a player board and place it in front of you.
Before starting the first round, the player who is last in the Turn Order chooses one of the Plains Regions (yellow), places their own Train and their own Engineer there, and receives the bonus indicated on the Railway Bonus token of that Region (without removing the token).
The player in second-to-last place chooses one of the other Plains Regions, places their Train and Engineer there, and receives the bonus indicated on the Railway Bonus token of that Region (without removing the token).
Continue this way until each player has deployed their Train and their Engineer in a different Region and has received its indicated bonus. (Over the course of the game, your Trains and Engineers may coexist in the same Region, but initially they must be in different Regions.)
Note: Each player's initial supply of resources is the one indicated at point 18 of the Setup, plus the Railway Bonus of the Region where they deployed their Train, plus the Income they will receive in Phase 1.
Example: Simone (blue) is the last player in the Turn Order, so he places his Train and his Engineer first. He decides to place them on the yellow Region on the left, and obtains its Railway Bonus of 2 Coins. Emma (white) is third in the Turn Order, so she places second, choosing another yellow Region and obtaining its Railway Bonus of 1 Patent.
Overview
Oil Rock is a Worker placement game in which you play a different Character, represented by a Notebook that can be leafed through as you advance along the Progress Track, thereby unlocking ever more powerful versions (better Workers, resource generation and special abilities that differ for each one).
The spaces on which you deploy your Workers (each corresponding to a different Action) are located inside the Wheel, which rotates at the end of each Round, changing the arrangement of the spaces.
Move your Train on the map to obtain the Railway bonuses present in each region; move your Engineer to build Offices and obtain Branch bonuses; build Drills to increase the productivity of your extraction wells; build Refineries and Turbines to transform the Oil Barrels produced into multiple bonuses; obtain Improvements to diversify your abilities; and finally raise your Progress level to obtain better versions of your Character.
By improving your Character (through Progress) and choosing a suitable combination of actions each round, try to obtain more Victory Points than your opponents. The game rewards several possible strategies and approaches to this challenge, so don't hesitate to experiment... Have fun!
Refer to the Appendix (at the end of this document) for an explanation of the icons and effects of the various game elements.
Game Flow
A game lasts 4 Rounds. Each Round is divided into 6 Phases, to be carried out in this order:
- Income – Each player receives what is indicated inside the blue band of their own Character sheet.
- Actions – Following the Turn Order, players take three turns placing one Worker at a time on the action Wheel to resolve 1 Action tile (if you use one of your Assistants) or 2 Action tiles (if you use one of your Managers).
- Oil Extraction – Each player receives the Oil Barrels produced by their wells.
- Oil Refining – Each player activates their Refineries using the Oil Barrels they have produced.
- Goals – Victory Points are awarded depending on how well the Goal of the current round is satisfied.
- End of Round – The Workers are removed from the Wheel and it makes one click; the Improvement card display is replenished; the Turn Order is updated, in reverse order in relation to the positions on the Progress Track.
At the end of the fourth Round, bonus Victory Points are awarded (see End of Game) and the winner is determined.
Phase 1: Income
Each player receives what is indicated (resources, Assistants, Managers, bonuses) inside the blue band of the Character sheet currently visible on their Notebook (according to the Progress Level they have reached).
Example: Simone (blue) gets 2 Coins, 1 Coal, 2 Assistants and 1 Manager.
Phase 2: Actions
Following the Turn Order, each player deploys one of their Workers on a space of the Wheel and immediately carries out the action(s) shown on the corresponding Action tile(s).
Then, in the same order, everyone deploys a second Worker (carrying out the various Actions), and finally the third (again, carrying out the various Actions).
Note: Both Assistants and Managers are referred to as "Workers". Each player receives 3 Workers in each Phase 1, "Income" (the exact composition of the three depends on the Progress Level they have reached).
Placement Rules
- You must place your Assistants directly on top of the Action tile that shows the action(s) you wish to carry out. The Action tile must be free.
- You can deploy a Manager only if you have no Assistants left available.
- You can place Managers (as if they were Assistants) on a free Action tile.
- You can place your Managers on the circular spaces and carry out all actions depicted on the two connected Action tiles (you must resolve one Action tile completely before resolving the other). That circular space must be free. For each connected Action tile occupied by another player's Worker, that player gains 1 Progress.
