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Underhaven

Underhaven Rulebook

Table of Contents

Table of Contents

  • Game Concept
    • Core Gameplay & Objectives
  • Game Overview
    • Four Different Sub-Corporations
    • Fulfil the Corp Orders
    • Explore & Exploit the Underground Terrain
    • Share Your Findings & Development with the Corp
  • Game Components
  • Game Setup
    • Set Up the Play Area
  • The Players Area
    • Player Board Configuration
    • Player Board Setup
  • The Special Abilities
  • The Resources - Overview
    • Basic Resources
    • Potential Starting Additions
  • The Workforce - Overview
    • The Professionals - 2 for each Corporation
    • The Specialists - 4 for each Corporation (max 4, depends on player count)
    • The Consultants - 3 for each Corporation (you start with 1)
    • The Workers - 6 for each Corporation (you start with 3)
  • The Buildings - Overview
    • Building - Backside
    • Building - Front Side
  • The Corp Board - Overview
  • Gameplay Overview
    • Before You Start the 1st Round of the Game
  • Start of Your Turn
    • 1. Gain the reward shown on the turn die, plus Money for your built buildings
    • 2. Take back all of your Professionals, Specialists & Consultants
    • 3. Turn over & activate all newly built buildings (if any)
    • 4. Select a card from your hand to activate
  • The Right Side Bonus
    • Gain the support shown on the right side of the card
    • Activate your Corporation
  • The 7 Actions
    • 7 Action - Quick Overview
    • Move
    • Building Connectivity
    • Harvest
    • Mine
    • Entertain
    • Trade
    • Build
    • The Corp
  • Specialists & Building
    • Hire & Use Specialists
    • A Few Things About Specialists
  • Payment for Building
  • The Buildings
    • Production Buildings - Basic Resources
    • Improvement Buildings - Better Activations
    • Residential Buildings & University - Increase Your Workforce
    • Social Buildings
    • Starting Buildings
  • The Missions
  • Rounds & End of the Game
    • Rounds - Max 14 Rounds in a 4 Player Game
  • Scoring
    • Reputation gained through the game
    • End Game Scoring
  • Round Activation Example
    • The Free Action - Move
    • We Explore
    • The First Activation - Build
    • The 2nd Activation - Harvest
    • The 3rd Activation - Trade
    • Building Example - It's Time to Build!
  • Advanced Game Options
    • Corp Board Locations
    • Corporations' Focus
    • Energy
    • Reputational Income
    • Advanced Buildings
    • Raw Start
    • Crooked Caverns
  • Icon Key

Game Concept

Game Type: Worker placement and engine-building game for 2-4 players, ages 14 & up. Playing time: 30 minutes per player.

The game has a basic & advanced version; the advanced version can be added to the basic game in layers as seen fit (page 24).

Setting: Near-future Earth, deep beneath the surface.

The Premise: In a bid to safeguard humanity from the harsh surface environment, specialized Corporations, controlled by the players, are utilizing advanced technology in a bid to safeguard humanity.

Your task as a Sub-Corporate Leader is to establish and manage a thriving subterranean society. Dig underground, explore suitable ground layers to find the ideal terrain to build up your society based on your strengths & unique abilities. Secure the favour of The Corp by diligently completing assigned tasks and delivering necessary goods and resources. The Corp's valuable perspective is crucial for the society's success; failure will result in irreparable damage to the player's reputation.

Core Gameplay & Objectives

  • Sub-Corporate Specialization: Each sub-corporation possesses unique expertise in certain environments. Partial collaboration is essential; you may need to hire the specialized skills of rival teams to successfully evolve your society.
  • Resource Management: You must efficiently manage your resources to fund your workforce, keep them fed, and maintain high morale to build the most successful society.
  • Executing Orders: Each turn, The Corp issues a set of orders for you to select from, accompanied by small bonuses. Success depends on your ability to strategically prioritize these tasks within your managing console.
  • The Corp Relationship: Occasionally, you'll need to "send gifts" to The Corp. Some call them bribes, but we prefer to view it as a demonstration of your exemplary leadership, designed to gain extra resources or boost your reputation.
  • Missions & Victory: The Corp lays out random mission objectives for players to complete, offering Corporations a chance to gain more reputation. In the end, only one corporation will emerge victorious, earning the exclusive rights to all future subterranean development. Will your leadership prevail?

Game Overview

Four Different Sub-Corporations

Players manage unique Corporations, each with a special professional skill, a unique player board & a unique set of activation cards & trapezoid tiles. If playing the advanced version, each corporation also has a certain terrain preference, assigned by The Corp, that grants extra reputation when built on or adjacent to during the game.

  • Enigmas - The Professors
  • Deltas - The Engineers
  • Threecees - The Architects
  • Tectonics - The Geologists

Fulfil the Corp Orders

Activate some of the 7 available orders given by The Corp each turn, along with a support in the best way through the Activation cards. Move your workers, hire Specialists & activate your professionals & consultants to build up your society & manage your resources. No two activation cards are the same.

Choose 1 activation card each turn:

  • Gain the reward on the right
  • Then choose 1 order to activate from the TOP row
  • Then choose 1 from the 2nd row
  • And finally 1 order to activate from the 3rd row

Finish some objectives for extra reputation.

Explore & Exploit the Underground Terrain

Move through the unexplored underground terrain & try to make the best use of it for your corporation. Build underground tunnels to exploit same type terrains for your benefit. But be aware, all corps have the same terrain right so no terrain can be taken for granted even if first explored by your corporation. (Explore - Connect - Build & exploit.)

Share Your Findings & Development with the Corp

Throughout these trials you need to share your development and gains with The Corp. That is done through the Corp board. You will surely be rewarded with the only currency The Corp values the most, reputation. After certain amount of trial time, your corporation will share its final status & hopefully gain enough reputation to achieve the monopoly.

The Corp board is your connection with the surface (it holds the turn track & reputation scoring track). Use your Professionals to:

  • Hand in resources for exchange, upgrades & reputation
  • Buy stronger Activation cards
  • Buy tunnel & trapezoid tiles to connect your buildings
  • Hire Corp Specialists, at an increasing rate

Game Components

  • 32 Octagon terrain tiles (including 8 starting tiles)
  • 1 Corp Board
  • 108 Building tiles + 1 Acrylic Building Stand
  • 40 Tunnel tiles
  • 80 Goods tokens
  • 40 Energy tokens (1, 3 & 5 value)
  • 24 Activation cards (89 x 63mm)
  • 30 Starting Resource cards (67 x 44mm)
  • 40 Mission cards (67 x 44mm)
  • 14 Outer Edge tiles (4 corners, 10 straights)
  • 60 Acrylic power tokens
  • 2 six-sided dice (16 x 16mm)
  • 1 custom turn marker die (18 x 18mm)
  • 2 Wooden Corp Professionals
  • 12 Special Ability tokens
  • 8 Resource Multiplier tokens
  • 4 Building Cheat Sheets
  • 1 Rule book

Player sets, in 4 different colours - green, yellow, blue & red. Each set has:

  • 4 Activation cards (89 x 63mm)
  • 4 Trapezoid tiles
  • 1 Entrance tile
  • 3 Wooden Activation markers
  • 3 Wooden Resource track markers
  • 2 Wooden Professional meeples
  • 4 Wooden Specialists meeples
  • 3 Wooden Consultant meeples
  • 6 Wooden Workers
  • 25 Wooden Cubes
  • 3 Additional Specialist blockers
  • 1 Corporation Cheat Sheet
  • 1 Corporation booklet

Game Setup

Set Up the Play Area

See page 24 for additional Advanced game setup.

NOTE! Underhaven can be played as a basic game & an advanced game. Components that are only for the Advanced game have an advanced icon beside them. Skip these in the basic game:

  • The Corporate focus & special abilities.
  • The Energy resource, the 5 advanced buildings marked with the icon & all spots on the Corp board.

