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Smartphone Inc.: Update 1.1 thumbnail

Smartphone Inc.: Update 1.1

Expansion for Smartphone Inc.

Smartphone Inc.: Update 1.1 Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Directives Module
    • Setup
    • Fulfilling Directives
    • Flipping Directives
  • 2-3 Player Board Module
    • Setup
    • New Buyers
  • New Technologies Module
    • CEO Technologies
      • Moving Your CEO
    • Patent Benefit Technologies
    • World Changing Technologies
    • Spatial Benefit Technologies
    • Blitz Technologies
    • Recommended Technology Sets
  • Hardcore Mode
    • Phase 2. Set Prices
    • Phase 3. Production
    • Phase 5. Research Technologies
    • Phase 6. Logistics
    • End of the round
    • End of the game

Game Components

  • DIRECTIVES — 24 pcs.
  • NEW TECHNOLOGIES — 5 pcs.
  • 2-3 PLAYER BOARD — 1 pc.
  • MINI-UPGRADE TOKENS — 5 pcs.
  • CEO FIGURES — 5 pcs.

Directives Module

A Directive card shows its goal text, its VP value (for example 12), and its Directive number (for example 1).

This module adds the Directives: common goals that all players can chase after, but that only one player can get. Each of them grants VP at the end of the game with a maximum of 5 Directives worth 60 VP.

Setup

Shuffle all of the Directives, randomly draw 5/6/7/8 for 2/3/4/5 players, and return the rest to the box. Read all drawn Directives out loud, making sure all players fully understand the meaning. Place the Directives near the VP scoreboard.

Fulfilling Directives

As soon as a player completes the goal stated on a Directive, they can take it unless they took one previously in this round. In a case of multiple players completing the goal at the same time, the current active player takes the Directive. If there is no active player, the one with the lowest price takes it.

A player may decide not to take a Directive they have fulfilled (perhaps to try for a different one later in the round). If they do, they can still take it in a later round if they met the requirements again.

Flipping Directives

At the end of each round, flip any Directive you collected face down to help you remember that you got it during a previous round.

2-3 Player Board Module

Setup

  1. Place the board in the middle of the table. If you are playing with two players or solo, take 1 "S" and 1 "M" Retailer at random.

  2. Randomly choose a first player. They pick a company and take all the components for that company. Then, going clockwise, the other players each take a company. Once everybody has a company, the last player chooses their starting region from the 3 "M" size regions on the board and places their Office marker there. For a 2-player game, they then place the Retailers in the "S" and "M" regions of their choice. Then the next player chooses their starting region, and so on. The rest of the setup continues in the usual way.

You may notice that the 2-3 player board has only 3 spaces in the Improvement Block, so only 3 Improvements are available each round. You can use this rule playing on the big board also.

New Buyers

The 2-3 player board introduces a new type of Buyer with mixed demands. You can sell to them if you meet either of their requirements (or both of them).

You still cannot sell more then 1 Goods to each Buyer, even if you meet both of their requirements.

As usual, you must sell to Buyers from left to right and you are not allowed to skip them if you can meet their demands (in the case of mixed Buyers—either of them).

New Technologies Module

There are 10 new Technologies in 5 groups of 2. You can mix them as you want or play with one of our recommended sets.

CEO Technologies

2 of new Technologies introduce the CEO figure, which gives you the ability to apply a special power in the region your CEO is in. If you are using a Technology that says "CEO" on it, each player must place their CEOs in their starting region during setup.

Moving Your CEO

You can spend 1 Progress marker during the Logistics Phase to move your CEO to any region. However, they will only be useful if you are able to sell in this region via your Office marker or other Technologies.

CEO Technology — Phase 6 (Wi-Fi symbol): At the end of your turn this phase, you may sell Goods in 1 region with your Office marker and CEO.

From now on, you can sell Goods in the region your CEO is in during Phase 6. You must sell or choose not to sell immediately after you spend all of your Progress markers.

This is a permanent bonus.

CEO Technology — Phase 7 (gamepad symbol): You may ignore the requirements and sell to any Buyers in a region with your Office marker and CEO.

From now on, you can sell to all Buyers in a region with your Office marker and your CEO, regardless of their requirements. This Technology only lets you sell to Buyers who did not already buy Goods from another player this round. You must still place your Goods from left to right.