- Alternatively, you can pay 1 Progress (moving your own marker back one space on the Progress Track) to deploy any Worker (Assistant or Manager) on the "Copy" space (near the Wheel, in the bottom-right corner of the game board) to carry out the Action depicted on any Action tile of the Wheel, except those occupied by one of your own Workers. The opposing player who occupies the chosen Action tile gains 1 Progress.
The "Copy" space has unlimited capacity (it can also host multiple Workers of the same player). If a player is on space 0 of the Progress Track, they cannot carry out the Copy action (since they would not be able to pay any Progress).
Example: Jurgen (red) has already carried out the Build 1 Drill action in this Round, but wants to carry it out again. Since both spaces with that Action are occupied (one by one of his Assistants and the other by an Assistant of the blue player), he pays 1 Progress to deploy his second Assistant on the "Copy" space. As he cannot choose to copy a space containing one of his own Workers, he must opt for the one occupied by the blue Assistant. The blue player immediately gains 1 Progress.
Afterwards, Simone (blue) deploys his last Worker (a Manager) on the illustrated circular space. He can therefore carry out both the Gain 3 resources of your choice action and the Build 1 Drill / Build 1 Turbine action (in whichever order he wants). Since the Gain 3 resources of your choice Action tile is occupied by an Assistant of Emma (white), the latter immediately gains 1 Progress (while the Build 1 Drill / Build 1 Turbine tile is occupied by the blue Assistant, so it does not earn Progress).
The Actions
On each Action tile there may be one or two action icons (some Action tiles used only in 2-player games show no action icon and have no effect).
Some Action tiles show two Actions separated by "/". The player must choose which of the two alternatives they want to carry out.
Some Action tiles show two Action icons. The player can decide the order in which to carry out the two actions, or can decide to carry out only one, forgoing the other. In any case, they must resolve all the effects of one action before resolving the other.
Move your Train by up to two Regions (paying the respective cost in Coal). The Coal cost to enter each Region is indicated on the game board (1 for Plains, 2 for Hills, 3 for Mountains). You must pay for every movement in advance.
For each Region you reach by Train (the starting one does not count), receive the Railway Bonus shown on the token in that Region (without removing the token). It is forbidden to move the Train back to the same Region it started from (by passing through an adjacent Region) within a single Action (whereas it is possible to return to Regions already visited during previous Actions).
At the end of the movement, the player can take their own Engineer (wherever it is on the map) and move it to one of the Regions crossed by the Train (including the starting one and the arrival one). There can be Multiple Trains (and Engineers) in the same Region.
Example: Jurgen (red) moves his Train as indicated (by two Regions). Having passed through a green and a blue Region, he must pay a total of 5 Coal. He obtains the Railway Bonus of both Regions (2 Progress and 4 Victory Points) and can choose whether to move his Engineer to the starting yellow Region, to the green Region (just crossed), to the blue Region (arrival one) or leave it where it is.
Move your Train to any Region of the board (paying the Coal cost of the arrival Region only). The player receives their Railway Bonus of the arrival Region only (and can move the Engineer only to the starting Region or the arrival one).
Build 1 Office (paying its cost in Tools). The Tools cost to build in each Region is indicated on the game board (2 for Plains, 3 for Hills, 4 for Mountains). The Office can be built only in the Region where your Train is located or in the one where your Engineer is located. Each player can have only 1 Office on each Region (and a maximum of 6 Offices on the game board). Each Region can contain a maximum of 3 Offices (belonging to different players).
The player takes the topmost Office from a well of their choice on their own player board (it is not necessary to take it from the well of the same color as the Region where it is built), and places it on the free space with the highest value in VP (these will provide bonus Victory Points at the end of the game) of the Region, immediately obtaining the Branch Bonus depicted below the Office spaces (the Bonus is available to anyone who builds an Office in that Region over the course of the game).
Example: Emma (white) wants to build an Office and can do so in the hexagons where her Train or her Engineer are located. She decides to build it where her Train is. She pays 3 Tools (cost required to build in green Regions), takes the topmost Office from the yellow well and places it in the free space with the highest value (4 VP), immediately obtaining the Branch Bonus of that Region (3 Progress).