1. Lay down the Octagons. Lay them FACE down as seen, with the ruined landscape lined up. This is the setup for a 3 player game, 15 Octagons.

  • In a 2 player game: Remove the LOWEST line (total 10 Octagons in 2 lines).
  • In a 4 player game: Add another line (total 20 Octagons in 4 lines).

2. Lay down the Outer Board. Based on the layout, puzzle together the outer edge outside of the Octagons. This will both hold everything in its place as well function as a platform for any tunnel & trapezoid tiles that might be laid down during the game.

3. Place the Corp Board within reach.

  • A) Shuffle the Mission cards & place them beside the board, take the top 4 cards and place them face up as shown.
  • B) Shuffle the Activation cards & place them on their spot, take the top 3 cards and place them beside the board face up.
  • C) Place the 2 white Corp professionals in their slots along with the 2 dice. The dice should have the 1 dot on the top.
  • D) Place the 4 tunnel types in their place holders face up. Just place 5 of each type so they don't block the Corp board view. Keep the remaining 5 within reach, fill up as needed.
  • E) Based on the player count, roll & place the turn die on the indicated spot. In the 3 player example, it is placed on the 3 player mark. The icon should be faced in the same way as the board art.
  • F) Take 1 cube from each player, shake in your hand & drop one. This is the starting player. Place the cube in the starting player slot to indicate & give the player the starting star tile.
  • G) Take 1 cube from each player & place it on the 5 space.

4. Lay down the Building Storage. Place the building storage with all the buildings within reach. Ideally, ask the nearest player to be the building manager. The buildings should be accessible for anyone at anytime.

Place the power tokens & trade goods in a pile within reach. Energy is not used in the Basic game.

PLEASE NOTE! For your BASIC game, remove all buildings marked with the advanced symbol. They are only used on the advanced version.

5. In 2 & 3 player game - unused Specialists. During the game, you can gain your OWN Specialist of the other Corporations. The unused Specialists are needed.

  • 2 player game: place 2 specialists of BOTH of the UNUSED Corporations beside the board.
  • 3 player game: place 3 of the single remaining corporation beside the board (e.g. 3 green Specialists).

6. Hand out player boards & start Octagons. Randomly hand out a player board & a starting Octagon to each player. Players grab the corresponding aids & coloured sets:

  • 4 Activation cards
  • 2 professionals
  • 4 Specialists & specialist markers
  • 3 consultants
  • 6 workers
  • 25 cubes
  • 3 resource markers
  • 3 activation markers
  • 3 Trapezoid & starting tunnel tiles
  • Player aids & cheat sheets

The Players Area

Each player manages a unique corporation; each has a special professional skill as well as unique player board & a set of activation cards & trapezoid tiles. If playing the advanced version, each corporation also has a certain terrain preference that gives them extra reputation when built on, explained in each Corporation booklet.

Player Board Configuration

  1. Special ability slot. Your Special ability goes here! Each player gets 1 random unique ability (10 in total) to use through the whole game.
  2. Your Professionals place holder. You keep your professionals here when they are not in use. The "3" space is where other players' cubes are kept when they hire any of your Specialists. The number reminds players of the cost.
  3. Resource tracks. Your resources are managed here! When you gain or need to pay any of the 3 main resources (Money, Food & Material) move the slider up or down accordingly. As soon as any resource gets to the value 6, it transforms into Power Tokens. Power Tokens can be used to pay for variable Corp related activations, or transformed into any of the 3 main resources as needed.
  4. Morale indicator. Some buildings require a certain morale status; happy workers are more efficient! You can pay resources to increase your morale or with certain buildings. Some buildings make you lose morale when they are activated.
  5. Corporation leader portrait. This is me, your Corporation leader! This space has no other function than for you to gaze upon yourself, or maybe to store cubes!
  6. Activation slot. This is your Activation slot! The orders from The Corp (the Activation cards) are plugged into your Managing Console here! You select 1 order to activate from each row on the card by hiding the order you wish not to use. That is done with your Activation markers. Only 1 marker can be used on each row, but there are buildings that allow you to adjust that.
  7. Meeting room. This is your meeting room! Here you store your Specialists when not used by you or hired by other Corporations. You also store your Consultants here, when not flying around the tunnels in their Jet packs. When you require another player's Specialist, due to some building requirements, they meet here & share their advice. While here, they are busy & cannot be used by other Corporations.

(The numbered positions above follow the printed board diagram; the printed page labels several of these areas with numbers 1-10 that are referenced in the setup below.)

Player Board Setup

A. Draw a Special Ability token. Each player randomly draws one and slides it in on the left side slot on their player board (1). Their function is explained below.

B. Place the 2 Professionals in their slots beside the professional icon (2).

C. Place the 3 wooden resource trackers on the 0 space on each individual resource track (3).

D. Gain 3 starting resource cards. If you are playing the basic version then first remove all cards marked with the advanced icon. Then, deal out 3 cards to each player. Keep two & return one.

  • If any resources were gained through the starting cards, adjust the resource track up accordingly (4).
  • If any trade goods were gained, keep them near your board.
  • If any Morale was gained, place the cube in the starting space (5). (A card may give one Morale.)
  • If any worker was gained, take 1 & keep it near your board for now.
  • If a Start building was gained, draw 1 randomly from the available ones. Keep them close.

E. Place a wooden cube on the left most Morale space (5). If previously gained through a Starting Card, move the morale cube 1 space to the right for each gained.

E. (sic) Each player gains 3 [Power Tokens], ideal to keep them on the top right side on the player boards (6).

F. Place the 3 Activation cubes on the left side of the Activation slots (7).

G. Place the 3 block tokens at the bottom (8).

H. The Meeting room (9).

  • Place 1 Consultant here, more can be gained during the game.
  • Based on player count, place your Specialists here in the meeting room as well: 2 players = 2 specialists, 3 players = 3 Specialists, 4 players = 4 Specialists. With less than 4 players, place the surplus specialist back to the box, they will not be used.

I. Each player takes 3 workers & places them on their Tunnel Entrance tile (10), if any more were gained with the setup card, add them there as well. Note! Gained starting worker can be an additional Consultant. The Tunnel entrance & Octagon will be placed in the Before your start... action (see page 10).

J. You start with your 4 Activation cards, keep them in your hand.

The Special Abilities

  • Tunnel tile requirement skipped: When building tunnels, your worker does not need to be adjacent to the indicated building spot as normal.
  • Building needs less Food: When you build, you always build with 2 less Food. Some say you are starving your workers; others claim that you are just being efficient.
  • Arrange your activation cubes freely: You can arrange your 3 activation cubes freely, but you always need to use all of them.
  • Gain reputation when you build: Each time you build, you gain 2 reputation.
  • Build 1 morale higher: When you build, you can build 1 step higher than your current morale status indicates.
  • Build once per turn without a Specialist needed: You can build 1 building each turn without 1 needed specialist, place a cube to indicate when used.
  • Max cost for hiring Corp Super Specialists: When hiring a Corp Super Specialist you never pay more than 3 Money; if higher than 3 you only lose 1 reputation.
  • Trade resources for 1 Power Token: You can lose any 3 resources in exchange for 1 PT once per round, place a cube to indicate when used.
  • No morale penalty when activating mines: Some mines give pollution penalty in the form of losing 1 morale; your unique fungi stuffed into the engine exhausts avoids that.
  • When buying Activation cards, draw 3 keep 1: When you buy an activation card, instead of choosing from the market you can draw 3 from the draw pile & choose 1 to keep. Place the rest under.