This is a permanent bonus.

Patent Benefit Technologies

2 of the new Technologies give your patents extra benefits during the course of the game. Keep in mind that these Technologies can make the game much more competitive in the early stages.

Patent Benefit Technology — Phase 7 (gamepad symbol): You may sell 1 additional Goods to 1 Buyer that buys a Technology you hold the Patent for.

Using this Technology, you can sell 2 Goods to each Buyer who wants a Technology you have the Patent for (not only this Technology). Place the second Goods on top of the first one you sold. You may choose not to use this ability, if you wish. The second Goods counts towards controlling the region as normal.

This is a permanent bonus.

Patent Benefit Technology — Phase 3 (battery symbol): Produce 2 Goods for each Patent you hold.

When you gain this Technology, you immediately produce 2 Goods for each Patent tile you have. You also produce 2 Goods during Phase 2 each round for each Patent tile you have. This Technology is not recommended for use with the 2-3 player board unless you want a very cutthroat game.

This is a permanent bonus.

Editor's note: the printed card badge for this Technology shows Phase 3, but the printed text says "during Phase 2". The text is transcribed as printed.

World Changing Technologies

2 of the Technologies let players make changes to the game board.

World Changing Technology — 4G symbol (no phase number): Place a Retailer in a region with your Office marker. You gain the Retailer bonus. Move all of your Office markers in the region to the Retailer.

As soon as you gain this Technology, you must place one of the unused Retailers on the board. You may only place it in a region with your Office marker that does not already have a Retailer. First, choose the region you want to place the Retailer in. Then, choose one of the Retailers and pick a side to use. Place the Retailer in the region and move all of the Office markers there onto the Retailer spaces (If there are any second Office markers here, they return to their owners and other Office markers move to the left to fill any gaps). After all this, you get the Retailer's bonus.

This is a one-time bonus.

World Changing Technology — Phase 5 (NFC symbol): Once per round, you may use 1 [purple gear symbol] from your [small grey tile symbol] to place your Marketing Token.

During Phase 5, you may spend 1 [purple gear symbol] to place a Marketing Token on the board. You can only add it to a region where you have an Office marker and you don't already have a Marketing Token. Place your Marketing Token on top of a Buyer in the region — it must be the rightmost or leftmost empty Buyer in the region. From now on, only you can sell Goods to this Buyer, regardless of your price and Technologies. (Exception — a CEO Technology that lets you sell to all Buyers).

You can use Progress markers as Marketing Tokens.

This is a permanent bonus.

Spatial Benefit Technologies

These Technologies give you additional benefits for cleverly distributing your Goods.

Spatial Benefit Technology — Phase 8 (location pin symbol): +2 VP for each Goods you sell in 1 region of your choice this phase.

During Phase 8, you can choose one region: You get +2 VP for every Goods you sold in this region that round, including any bonus Goods from a Patent Technology.

This is a permanent bonus.

Spatial Benefit Technology — Phase 8 (location pin symbol): Produce 1 Goods for each region you control.

During Phase 8, you produce 1 Goods for each region you control. You keep these Goods for the next round, to use in the Selling Goods Phase. You don't produce these if you are in second place for control—only if you are the first.

This is a permanent bonus.

Blitz Technologies

These 2 Technologies let you sacrifice your early scoring to develop you company faster.

Blitz Technology — Phase 3 (Wi-Fi symbol): You may place up to 2 Available Goods on [truck symbol] or [gear symbol] symbols of your Pad. Each gives you 1 additional Progress marker this round.

In Phase 3, after you produce Goods, you may place up to 2 of them on the [truck symbol] and/or [gear symbol] on your pad (1 per symbol). In the corresponding phases, you use these cubes as Progress markers.

This is a permanent bonus.

Blitz Technology — no phase number (battery symbol, red notification dot): Take 1 Mini-improvement.

As soon as you gain this technology, take 1 of the remaining Mini-upgrade tokens. You can use it in the Planning Phase like a normal Improvement. But, if you decide not to use it, it does not provide any other benefit.

This is a one-time bonus.

Recommended Technology Sets

First Add-on Game: This set lets you experience all the joys of the new Technologies in peace and quiet.