Build 1 Drill (paying its cost in Tools). The cost (in Tools) is indicated on the player board and depends both on the well and on the depth reached. The player can choose whichever well they prefer, but must build the first available Drill (the topmost one) of that well. If a Drill tile is occupied by an Office, that Drill cannot be built.
The corresponding Drill tile is discarded, thus revealing the well's new productivity. Each Drill increases by one level the depth reached by an extraction well, producing one additional Oil Barrel of the corresponding color during Phase 3, "Oil Extraction". Each player can build a maximum of 9 Drills (3 for each extraction well).
Example: Simone (blue) builds a Drill. He cannot build another yellow Drill since it is currently blocked by an Office. He therefore decides to build a blue Drill: he pays 4 Tools and removes the tile.
Build 1 Refinery (for free). The Refineries must be built (by each player) in ascending numerical order (from 1 to 12). The first 6 are placed in the appropriate spaces of the player board, in order from top to bottom. The following ones are on the back of the tiles (e.g., no. 7 is on the back of no. 1): when you build a Refinery and already own the first six, simply flip tile no. 1 to reveal no. 7, and so on. Each player can build a maximum of twelve Refineries, ending up with the six most modern ones – from no. 7 to no. 12.
Build 1 Refinery (for free). Moreover, you can buy up to 2 other Refineries for 3 Coins each (MAX 2). So, to make the most of this action, you can spend 6 Coins to build 3 Refineries.
Example: Emma (white) carries out the action that allows her to build a Refinery for free and buy up to two more. Since she does not have enough Coins, she decides to buy only one, spending 3 Coins. Since she has already built Refinery 1, she places Refineries no. 2 and no. 3 in order from top to bottom.
Build 1 Turbine (paying its cost in Coal). The cost (in Coal) to build each Turbine is indicated on the back of it (0/1/2). You can choose any Turbine from your own personal supply and place it in any one of the appropriate spaces on the player board. Each space can contain only one Turbine (there is no way to move or remove them afterwards). It is possible to build a Turbine next to a still-empty Refinery space (in anticipation of the future Refinery).
Each Turbine increases the productivity of the adjacent Refinery (in Phase 4 "Oil Refining", starting from when it is activated) and can be worth bonus Victory Points at the end of the game (see End of Game). Each player can build a maximum of six Turbines (those they received as part of their supply during game Setup).
Example: Emma (white) builds a Turbine, she decides to pay 1 Coal to build the one that provides 1 Tool and she places it next to Refinery no. 1.
Buy 1 Improvement (paying its cost). The player can buy any Improvement among those available. (The purchased Improvement is not replaced immediately, but in Phase 6 "End of Round".) The cost is indicated in the top-left corner of the Improvement card.
Equipments (yellow Improvement cards) always cost Coins and provide permanent bonuses whenever the conditions indicated on them occur.
Technologies (green Improvement cards) always cost Tools and provide immediate bonuses, only in the moment they are acquired.
Structures (blue Improvement cards) always cost Coal and provide Victory Points at the end of the game (based on the conditions indicated on the card).
After acquiring the card (and, in the case it is a Technology, having activated its immediate bonus), place the card above the extraction well of the same color on your own player board, and immediately gain a number of Victory Points equal to the number of Oil Barrels that the corresponding well produces (the Oil Barrel icons visible on that well): yellow (for Equipment), green (for Technologies) or blue (for Structures). There is no limit to how many Improvements can be obtained by each player.
Example: Simone (blue) carries out the Buy 1 Improvement action. He decides to spend 2 Coal to acquire the blue card no. 36. He places it above the blue well and immediately gains 2 VP (the number of Oil Barrels produced by that well).
Gain 1 Progress (for free).
Gain 2 Coal from the general supply.
Gain 3 resources of your choice from the general supply (choose from Tools, Coins and Coal, in any combination). There is no limit to how many resources can be gathered by each player.
Gain 1 Patent from the general supply. There is no limit to how many Patents can be gathered by each player.
Gain 1 Progress (for free). Moreover, you can buy up to 4 more for 2 Coins each (MAX 4). So, to make the most of this action, you can spend 8 Coins to gain 5 Progress.