The Resources - Overview

Basic Resources

  • Food: Used to pay for buildings. Can be a starting resource. Once each individually reaches the value of 6, it becomes a Power Token. Power Tokens can be used as individual payment for any of these 3 basic resources when payment takes place.
  • Money: (same as Food above.)
  • Material: (same as Food above.)
  • Power Tokens (PT): A Multi Use resource. Can be used as any of the basic resources. Used directly to pay for some buildings. Used to pay for things related to The Corp. Has reputation value.
  • Trade Goods: Can be a starting resource. Can be traded in for PT. Has reputation value at the end of the game.
  • Energy (advanced): Can be a starting resource. Can be traded in for PT. Has reputation value at the end of the game. Required by some buildings to operate. Gained through activation of some buildings.

Potential Starting Additions

  • Starting building: A free cheaper starting building. Draw 1 from the assortment.
  • Gain a worker: Gain X extra worker(s). Cannot gain a specialist.
  • Gain a morale: Gain X Morale. Move your morale cube right 1 space.

The Workforce - Overview

The Professionals - 2 for each Corporation

  • Your unique PRO meeple.
  • Can be used as one of your required Specialist or Worker in your own building projects (substitutes yours, not others).
  • The only unit that can be used for the Corp board actions (the two Corp-board action icons).
  • Cannot be hired by other players.
  • Kept in the Pro slots on your board when not in use.

The Specialists - 4 for each Corporation (max 4, depends on player count)

  • Your special skill unit; Engineer, Professor, Architect or Geologist. Activated with a Specialist action.
  • A mix of them is required to build most buildings, so they need to be hired from other players OR from The Corp for a fee.
  • You can recruit new Specialists with another skill than yours from other Corporations.
  • Is only moved between Meeting rooms, kept in yours when not in use & in other players' meeting room when hired by them.

The Consultants - 3 for each Corporation (you start with 1)

  • Your diplomat & consultant unit, activated with a Consultant action.
  • The only unit that can FLY to any explored terrain on the board as a building assistant or to make a deal in Social buildings.
  • The only unit that can interact with Social buildings.
  • New consultants can be recruited through Residential buildings.
  • Cannot be hired by other players.
  • Kept in your Meeting room when not in use.

The Workers - 6 for each Corporation (you start with 3)

  • Your general working unit, activated with a Worker action.
  • The only unit that generally interacts with and explores new terrain tiles.
  • Required for all building projects, sometimes more than one (Consultants & Pro can surrogate).
  • Required for all production buildings to gain resources, needs to be on the building upon activation.
  • Cannot be hired by other players.
  • New workers can be recruited through Residential buildings.

The Buildings - Overview

Building - Backside

  • Terrain Requirement: This indicates the suitable terrain. Can be seen by Icon & background. The Octagon terrain has the same background, e.g. Magma.
  • Building Cost: The cost for building the building. Usually a mix of basic resources. In the example: 4 Material, 3 Money & 3 Food.
  • Workforce needed to build: This indicates the workers & Specialists needed. Additional workers can be consultants. In the example, we need 2 workers & 1 Engineer. If you do not have an engineer, 1 needs to be hired either from the yellow player or from the Corp board. Ideal for the yellow player as he already has an Engineer.
  • Morale Requirement: This indicates the required morale level. If the level has not been reached, morale needs to be increased to build. Your current morale level can be higher than indicated on the building.
  • Building name & core function: Name of the building & core function, e.g., "This building gives you Trade goods!"

Building - Front Side

  • Operational requirement: This indicates what is needed for the building to operate; some buildings have an auto function. In the example, this building requires a worker present. An energy icon means the building also requires the player to pay 1 energy to be operated.
  • What it gives: Indicates your gain upon activation. In the example, 3 Trade Goods: "This building gives you 3 Trade goods when you use the Trade activation!" An energy icon means the building also gives you 2 energy when activated.
  • Reputation when completed: Can be summed & multiplied with connected buildings of the same terrain type at end of the game.

The Corp Board - Overview

  • Reputation track: Each time players gain reputation, it is advanced here. Players start with their cube on the "5" space, as some actions might require them to lose reputation. When the "30" mark is reached, place a cube in the player's colour at the top right, then continue up the track starting from "0".
  • Game turn tracker: The turns are tracked on this marker, from the 4/3/2 players' points. If any Professional is placed down on an action space that has a turn-track icon, the track die is "rolled" forward to the next side (the icon on the left becomes the new active icon). The red space is a reminder that the game can have a swift end within few rounds. If no player used a space during a round, then the die is advanced 1 space to move the game forward at the end of each round. When the die reaches the end of the track, it is the last round of the game.
  • Loan spaces: Players can borrow Power Tokens at any time. If they do not pay it back before the end of the game, they will receive a reputation penalty as seen above each tier for each of their cubes. ANY 4 cubes can be in each tier at any given time. They also need to give up 1 action during their turn for each loan tier when repaying, taking a whole turn to repay for tier 3.
  • Corp professionals: Players can hire Professionals from the Corp. They cost less at the start, but players also lose reputation when hiring them. Each time they are used they become more expensive, as well as costing more reputation.
  • Trade action spaces: Players can trade in Trade Goods for Power Tokens. Power tokens can also be traded in for new missions, tunnel or trapezoid tiles or new Activation cards. At the top, a new 1st player can also be chosen. If a Professional is "bumped" out of these spaces during a round, he gains 2 reputation.
  • The Corp spaces: Players can trade in Power Tokens for Residential building upgrades. Players can also trade in Trade Goods, Energy or Power Tokens for Reputation. Usually late game actions. The Corp actions can only be gained from bought Activation cards. If a Professional is "bumped" out of these spaces during a round, he gains 2 reputation.

Gameplay Overview

Underhaven is played in rounds, there are a maximum 14 rounds in the game depending on number of players & how often the Star marked Corp actions are activated. Some game sessions can be quicker, some can be longer, but the estimated playing time is 30 minutes per player.

In starting player order, each player goes through the same procedure during their turn:

  • Gain the reward shown on the top side of the turn die, gain 1 Money for each of your buildings with cubes.
  • Take back all of your Professionals, Specialists & Consultants that were used in the last turn.
  • Turn over & activate all buildings (if any) that you built in the last turn, gain the building benefit & rep.
  • Select 1 Activation card from your hand.
  • Slide it into the Activation slot, gain the support shown on the right side (anytime during your round).
  • Select 1 of the 2 available actions in the TOP ROW, hide the other. Carry out the action.
  • Select 1 of the 2 available actions in the MID ROW, hide the other. Carry out the action.
  • Select 1 of the 2 available actions in the BOTTOM ROW, hide the other. Carry out the action.
  • Clean up; if any Activation & Mission cards were bought or taken, refill the empty spaces.

When all players have done their action, hand the starting player token to the next player to the left.

  • Did any player place down one of their Professionals on a Star action? If yes, DO NOT move the turn die. If no player placed one, rotate the die to the right to a new side & move it 1 space forward.

Next turn begins; if at the last space, end of the game.

Before You Start the 1st Round of the Game

In REVERSE starting player order, lay down your starting octagon & attach your tunnel entrance to it:

  • You can look at your starting tile, it has 4 terrain spaces. One has a pre-built building on it, your start building.
  • No two octagon tiles in the game are the same. Octagons can ALWAYS be rotated when turned over for the first time!
  • In reverse playing order, rotate the starting tile as you see fit & place it according to number of players:
    • 2 player game: Player 2 replaces any of the #1 OR #2 Octagons & returns the unseen octagon back to the box. Player 1 then replaces either of the Octagons that were not removed on the OPPOSITE end & places his Starting tile instead, rotating it as he sees fit. Players start the game from opposite sides.
    • 3 player game: Player 3 replaces any 1 octagon from the #1, #2 OR #3 octagon sets & returns it back to the box. Player 2 then replaces 1 from either of the remaining number sets of Octagons that were not removed with his Starting tile, rotating it as he sees fit. Return the removed octagon back to the box without looking at it. Player 1 finally replaces 1 from the last remaining Octagon set.
    • 4 player game: Player 4 replaces any 1 octagon from the #1, #2, #3 OR #4 octagon sets & returns it back to the box, following with player 3, then player 2 & finally player 1 as explained above.
  • PLACE YOUR ENTRANCE BESIDE THE OUTER EDGE OF THE PLACED TILE! CLAIM THE BUILDING, MARK IT WITH YOUR CUBE TO INDICATE OWNERSHIP!