  • Phase 3 (location pin symbol): [crate symbol] for each [crate with minus-$ symbol].
  • Phase 6 (Wi-Fi symbol): At the end of your turn this phase, you may sell 1 Goods in 1 region with your Office marker and CEO.
  • Phase 7 (gamepad symbol): You may sell 1 additional Goods to 1 Buyer that buys a Technology you hold the Patent for.
  • No phase number (battery symbol, red notification dot): Take 1 Mini-improvement.
  • Phase 2 (NFC symbol, red notification dot): +1 [red $ symbol] now and in later rounds.
  • Phase 7 (4G symbol): May sell up to 1 [crate symbol] in regions without your [Office marker symbol].

Overproduction: This set lets you to fill the regions up to the Limit. A very in-your-face set.

  • Phase 8 (location pin symbol): Produce 1 Goods for each region you control.
  • No phase number (Wi-Fi symbol): All unsold [crate symbol] transfer to next round.
  • Phase 7 (gamepad symbol): You may ignore the requirements and sell to any Buyers in a region with your Office marker and CEO.
  • Phase 3 (battery symbol, red notification dot): Produce 2 Goods for each Patent you hold.
  • Phase 5 (NFC symbol): Once per round, you may use 1 [purple gear symbol] from your [small grey tile symbol] to place your Marketing Token.
  • Phase 1 (4G symbol): 1 part of [orange Retailer tile] can be outside of [region pictogram].

I Want Some Space: This set will give you new logistical puzzles.

  • Phase 8 (location pin symbol): +2 VP for each Goods you sell in 1 region of your choice this phase.
  • Phase 3 (Wi-Fi symbol): You may place up to 2 Available Goods on [truck symbol] or [gear symbol] symbols of your Pad. Each gives you 1 additional Progress marker this round.
  • No phase number (gamepad symbol, red notification dot): Place your Office marker in a [S] region now.
  • Phase 6 (battery symbol): +1 [truck symbol] for each [red $ symbol].
  • Phase 6 (NFC symbol): May sell up to 3 [crate symbol] without placing in a region.
  • No phase number (4G symbol, red notification dot): Place a Retailer in a region with your Office marker. You gain the Retailer bonus. Move all of your Office markers in the region to the Retailer.

Hardcore Mode

For those of you who like to count a little bit more during economic games — we offer Hardcore Mode. Now you must pay for all your actions, immediately getting all the money you earn but paying interest on your debts. This may look like an insignificant change, but the game balance changes dramatically.

Setup and most of the phases work just like in the basic game, but some phases now have additional steps:

Phase 2. Set Prices

After all players reveal their decisions—starting with the player who has the lowest price—everybody must pay the bank for each icon they have on their decision, excluding the [padlock symbol] and the inactive [yellow symbol]. The VP you pay is shown below:

Icon on the decisionVP paid
[gear symbol] (Research Technology)-3
[truck symbol] (Logistics)-2
[red +$ symbol] (money)-1
[crate symbol] (Production)-1
[yellow factory symbol]0
[crate with minus-$ symbol]+1

For each [yellow factory symbol] or [yellow inactive symbol] you have, you get a discount of 2 on this payment, to a minimum of 0.

Phase 3. Production

You must pay 1 VP for each Goods you produce.

Phase 5. Research Technologies

If you claim a patent, you get the VP for it immediately. You don't get them at the end of the game.

After you place all of your Progress markers, you get or pay interest:

  • If you have less then 0 VP: you must pay 1 for every -10 VP you have, rounding up.
  • If you have more then 0 VP: you get 1 for every 20 VP you have, rounding up.

Phase 6. Logistics

If you are playing with Retailers, you get all the VP from them as soon as you place your Office marker. If you later move your Office marker, you lose these VP.

End of the round

If you are playing with Directives, you get the VP for any Directive you completed this round after flipping it over.

End of the game

At the end of the game, do not count VP for Patents and Retailers (they were already counted). The player with the highest score wins.

Editor's note: the printed text reads "then" where "than" is meant ("less then 0 VP", "more then 0 VP", "more then 1 Goods" in the 2-3 Player Board section); it is transcribed as printed. The Phase 3 line prints "pay 1" with no currency symbol; it is read as VP, since the base rulebook states that money is counted as VP in this game.