Patents
Players can use their Patents during Phases 2 "Actions", 3 "Oil Extraction", 4 "Oil Refining", and 5 "Goals". In Phase 2 "Actions", you can use Patents only during your turns (before or after solving all the effects of an action). If multiple players want to carry out an Extra Action in Phase 3 or 4, they proceed according to the Turn Order.
Players can open a Briefcase on their board by spending the number of Patents indicated next to the Briefcase itself (1/2/3). They obtain what is shown on the Briefcase tile and then discard it. Players may also open multiple Briefcases in the same turn if they wish (and have enough Patents).
Alternatively, by paying 3 Patents, a player may choose one of their remaining Extra Action tiles, place it in the space on their board corresponding to the current Round, and carry out the Action indicated on the tile (applying all costs and effects explained in Phase 2, "Actions"). Each player may carry out a maximum of one Extra Action per Round.
If you receive Patents during a sequence of effects, you must finish resolving all the effects before you can use them. Each leftover Patent is worth 1 VP at the end of the game.
Example: It is the second round and Simone (blue) has 4 Patents. In the Actions Phase, he decides to spend 1 Patent to open the yellow Briefcase that provides him 2 Coins. He discards the tile and gains 2 Coins. Before the Extraction Phase, he decides to spend 3 Patents to carry out the Extra Action for this round. He decides to use the Action to build a Drill, paying its cost. He then places the Extra Action tile face down on the appropriate second space on his board (even though the first space is still empty; this one was indeed set aside for the first round's Extra action, which Simone did not however carry out).
Characters Update
When the marker on the Progress Track reaches the next Level, the player must immediately update the Notebook: with the attainment of each new Progress Level, the Characters grant a better Income and – from Level III – unlock a unique Ability that becomes progressively more powerful.
If you should update your Progress Level while a sequence of effects is in progress, make sure you have resolved all the effects before doing so.
If a marker reaches the last space of the Progress Track, each further Progress you get provides 1 Victory Point (leave the marker on the last space).
When you move your marker on the Progress Track, if you land exactly on a space already occupied by another marker (or more than one), place yours on top of all the others (when it is necessary to determine who has more – or less – Progress, the lowest marker among those on the same space is considered to be further ahead).
Players cannot drop to a lower Progress Level than the one reached, even if they lose enough Progress to cross (backwards) a threshold on the Track. If a marker moves back to a lower Progress Level (on the Track), the player does not downgrade their Notebook; instead they remain at the best Level reached.
Note: Do not confuse "1 Progress" (or "3 Progress", etc.), which indicates advancing one space (or three, etc.) on the Progress Track, with the "Progress Level" (indicated – with a Roman numeral – by the last light bulb passed by your marker on the Track). You start the game with 3 Progress (third space), but you are still at Progress Level "I".
Example: Simone (blue) earns 3 Progress, crossing the threshold of Progress Level II. Therefore, he upgrades his Character to Level II (he turns the page of his Notebook).
Phase 3: Oil Extraction
In this Phase, each player receives a number of Oil Barrels (for each color) equal to the depth reached by their corresponding well.
On each player's board there are three extraction wells, one for each type of Oil present in the game (identified for simplicity by a different color):
- yellow (low quality)
- green (good quality)
- blue (excellent quality)
Each well can reach a depth from 1 to 4 (the first level is already unlocked at the start of the game, while the others are reachable by building new Drills).
Example: Simone (blue) has built only one green Drill so far (reaching depth 2 in the central well), so he obtains 1 yellow Oil Barrel, 2 green Oil Barrels and 1 blue Oil Barrel.
Phase 4: Oil Refining
Each player can use their available Oil Barrels to activate all or some of the Refineries they have built. Each Refinery requires a specific combination of Oil Barrels, as indicated on the player board, and produces what is shown on its tile (resources, Patents, Progress and Victory Points, in various combinations). Each Turbine adjacent to an activated Refinery adds its own bonus to what is obtained.
It is always possible to use an Oil Barrel as if it was of lower quality (that is, a blue Oil Barrel can be used as if it was green or yellow, while a green Oil Barrel can replace a yellow one).
Each Refinery can be activated only once per Phase.
Note: Each player can place the Oil Barrels they want to refine on their own board, beside the Refineries they intend to activate, then takes all the corresponding earnings, removing the Oil Barrels one by one.