Start of Your Turn

1. Gain the reward shown on the turn die, plus Money for your built buildings

During the Setup, the Turn die is rolled and placed in the designated turn space on the turn track based on player count. If a player placed their Professional on a turn-die icon on the Corp board, the die is turned over to the right to the next side. That means that during a game, the "north" & "south" icons will never be activated during the current game.

  • Take the shown Trade Good / Bead / or increase the resource shown, on your Player board.
  • Gain 1 Money for each of your built buildings (also unfinished) on the board (also gain the other reward shown).

2. Take back all of your Professionals, Specialists & Consultants

As you place your workforce, or hire from other players, during your turn, they stay in the placed space until the start of your next turn. That means that Specialists that are not IN your meeting room cannot be hired by other players, as they are busy somewhere else.

  • Take back all of the workforce you used last turn, EXCEPT for workers. They are never taken, only moved to a new location with a MOVE action during your activation.
  • Your Professionals go to their space holders on your player board, but your Consultant and used Specialist go to the meeting room.
  • If you hired some other player's Specialist, return him/them back as well and take back any cubes that were placed on the other players' player boards to indicate who hired them.

3. Turn over & activate all newly built buildings (if any)

All buildings that you built during your turn get activated on your NEXT turn. When they are laid down on the built terrain, the cost side is face up. This indicates that this building has not yet been activated, it is still under construction.

  • As all of your workforce was taken back during phase 2 of your turn, the building is empty except for any worker(s) present.
  • Now you turn the building over, with the built side face up. Place your workers back onto the building, they will stay there until moved. 1st, gain the reputation shown on the building, 0 - 8 reputation points.
  • Gain what the building yields. It can be resources (Material, Food or increase morale), an action (trade twice) or instant gain, like gain new workers or Specialists. Some buildings only open up a new ability, like to gain Trade Goods when certain action is activated. Those buildings are now active & you also gain their function.

4. Select a card from your hand to activate

The Corp hands us orders through a microchip, that we plug into our console to activate it. At the beginning, each of the Sub-corporation leaders gains 4 of those chips, but more & better ones can be bought through the Corp board during activation.

  • You start the game with 4 cards. It is suggested to use the card shown in the rulebook as your 1st card to activate, the reason is that this card gives you a free movement. All players have this bonus, but the actions differ.
  • If you do not have at least 2 cards to choose from, you take back all of the cards in your discard pile.
  • Plug this card into the console to activate it.

Right side of the Activation cards - Free something

  • The right side of the cards always have some support from The Corp. In this case, free movement.
  • The actions here (or the resources gained) CAN BE DONE BEFORE OR AFTER YOUR MAIN ACTIVATION as you wish!

The left side shows the available activations

  • You can only activate either in each row, not both.* On the example card, the top available activations: Gain 3 Food OR activate the Build action. The middle row activations offer you to: activate a farm to gain Food OR operate a mine to gain Material. The bottom row activation offers you to: do a Trade action OR build something.
  • The same activation can be multiple times on the same card, offering you a chance to do the same activation many times if that is ideal.
  • * After building University, you can adjust this as you want.

(See an activation example for this card on page 22.)

The Right Side Bonus

Everything in Underhaven evolves around the card activation. The 1st step is to select the card, but the most important step is to select the actions from the card you wish to perform & carry out their actions. This is what drives this trial forward.

Gain the support shown on the right side of the card

The Corp wants us to succeed, the future is at stake. In order to do so, they offer us some support. And if we show a little more effort, we can even gain better support later at a cost.

  • The starting cards offer the 3 main resources: Money, Food & Material.
  • All players get the same, but in various combinations.
  • All starting cards also have the MOVE action.
  • As we start our journey outside of the unexplored underground, it is recommended to select the card with the MOVE support as the first activation of the game. That lets us move our workers underground.

Activate your Corporation

The Corp gives each of the Sub-Contractors specific orders to carry out and choose from. It is up to each of them to make the best out of it. In the end, there can only be one that gains the sole monopoly so make your actions count.

Activate 3 out of the 6 available activations. In row order choose 1 of the 2 to activate from each row and then carry out the action.

  • Now you need to give 3 action orders to your corporation, 1 activation activates the chosen building (activate a farm, a mine or an entertainment building) or do the chosen task (move, trade, build or communicate with the Corp, that is only available on the bought activation cards).
  • You need to choose the top row first, then the 2nd & last the 3rd. Place 1 of your activation markers & cover the one you DO NOT choose.
  • Some players might prefer to cover all 3 at the same time in order to have overview of the actions they plan to do. That would also be helpful for other players to see what you aim to do. Optional.
  • Some of the actions can be postponed to the end of a player's turn to speed up the turns. The Build action takes the longest time, as players might need some time to figure out if they have what is needed.
  • Just make sure that the player chooses his building before the next player does his build action, if he plans to, as building quantity is limited.
  • NOTE! ONLY 1 building or task can be done with each activation. You can activate 1 building or do a trade on 1 trade space. If you have many buildings of the same type & they are NOT connected together, you need to select which building will be activated with each single activation!*
  • * There are buildings that enable players to do more activations with a single activation.

The 7 Actions

The activation cards have 7 different actions to choose from, that are divided among the cards. No two cards in the deck are the same. One action, The Corp action, can only be gained when buying an action card from the Corp Board.

7 Action - Quick Overview

  • MOVE - Lets you move your workers or consultant up to 6 times, can be divided among the workforce.
  • HARVEST - Lets you gain Food from your built farms & other greenery buildings.
  • MINE - Lets you gain building Material when activating your built mine buildings.
  • ENTERTAIN - Lets you activate your entertainment buildings to improve your morale.
  • TRADE - Lets you trade with the Corp board, hand in Trade Goods for Power Tokens & vice versa, or buy new activation cards, tunnel & trapezoid tiles or mission cards.
  • BUILD - Lets you build new building on empty explored terrain.
  • THE CORP - Lets you hand in Power Tokens, trade goods & energy for reputation increase.

Move

  • Gives us 6 move actions to spend.
  • Move actions are how we explore the underworld.
  • We need to move workers on a terrain to build & then gain resources.

This action enables us to move our workers from 1 octagon space to another, up to 6 total.

  • One space is 1 octagon terrain tile, moving 1 space is moving to the next adjacent space.
  • With each move action we can split the movement between various workers; 1 worker can move 2 spaces, another can move 2 as well & the 3rd moves 1 as an example to fill in the Max movement of 6. One worker can also move all 6 spaces if preferred.
  • Our Consultant can fly with his Jet Pack anywhere to a social building with 1 movement. There is 1 social building in the basic game, but more in the Advanced game.
  • When we move to a new unexplored Octagon, we stop (even if we have more movement left):
    • Flip the unexplored octagon over, with the terrain visible, rotate it as you see fit.
    • The rotation is important, if you can have the same terrain type tiles side by side together or within 1 tunnel space away so they can connect, they can benefit you if you can build on both of them.
    • Whenever you activate a certain action, like Harvest, with 1 action you will automatically activate ALL connected tiles of the same type.
  • You can move through a Tunnel with 1 MOVE, the length of the tunnel does not matter. Tunnels made with trapezoid tiles are part of the tunnel system. No player "owns" a tunnel or trapezoid tile, free movement for all!

Building Connectivity

One of the main benefits when EXPLORING, is to try to arrange the terrains so they can be connected together, either by touching on the sides or so they can be connected through tunnels & trapezoid tiles.