Players also have access to a Basic Refinery (printed on their player boards): unlike the others, any combination (in quantity and colors) of Oil Barrels can be used to activate it. The value of Oil Barrels used in this way (1 for yellow, 2 for green, 3 for blue) is added up and finally halved (rounding down): the player obtains that number of resources of their choice (choosing from Tools, Coins and Coal, in any combination, up to reaching the total amount).
At the end of this Phase, each player can keep a maximum of 1 Oil Barrel per color. The excess Oil Barrels must be returned to the general supply, without compensation.
Note: to avoid wasting Oil Barrels, if you have no alternatives, use them in the Basic Refinery!
Example: Simone (blue) has 1 yellow Oil Barrel, 2 green Oil Barrels and 1 blue Oil Barrel and has built the first two Refineries, so far. He can activate both (using their second green Oil Barrel as a yellow one) or only one or even none. He decides to activate only the second Refinery (paying 1 yellow Oil Barrel and 1 blue Oil Barrel), obtaining 3 Coins and 1 Progress. Since only 1 Oil Barrel per color can be kept, he uses one of the two green Oil Barrels in the Basic Refinery, gaining one resource of his choice. He opts for taking 1 Tool and keeping the other green Oil Barrel.
Phase 5: Goals
Each player receives Victory Points as indicated by the topmost visible Goal (that is, the one farthest from the Turn Order), then flip the just-counted Goal tile face down.
Phase 6: End of Round
Carry out the following steps in order:
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Discard the two Improvements with the lowest identification number among those available. If two Improvements (or fewer) remain available, discard them all (the discarded cards will no longer be used).
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Draw new Improvements from the top of the deck, placing them face up among those available, until there are once again 6/7/8 Improvements available (in 2-/3-/4-player games respectively).
Note: Arrange the available Improvements in ascending order of identification number (located at the bottom-left corner of each card).
Example: In a 4-player game, the display has 4 Improvements left. Therefore, the two cards with the lowest numbers (no. 8 and no. 12) must be discarded. Then, draw 6 new cards from the deck to refill the display.
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Return all the Assistants and Managers on the Wheel (and on the "Copy" space) to the general supply.
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The outer ring of the Wheel must be rotated by one click (clockwise) until the spaces for the Managers on the outer ring line up again with the Action tiles of the inner wheel (one-fifth of a turn in 2- or 3-player games, one-sixth in 4-player games).
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The Turn Order for the next Round is determined by the players' positions on the Progress Track: whoever is currently last (furthest back) on the Track will play first, the second-to-last second, and so on (whoever has the most Progress will play last).
Adjust the markers on the Turn Order accordingly.
Note: Should two players have their markers located in the same Progress space, whoever has their own marker lower down is considered to be further ahead.
Example: Emma (white) is last on the Progress Track, so she becomes first in the Turn Order; Jurgen (red) is second-to-last on the Progress Track, so he becomes second in the Turn Order; Simone (blue) is second on the Progress Track (because his marker is on top of the yellow one), so he becomes third in the Turn Order.
End of Game
At the end of the fourth Round, each player receives Victory Points for:
- the depth reached by each of their extraction wells (0/2/5/10 Victory Points for each extraction well that reaches depth 1/2/3/4 respectively);
- the Refineries from no. 7 onwards, ONLY IF flanked by a Turbine (2/3/4 Victory Points each, as indicated on the player board);
- each Office built (from 1 to 5 Victory Points, as indicated on the game board below the Office itself);
- the space reached on the Progress Track (as indicated on the game board next to the space itself). If the marker has not reached one of the last spaces, it generates no bonus Victory Points;
- their own Structures (blue Improvement cards), based on what each one indicates;
- each leftover Patent (1 Point each);
- the quantity of leftover resources (adding up Tools, Coins and Coal) divided by 3 (rounding down).
If you go past the end of the Victory Points Track, bring the marker back to space "1" and take the "50" Score token from the supply. When necessary, you can flip the token to indicate "100" Victory Points. In the same way, you can also use the "150/200" Score token.
The player with the most Victory Points is the winner! In the event of a tie, whoever has the most Progress wins. (If two players have the same Progress, whoever has the lower marker is considered to be further ahead and wins the tie).