  • Activation efficiency: When you activate a building, for example HARVEST, MINE or ENTERTAIN buildings, you gain resources from ALL buildings of the SAME TYPE with a single activation.
  • Requirement: You need to own all connected buildings & have a WORKER present on all of them if that is required (so they are active) to gain the connectivity activation.
  • Connected: a built building touching sides, or connected with a tunnel. The length of the tunnel does not matter, and any number of buildings can be connected, but only a maximum of 4 connected buildings of the same type count for endgame reputation scoring.
  • (Advanced) There is an advanced Social building that allows players to connect their buildings to other players' building network of the same type. They need to make an agreement, but it will benefit all involved.

Examples shown: adjacent connection (2 connected); tunnel connection (2 connected); tunnel & trapezoid connection (4 connected; opposite terrain is unattachable).

Harvest

  • Activate your farms to gain Food.
  • Some farm buildings give Trade Goods when activated.
  • Require workers to be present.
  • Where found: Greenery terrain. Activation: Worker.

This action enables us to let our workers work the farms to gain Food or trade goods.

  • We need to have built a farm on a greenery terrain, & have a worker present on the building to gain anything.
  • If another building of the same type, another building with the Harvest icon on it, is adjacent OR is connected together through a tunnel, it gets activated as well.

Mine

  • Activate your mines to gain building Material.
  • Some mines give Trade Goods when activated.
  • Require workers to be present.
  • Where found: Mine terrain. Activation: Worker.

This action enables us to let our workers work the mines to gain Material or trade goods.

  • We need to have built a mine on a mine terrain, & have a worker present on the building to gain anything.
  • If another building of the same type, another building with the Mine icon on it, is adjacent OR is connected together through a tunnel, it gets activated as well.

Entertain

  • Activate your entertainment areas to gain Morale.
  • Some also give Trade Goods when activated.
  • Require workers to be present.
  • Where found: Tech, Water. Activation: Worker.

This action enables us to let our workers entertain those needed in order to boost morale.

  • We need to have built an entertainment building & have a worker present on the building to gain anything.
  • If another building of the same type, another entertainment building, is adjacent OR is connected together through a tunnel, it gets activated as well.

Trade

  • Trade with the Corp through the Corp Board.
  • Trade in Trade Goods for Power Tokens or vice versa.
  • Trade in Power Tokens for new Activation cards, tunnel & trapezoid tiles or Missions.
  • Where found: Magma, Water. Activation: Automatic.

This action enables us to place our Professional on the Corp board to trade with The Corp.

  • This action does not require any workers, but some built buildings can give some EXTRA bonus when activated.
  • We can only do TRADE with our Professional, through the Corp Board.
  • Place the Professional on the indicated trade space on the Corp board. If a Professional from another player is present he will be "bumped" out. If that happens, HE gains 2 reputation & is returned to his player board.
  • You can do as MANY trade actions as you want on the SAME trade spot, as long as you have the trade goods or power tokens needed to do the trade or purchase.
  • Some buildings give you a chance to trade on MORE trade spaces with 1 trade or give a trade activation bonus.

Trade Goods vs PT: Give 2 Trade Goods for 1 bead (or Energy). Give 1 Bead (or Energy) for 2 Trade Goods.

Trade PT vs things: Pay 1 or 2 power tokens for: a new Tunnel or Trapezoid (you choose 1 of yours); replenish Mission cards; a new Activation card, choose 1 from the market.

Build

  • Enables players to build 1 building.
  • Requires that a worker is already present on the terrain.
  • We need to have all needed resources & fulfil the morale status to be able to build.

This action enables us to build 1 building on an explored terrain, that has a worker present.

  • We can only build 1 building, but some built buildings enable us to build more than 1 with a Build action.
  • We can only build on terrain that has been Explored & has 1 of our workers present. He needs to have been moved there prior to our Build activation.
  • We can only build a building that matches the terrain we are aiming to build on:
    • The terrain our worker is on has both a specific background colour as well as an icon.
    • Each building also has a certain background colour on its backside, as well as its terrain icon.
    • We can only choose a building from the MATCHING building group; if we are on a WATER terrain we can only

build 1 of the WATER buildings: Amusement Park, Irrigation System or Merchant Guild.

  • Our Morale must also be sufficient. Some buildings require that our society is boosting with happiness in order to be built. On the right side of the back of the building there is the morale status (no requirement, or one of three morale levels). The morale status on our player board needs to be equal to or higher than the requirement.
  • We can use Build to increase the morale, but we can also just pay the required cost as can be seen between each morale step on our player board; either resources or power tokens.
  • Each building has a resource cost; it needs X Material, costs X Money & it needs to have X Food to feed the workers while it is being built. Each building also always requires at least 1 worker to be present, sometimes more.
  • Our Consultant can also substitute a worker. If we have one available in our meeting room, he can fly with his Jet Pack anywhere to a building site without any movement cost. Note, while he is there, he cannot be used for other tasks during the same turn, such as to gather resources from Social buildings. He is busy consulting!

The Corp

  • Enables players to trade in Power Tokens for reputation.
  • Enables players to trade in Trade Goods & Energy for reputation.
  • Enables players to upgrade Residential buildings (see page 24).

This action enables us to hopefully get on the good side with The Corp.

  • The Corp Actions can only be gained when buying CERTAIN activation cards from the Corp board.
  • The Corp action enables us to sell what we have accumulated through the game of excess Power Tokens, Trade Goods or Energy. At the end of the game, all resources will be the same value, any 5 gives 1 reputation.
    • Trade in 4 Trade Goods to gain 2 reputation
    • Trade in 2 Energy to gain 1 reputation
    • Trade in 2 Power Tokens to gain 1 reputation
  • As this space has a star icon, "roll" the game cube to the next space to the right when activated.

Specialists & Building

As we operate our digging machinery offered by The Corp, we often stumble upon suitable building sites. Not all buildings can be built everywhere, so we need to be selective where & what we want to build.

The core goal is to find areas that can be the base for our Food production, suitable mining areas for building Material & when we have some surplus we can trade that in for Money. Better yet, if we can manage to gain enough resources we can gain Power Tokens. Power Token opens up a wide range of usage, specially when it comes to trading with The Corp. It is the only currency they value, so essential for our future growth as well as our reputation.

Hire & Use Specialists

All players get a certain skill that only they offer; the Deltas are Engineers (yellow), the Threecees are Architects (red), the Tectonics are Geologists (green) & the Enigmas are Professors (blue). Certain terrain, technical solutions or special way of thinking in the building process requires their special assistance. Sometimes, only your area of expertise is required, but most of the time you need to hire one of the other corporation's Specialists.

  • The Corp's Super Specialists: The Corp has 2 Super Specialists that have the skill sets of all the other Specialists, they can be recruited as a substitute for any needed Specialist. But it comes at an increasing price & loss of reputation rate. Every time they are hired, they become more expensive.
    • Place a cube in your colour beside the Super. If the spot is occupied, no Super can be hired.
    • The starting cost for each of the Super Specialist is 1 Money, but you also have to lose 1 reputation.
    • When the Super is returned, also take your cube & move the die up 1 dot. If it was at 2, move to 3 etc.
    • Each time you hire them; pay Money as there are dots (1-6 Money) & lose half of the dots as reputation (1, 2 or 3).
    • Example: A Specialist that has 4 on the die would cost 4 Money & -2 reputation, that is lost.
    • The MAX cost is 6 Money (the die is at its maximum value) & -3 reputation lost each time they are hired.
    • The Corp does not like your incompetence, the more often you do this, the more reputation you will lose.
  • Hire from others: pay 3 Money to the corporation that has the required specialist, as seen by the colour on the building tile that is aimed to build. You can hire as many types as you need, as long as they are available.
    • The Specialist needs to be available in the player's meeting room, a rent cannot be denied!
    • There needs to be a vacant space for your cube marker at the top of the board (Max 2 can be hired at any time).
    • Take the Specialist and place it in YOUR meeting room, he is now spreading his wisdom to your building team.
    • When the building has been built (at the start of player's next turn) the specialist is returned & cube taken back.

A Few Things About Specialists

At the start of the game, each player gains 1 specialist per participating player, totalling two to four, which are placed in the player's meeting room. When a player builds the University building, they unlock the ability to gain permanent Specialists from other players. Those Specialists are taken from the player's starting supply. In theory, if all players took 1 of your Specialists, you would end up with only 1 for you to use.

NOTE! Players can use their Professionals as a specialist of their OWN type.

Can I use the same specialist multiple times during the same turn? Yes you can! If you have an activation card that has 2 build actions (or have that upgrade) you can use a single specialist for all building requirements that occur during the same round. For example, with one build action you hire a professor from the blue player for 1 building and place him in your meeting room. On the same activation card you have another build action for a building that requires a blue specialist. You do not need to re-hire him or hire another one as you already have a professor in your meeting room. Same goes for the Super Specialist. If you had both of them & two build actions, they would substitute for any needed specialist for a build during the SAME turn, on the same CARD.

What if all Specialists are occupied? If at any given time both the Super Specialists & the required players' Specialists are all occupied (in use by other players), players can do an OVERBID.

OVERBID: Pay any player that has the required players' specialist OR the Corp Super Specialist ONE Power Token (1 bead) for each needed. Remove that specialist (or Super Specialist) from that meeting room & move him to your meeting room. As with other Specialists (other than yours), they will return to their original location at the start of your next turn.

PLAYERS CAN ONLY HAVE 1 SPECIALIST OF EACH OTHER TYPE AS A PERMANENT RECRUIT!

Payment for Building

Nothing is free in the world, not even down here in this future Utopia. When we build something, we need to pay for it. First we need to have all the requirements; have our society at the right morale status, have correct number of workers & hire the right Specialist so the building task can be completed. Then we also need to pay.

  • The cost for each building is seen on the back side of the building.
  • All buildings cost:
    • MONEY, most of it goes to management cost but some is left as a pay for the workers
    • MATERIAL, although we are underground, those mines don't offer their production for free
    • FOOD, we all need to eat. Would be better if we did not need to feed those other Specialists as well
  • We pay from our player board. Each resource is paid for INDIVIDUALLY, one at a time, they are NOT added together as a whole sum.
  • Lower the resource down on your player board as required. If you do not have enough, you cannot build.

The Power Tokens. The Power Tokens is more of a token of gratitude than value; it represents the efforts you have made to make everything in this society better; all your hard work, all of your management skills.

  • As soon as any of the 3 basic resources has reached the value of 6, they become a Power Token.
  • Power Tokens can be used as a payment for each basic resource at an infinite value ABOVE 5 (6 & higher) (becomes more relevant when certain buildings have been built that allow multiple builds with 1 activation).
  • When paying for a certain basic resource, a Power Token can be used as a payment. Let's say a payment for 4 Material is needed, our resource bar for Material is at 0 on the player board.
  • The player has a Power Token (purple bead) available. It is used as a payment for the Material.
  • 1 bead is returned to the general stack. The needed Material payment was 4 (because it is lower than 6). The bead's value is 6 in this exchange, so 2 Material is gained back.
  • Increase the Material bar by 2.
  • The same goes when we GAIN any of the basic resources. Let's say we have a farm that is activated with a HARVEST action. Our Food bar is currently at 4. This farm gives us 3 Food when we harvest. We increase our Food bar up until it gets to the Max of 5. Now, we cannot go higher. We gain 1 bead (counted as the 6), then we go down to 0 on the board. We start to build up again, so we move the bar up 1 more, as we gained a total of 7.
  • Our work efforts have transformed into something else when it reached 6, another source; a Power Token.
  • As soon as ANY of the basic resources becomes a 6, you get a Power Token, then continue to count up from 0!
  • When we pay for each of the basic resource, it needs to be done INDIVIDUALLY. We could therefore, in theory, if a cost for each basic resource is 8, we would just pay 3 Power Tokens; 1 for each basic resource needed, above 5!

The Buildings

In Underhaven, your aim is to build up a new society that eventually will be the Blueprint for all future underground dwellings. That cannot be done without buildings. The Corp has been so generous to hand us a few building plans.

The 7 building types - 22 buildings, 4 of each type, except Mines & Farms that have 6:

  • GREENERY - Small farm, Large farm & Food generator
  • MINE - Small mine, Large mine & Crystal mine
  • RESIDENTIAL - Small building, Large building & Luxury building
  • WATER - Irrigation System, Amusement park, Merchant Guild & (advanced) Water Turbine (only 3 of each)
  • MAGMA - Goods smelter, Plasma processor, (advanced) Construction moulds & (advanced) Magma Turbine (only 3 of each)
  • TECH - AI Centre, University & (advanced) Lava Crawler
  • SOCIAL - Corp storage, Jet Pack magnifier & (advanced) The Low light pub

Note! The Advanced buildings slightly increase playing time & complexity due to more selectivity.

  • The following tablets show us the 3 groups; Production buildings, Upgrade buildings & Non-Recurring buildings.
  • The buildings with the worker icon require 1 worker to operate, buildings with the infinity icon are automatic & no workers are needed. The shown resource is gained at the activation of the shown icon; the exclamation icon is gained only when building is finished, once!
  • Some buildings give negative morale when activated, they pollute & nobody likes that. LOWER the morale cube 1 down, never passing the 1st left most morale space on your player board.
  • Players gain 1 Money for each of THEIR building at the start of their turn, both for built & in building process!

Table note: in the printed tables, Building Cost is shown as icons in the order Material, Money, Food (followed by a morale requirement icon whose level is not legible in the transcribed text). Workforce shows a plain worker figure for each worker required and coloured Specialist figures (yellow = Deltas/Engineer, red = Threecees/Architect, green = Tectonics/Geologist, blue = Enigmas/Professor). The tables below are rendered from the page images.

Production Buildings - Basic Resources

Note that NO buildings produce Money. You can only gain Money through income, activation cards or by using Power tokens.

BuildingTerrainCost (Material / Money / Food)WorkforceActivationGainEnd Rep
Small FarmGreenery1 / 2 / 11 workerHarvest (worker)2 Food2
Large FarmGreenery3 / 5 / 31 worker + red & yellow SpecialistsHarvest (worker)4 Food4
Small MineMine1 / 2 / 21 workerMine (worker)3 Material2
Large Mine

Improvement Buildings - Better Activations

These buildings generally improve your activations, some REQUIRE a basic building first to function. No mine, no mine bonus.

BuildingTerrainCost (Material / Money / Food)WorkforceActivationGainEnd Rep
Irrigation SystemWater2 / 4 / 31 worker + red & blue SpecialistsAutomatic (Harvest)+4 Food if you have a farm (Greenery building)3
Amusement ParkWater2 / 2 / 31 worker + red & green SpecialistsEntertain (worker)2 Morale4
The Merchant GuildWater4 / 3 / 32 workers + red SpecialistAutomatic (Trade)Trade twice, +1 reputation4

Residential Buildings & University - Increase Your Workforce

Gain more workers & consultants. Luxury buildings let you gain a new Specialist. One time gain at building activation!