Example: Simone (blue) has earned 31 VP during the game. At the end of the game, he also earns:
- 17 VP for the depths reached by his extraction wells (5 VP for the yellow well, 10 VP for the green well and 2 VP for the blue well);
- 4 VP for the Refineries no. 7 and no. 8, since they are both flanked by a Turbine;
- 20 VP for the Offices he has built;
- 5 VP for the placement of his marker on the Progress Track;
- 22 VP for his Structures (12 VP for the card no. 36 and 10 VP for the card no. 43, as he is the player who has used the most Briefcases);
- 1 VP for the Patent left;
- 4 VP for the 13 resources left.
Appendix: Icons
The following section summarizes the icon legend printed in the official Rules Appendix booklet.
- Gain Coins / Pay Coins
- Gain Tools / Pay Tools
- Gain Coal / Pay Coal
- Resources of your choice among Coins/Tools/Coal
- Immediate VP / VP at the end of the game
- Gain Patents / Pay Patents
- Gain Progress
- Gain Oil Barrels of the indicated color
- Move your Train up to 2 Regions
- Move your Train wherever you want
- Build 1 Office
- Build 1 Drill
- Buy 1 Improvement card
- Build 1 Refinery
- Pay 3 Coins to build 1 Refinery up to 2 times (MAX 2)
- Build 1 Turbine
- Gain 1 Progress
- Pay 2 Coins to gain 1 Progress up to 4 times (MAX 4)
- Gain the bonus of any one of your Turbines (it doesn't necessarily have to be connected to this Refinery)
- When your Train crosses this Region, gain the Railway Bonus indicated to the right of the parenthesis
- Buy 1 Improvement without paying any cost
- Build 1 Drill without paying its Tool cost
- Every time you buy an Improvement, gain 1 VP for every Oil Barrel produced by the extraction well of the same color
Appendix: Goals
- 5 Victory Points for each Drill of the indicated color that you have built.
- 3 Victory Points per Progress Level reached (multiply by 3 the current Level shown on the Notebook).
- 4 Victory Points for each Office that you have built in the Regions of the indicated color.
- 3 Victory Points for each Briefcase you have opened (tiles that you have discarded from the board).
- 4 Victory Points for each Improvement card of the indicated color that you have acquired.
- 2 Victory Points for each Turbine you have built (even if it is not flanked by a Refinery).
- 1 Victory Point for each Refinery you have built (the value will be equal to the highest visible number among all the Refineries built).
- 4 Victory Points for each Extra Action you have used (tiles that you have placed on the board).
Appendix: Characters
Receive the Railway Bonus of the Region where your Train is located. From Progress Level IV, this symbol appears in the Income of all Characters.
Gain 4 resources of your choice (among Tools, Coins and Coal, in any combination). At Progress Level VI, this symbol appears in the Income of all Characters.
Ignacy Lukasiewicz
During the setup, place the Energy reminder face down next to your board. From Progress Level III, turn the reminder face up and place it on your board, replacing the list of Barrels your Refineries need.
The costs to activate the Refineries change from the specific combinations of Oil Barrels to a certain amount of Energy (as indicated on the reminder).
At the start of Phase 4 ("Oil Refining"), convert your Oil Barrels into Energy (1/2/3 for each yellow/green/blue Oil Barrel converted in this way): use the Energy to activate your Refineries (each Refinery can be activated only once per Phase, as usual).
- In addition to the Energy obtained by converting Oil Barrels (as explained above), you gain 3 more.
- In addition to the Energy obtained by converting Oil Barrels (as explained above), you gain 5 more.
- In addition to the Energy obtained by converting Oil Barrels (as explained above), you gain 8 more. Moreover, you gain 2 Victory Points.
- In addition to the Energy obtained by converting Oil Barrels (as explained above), you gain 10 more. Moreover, you gain 5 Victory Points.
George Bissel
At the start of Phase 5, "Goals", you can build an Office in any Region (you do not need to have your Train or Engineer there) paying 2 Tools less (min. 0). Obtain the Branch Bonus, as usual. You are still limited to having only one Office per Region (and 6 Offices in total).
- As above, but with a discount of 3 Tools (the min. cost remains 0). In addition, you gain 1 Victory Point.
- As above, but the Office is free and you gain 4 Victory Points.
- As above, but you gain 6 Victory Points.