BuildingTerrainCost (Material / Money / Food)WorkforceActivationGainEnd Rep
Small BuildingResidential2 / 2 / 11 workerOne-time1 worker or Consultant2
Large BuildingResidential4 / 4 / 42 workers + yellow & blue SpecialistsOne-time3 workers/Consultants (any mix)4
Luxury VillaResidential5 / 5 / 42 workers + yellow & red SpecialistsOne-time1 Specialist of your choice5
  • Small & Large buildings: choose either a Worker OR a Consultant, with a large building combine in any mix.
  • University, unlocks the gain new Specialist ability. Gain 1 Specialist. Choose 1 of the 3 available Specialists, remove 1 of the tokens at the bottom of your player board & place there. IN ADDITION, after the University has been built, players can now adjust their activation tokens as they see fit when activating, but all 3 tokens still need to be used. This means you can use 2 activations in the SAME row & then completely skip another row. More flexibility!
  • NOTE! EACH PLAYER CAN ONLY BUILD 1 UNIVERSITY BUILDING!
  • Luxury building: Gain 1 new specialist. Each unlocked specialist token gives 4 reputation at the game end (Max 12).

Social Buildings

Each can be used by ALL players' Consultants! They are Jet Packed there with a MOVE action. The Owner of the Social building gains 2 rep when the other players' Consultants land there. Everything gained comes from the general supply.

BuildingTerrainCostWorkforceActivationGainOwnerEnd Rep
Corp StorageSocial2 Power Tokens2 workersConsultant lands there (Move)1 Trade Goods + 1 Power Token2 rep2
Jet Pack MagnifierSocial2 Power Tokens3 workersConsultant lands there (Move)Move all workers to any explored location2 rep5
  • Corp Storage. When a Consultant lands there, upon a MOVE activation, the corporation gains 1 Trade Goods & 1 Power Token, that is paid from the general supply. The owner, as can be seen by the cube, gains 2 rep.
  • Jet Pack Magnifier. When a Consultant lands there, upon a MOVE activation, it enables ALL of his workers to move to ANY explored location on the board. Each move costs 1 movement action, a Max of 5 as 1 action was used to move the Consultant onto the Jet Pack Magnifier. The owner, as can be seen by the cube, gains 2 rep.

Starting Buildings

During SETUP, players might get the starting-building symbol when gaining Starting Resource cards. That allows them to randomly draw 1 of 8 Starting Buildings. These buildings give players cheap-to-build starting buildings, that might become a great starting aid.

BuildingTerrainCost (Material / Money / Food)WorkforceActivationGainEnd Rep
Move assistMagma / Social2 / 2 / 11 workerAutomatic (Move)+1 Move2
Speed boosterResidential / Social1 / 2 / 11 workerAutomatic (Move)+2 Move0
HerbalistResidential / Greenery1 / 1 / 11 workerAutomatic (Harvest)1 Trade Goods if Greenery2
Stone artist

The Missions

The Corp will send you random tasks to complete. This is merely to test your adjustment skills & to see how your corporation will comply with the Corp's wishes. If you build certain buildings or in a certain pattern, it will increase your reputation! During setup, 4 random missions are laid out on the board.

Each card displays:

  • The required buildings or placement on the octagon grid
  • If there is a space between the layout it means another octagon must be between (1 or more)
  • The placement layout can be left, right, up, down or mirrored
  • The points this mission immediately gives when fulfilled

Rules:

  • Any number of missions can be fulfilled during a player's turn
  • It can be done anytime during his turn, no action needed
  • When taken, instantly gain the reputation shown. Move up on the reputation track accordingly
  • Place the fulfilled mission in a discard pile beside the board
  • New mission cards are drawn and revealed, if any taken, at the END of current player's turn
  • If the mission deck is depleted, shuffle the discard pile into a new draw pile

Rounds & End of the Game

This is a trial, its length depends on how well you complete your agendas & "share" your wealth with The Corp. Once The Corp has seen enough, they will reveal which company will receive the sole monopoly on all future projects!

Rounds - Max 14 Rounds in a 4 Player Game

Underhaven is played in rounds. Each round consists of all players taking 1 turn, based on a random starting player chosen at the beginning of the game. The starting player can change during the game. Any player can become the starting player, using any activation, by placing their Professional in the Starting player location on the Corp board during their turn.

  • The starting player is identified by having their cube on the starting player location and by holding the Starting Player token. During a round, the starting player cube can change multiple times. Only the last standing counts.
  • Whenever the starting player order changes, the change takes place in the following round. The current starting player holds the Starting Player token until it is their turn again, then a new round begins with the new player.
  • At the end of a round, check if any player placed their Professional on a Corp location with a star icon.
  • This can happen a few times in a round if all players use a star location, therefore speeding up the game time.
  • Each time a star location is used, the Round cube is rolled to the right to the next space. In other words, the left side icon becomes the new topside active icon. This may result in your ideal icon not becoming the next active one.
  • If no player used a star location, the die is rolled to the next space at the end of the round.
  • The red space warns players that the end of the game might come sooner than expected. Plan wisely!
  • The game ENDS after the last turn of the last player when the end space is reached. Now, it's time for the final score!

Scoring

You have explored, excavated, and done your best to establish a new, self-sufficient underground society. It has been the ultimate trial. Now, it is time to select the victor. He will not be determined by size or speed alone, but by the metric The Corp values most: Reputation.

Reputation gained through the game

  • When buildings get completed (0 - 6 reputation for each)
  • Missions (2 - 7 reputation for each)
  • From Activation cards (advanced cards)
  • Power Token & Energy transactions (late game)
  • Building activation bonus (gained from some corporation's abilities)
  • Adjacency building bonus (Corporations' focus buildings)

End Game Scoring

  1. Gain 4 for each of your unlocked extra Specialist (Max 12 possible).
  2. Gain 3 for each Octagon where you own the majority of the buildings, nothing for ties.
  3. Check for all of your connected buildings OF THE SAME TYPE (only Max of 4 connected terrains count).
    • Sum their reputation value of the buildings in the cluster (also gained when built), add any numbers from your bought activation cards (if matching the icon, each card can only be used ONCE for each separate cluster).
    • Add any Trapezoid tiles in the same connected cluster (one trapezoid tile can be used for 2 clusters, if available).
    • Multiply with the number of connections.
  4. If you have a single building that matches an Activation card icon, gain that reputation. A single building alone scores nothing (it has already), you only score the activation card bonus if you have a matching building icon.
  5. Gain any built Trapezoid tile reputation BONUS (if any) e.g. +4 rep for each extra Specialist you have unlocked.
  6. Gain 1 reputation for each 5 resources (including Power Tokens, Trade Goods & Energy).

Scoring example: Atli has gained 23 reputation through the game; this is the end. He has unlocked 2 Specialists. This gives him 8 rep. He has the majority in 4 Octagons, giving him 12 rep. He has 1 connected building cluster; his Mine buildings give him 2 + 3 + 5 = 10 rep. He also has a Mine activation card for 3 rep. Total for that cluster is 13 * 3 = 39 rep. He also has a single Magma building & +3 Activation card bonus for magma & a single +5 bonus for his single starting bonus building (0 rep), totalling 8 rep. He only has 6 total resources, giving him 1 rep.

SUMMARY: 23 + 8 + 12 + 39 + 8 + 1 = 91 reputation

Round Activation Example

Corporations receive operational directives from The Corp via Activation chips inserted into their consoles (the activation cards). At the start of the trials, each corporation can choose from four chips, with additional chips becoming available for acquisition later.

All Corporations start with similar starting cards & all have a free move action. Since players begin the game with their workers at the entrance, it is best to use this free action to move them into the underground.

So for our first activation card, we choose the card that has a free move on the right side. Other cards might give us needed resources, but since we do not know what lies ahead, we should explore.

The Free Action - Move

Game start - we use our 6 free moves.

  • Our 3 workers are waiting outside, eager to move in.
  • 1st movement, we move 1 worker 2 spaces on the starting building (to gain 2 Food when we Harvest).
  • Our 2nd movement is to explore the unexplored octagon to the right.
  • For that, we need to spend additional 4 movement to the octagon where we stop!
  • We do not have any movement left, but let's flip it & look.