Andrew Carnegie
At the start of Phase 5, "Goals", you can look at the top card of the Improvements deck. Then you can choose to buy that Improvement or one of those still available; in any case, you pay 1 resource less (Tools, Coins or Coal) than its cost. After using your Ability, the card(s) you looked at from the top of the deck (and did not buy) must be put back at the bottom of the deck itself.
- As above, but you look at 2 cards from the top of the deck and the cost is reduced by 2 resources. In addition, you gain 1 Victory Point.
- As above, but you look at 3 cards from the top of the deck and the cost is reduced to 0. In addition, you gain 4 Victory Points.
- As above, but you look at 4 cards from the top of the deck and the cost is reduced to 0. In addition, you gain 6 Victory Points.
Edwin Drake
At the start of Phase 3, "Oil Extraction", you can build a Drill paying 2 Tools less (min. 0). You must respect the usual limitations (it must be the topmost one still available in its extraction well and it cannot be occupied by an Office).
- As above, but with a discount of 3 Tools (the min. cost remains 0). In addition, you gain 1 Victory Points.
- As above, but the Drill is free and you gain 4 Victory Points.
- As above, but you gain 6 Victory Points.
John D. Rockefeller
At the start of Phase 4, "Oil Refining", you can pay 2 Coins to build a Refinery (you must build the one numerically following the last one you built, as usual). In addition, you gain 1 green Oil Barrel.
- At the start of Phase 4, "Oil Refining", you can pay 1 Coin to build a Refinery. In addition, you gain 1 yellow Oil Barrel and 1 blue Oil Barrel.
- At the start of Phase 4, "Oil Refining", you can build a Refinery for free. In addition, you gain 1 Oil Barrel of each type (color).
- At the start of Phase 4, "Oil Refining", you can build a Refinery for free. In addition, you gain 3 blue Oil Barrels and 3 Victory Points.
Cornelius Vanderbilt
At the start of Phase 5, "Goals", you can move your Train to any Region, only paying the cost of the arrival Region reduced by 1 Coal (min. 0). Instead of earning its Railway Bonus, earn the Branch Bonus of the arrival Region. As usual, you can move your Engineer to the starting Region or the arrival one.
- As above, but you obtain the Railway Bonus of the arrival Region. In addition, you obtain also the Branch Bonus of that Region.
- As above, but the cost is reduced by 2 Coal (min. 0). In addition, you gain 3 Victory Points.
- As above, but the movement is free. In addition, you gain 5 Victory Points.
Appendix: Improvements
- When you build a Drill, gain 2 Coins or 2 Coal or 1 Coin and 1 Coal.
- When you build a Drill, you can buy a Turbine (paying its cost) and gain 1 Victory Point.
- When you build a Refinery, gain 1 Tool or 1 Coal.
- When you build a Refinery, gain 1 Coin or gain 1 Victory Point.
- When you move your Train, you pay 2 Coal less (on the total cost).
- When you build an Office, you pay 1 Tool less and immediately gain 1 Victory Point.
- When you build an Office, you can pay 1 Coin to obtain the Railway Bonus (in addition to the Branch Bonus).
- When you reach Progress Level III or higher, gain 1 Patent.
- When you reach Progress Level III or higher, gain 2 Tools or 2 Coal or 1 Tool and 1 Coal.
- When you open a Briefcase, gain 1 Progress.
- When you use your Basic Refinery, gain 1 Patent and gain 1 Victory Point.
- When you build a Turbine, immediately receive the bonus of that Turbine (or another one you have already built).
- When you acquire a Technology (green Improvement), obtain a Railway Bonus from a Hills Region (green) of your choice (the positions of your Train and your Engineer are irrelevant).
- When you acquire a Structure (blue Improvement), obtain a Railway Bonus from a Mountains Region (blue) of your choice (the positions of your Train and your Engineer are irrelevant).
- The next Improvements cost you 1 resource less (min. 0) and, when you acquire one, you gain 1 extra Victory Point.
- Gain 6 resources of your choice (among Tools, Coins and Coal, in any combination).
- Gain 3 Coal and 3 Progress.
- Gain 2 Patents and 2 Progress.
- Gain 3 Patents and 1 Progress.
Note: For Improvements 33–36 and 42, each Drill, Briefcase, Turbine, and Improvement can be counted as part of one set (or pair) for each Structure.