We Explore

  • AHA! Interesting tile, a mix of four terrain types!
  • We rotate the tile so the Greenery is at the bottom, we should aim to connect these 2 greenery tiles together with a tunnel later! And build on it!
  • We are out of moves, but maybe we can still use the meeple to build something on the water tile this turn!
  • At the top we have a residential building area.
  • To the right we have terrain suitable for a mine.
  • Plenty of potential future building projects available for us!

The First Activation - Build

Now we need to activate our 1st row, let's choose the BUILD action. But we will carry that out last as it takes the most time. We cover the other space with our 1st activation marker.

The 2nd Activation - Harvest

A) With our 2nd activation, we want some Food. Let's activate our starting farm. We moved 1 of our workers there with the free move for this purpose, as we need to have a worker present on most buildings that generate resources. We cover the space to the right with our 2nd marker.

B) We look at our start building & we see this icon. It means that with the HARVEST action, we gain 2 FOOD.

  • We increase our Food 2 spaces in our track, we were at 4, so we move up to 6.
  • There is no 6, instead we gain 1 Power Token, a bead. Our Food as a resource has gained more value with larger number. We tribute more, a Power Token seems suitable by The Corp.
  • We take 1 Bead, then move our FOOD marker down to 0.

The 3rd Activation - Trade

A) We have 1 last activation to choose, let's choose TRADE. We cover the action to the right with our last marker. Let's buy a TUNNEL. We take one of our PROFESSIONAL from their space on our player board.

B) We place it on the TRADE space that shows the TUNNEL trade.

  • We see that it costs 1 BEAD to buy any TUNNEL tile.
  • We just got one bead, so let's return it & take one 3-way TUNNEL tile.

C) When we explored the unexplored octagon, we rotated it so the two greeneries were semi adjacent. Let's connect them together! We place the tunnel between them.

  • IF we build another Green building in that greenery space later & we do a HARVEST both will get activated as they are connected! With 1 action we would gain resources from both spaces.

Building Example - It's Time to Build!

  • We have 1 more activation left to finish, to build.
  • As this is an action that will not influence other players at the start of the game, we offer the next player on our left to start her turn.
  • It is recommended to try to plan your buildings ahead to speed up the gameplay, as the Build action takes the longest time to execute.
  • All buildings, their cost & effect can be seen in the player's booklet.
  1. We are planning to build on the Water terrain. I think IRRIGATION SYSTEM would be good for us, as it gives us 4 EXTRA FOOD each time we activate HARVEST.
  2. We check the cost; 2 Material, 4 Money & 3 Food. It requires 2 workers, + 1 red & 1 blue Specialist. As a yellow player we do not have them.
    • Lucky for us, it's the 1st round of the game so no one has activated the The Corp Supers yet.
    • We hire BOTH Supers from the Corp Board. Uff, -2 reputation. 2 down on the reputation track.
    • They are placed in our meeting room & we place 2 of our cubes on the Corp board to indicate that we hired them for the round. The die will be changed to 2 dots upon return.
    • We owe 2 Money for the Supers & then we need to spend 4 Money for the building cost. We spend 1 of our Power Tokens to pay for those 6 Money. We don't move the top slider.
    • We do not have any Food, we need to pay 3 Food. So another Power Token needs to be spent, we gain 3 back (as that was the resource we paid for) so we move the Food up 3.
    • We only have 2 Material left, but we need to pay 2 Material. We have that, so we lower it 2 down.
  3. We still have one issue to solve, our morale is too low.
    • The requirement is higher than our current morale.
    • Luckily, we still have Power Tokens available. The cost to increase morale 1 step are any 2 resources, so we spend 2 resources and lower the slider down by 2.
  4. We finally fly in our Consultant as worker substitute; we already had one that was moved to the location but we needed two. The Consultant is great as a 2nd worker when needed.
    • The IRRIGATION SYSTEM has been built! We place it on the water tile, back side up & mark it with our cube. It will be ready at the start of our next turn!

We will start our next turn with the resources remaining on our board. But we will gain 1 Money (income) & 4 (completion bonus) when the building is completed, so we will be fine!

(Disclosure: the exact resource counts in this worked example are shown as icons in the printed page and could not be read reliably from the text; only the numbers legible in the text are given.)

Advanced Game Options

For those craving a high-stakes challenge, prepare for a significant escalation. The Corp has withdrawn its energy supply, meaning the burden of power generation now falls entirely on you. The competitive landscape is heating up with the simultaneous activation of all preferred building sites. Corporations are poised to earn massive reputational gains by seizing their ideal territory, and a monumental bonus awaits those who build adjacent to their rivals. The stakes have never been higher.

What gets added to the Basic game play?

  • Corporation FOCUS TERRAINS & BUILDINGS
  • New main resource, ENERGY
  • Additional Starting tokens; energy becomes available
  • New BUILDINGS; Water Turbine, Construction Molds, Magma Turbine, Lava Crawler & The Low Light Pub
  • New income option
  • New CORP actions available; residential upgrades, energy conversion & loan spaces
  • Fewer starting resources; players only start with what is gained from the Starting Cards
  • New board layout

NOTE! ALL OR ANY OF THESE ABOVE CAN BE ADDED AS REQUIRED.

The advanced options marked with the star icon complete the full game. While the full game is intended to be played with these, the other 3 additions are included to provide a more challenging, or different gameplay experience.

Corp Board Locations

The Coward's Loan & the Residential upgrades are now available. Gives more options & flexibility, but don't miss the due date!

What will this add to the game play? It gives easier access to Specialists & makes the game a bit more challenging as each player might have fewer of their own Specialists. The loan action opens up to a stronger start, which might lead to a bad ending if not managed before the end of the game. Needed for Raw Start. A FULL GAME ADDITION.

The Coward's Loan

  • Players can spend any of their 3 actions to take a loan.
  • First, place your Professional in the activation slot, as it is a star slot, "roll" the game cube to the next space.
  • Place 1 cube under the 2/3/4 space to gain the 2/3/4 Power Tokens. At the end of the game, players will get -6/-12/-18 reputation for each of their cubes still in the spaces.
  • To repay, players need to repay the PT + spend ANY 1 action to repay the 2 PT, 2 actions for the 3 PT & skip a turn for the 4 PT.

Seeking new talent

  • With a Corp action, players can upgrade their buildings at NO COST.
  • First, place your Professional in the activation slot, as it is a star slot, "roll" the game cube to the next space.
  • Upgrade from a small building to a large building. Gain 3 workers & switch the small building with a large one on the terrain space.
  • From a large building to a Luxury Villa (Requires University). Take a Specialist of your choice (from any other player or reserve if playing with less than 4), place him at the bottom of your player board. Switch the buildings.

Corporations' Focus

Time for the Corporations to truly shine. Now they can activate their true potential; some terrains have more purpose for them. They can now also gain their corporate benefits when some activations take place.

  • Turn around your player aid, it is now active.
  • When players build their certain focus buildings, they gain reputation. When they build that building adjacent to other players or if someone builds adjacent to their focus building, they gain reputation as well.
  • Each corporation also has certain activations that give them resources or reputation when activated.
  • Explained in more detail in each of the players' Corporation sheets.

What will this add to the game play? More competitive game play. Makes players move more around the board, making specific buildings more useful. Each faction's play style is different, offering better replayability. ESSENTIAL. A FULL GAME ADDITION.

The Deltas (Engineers)

  • Area of focus: MAGMA. Each time they build a MAGMA building, gain 3 reputation. Each time someone ELSE builds adjacent to their already built MAGMA building, gain +2. Each time they build a new MAGMA building adjacent to another player's building, gain +2.
  • Corporation bonus: gain +1 Energy. Each time you gain ENERGY tokens, gain +1. E.g. if you would gain 4, take 5 instead.

The Enigmas (Professors)

  • Area of focus: TECH. Each time they build a TECH building, gain 3 reputation. Each time someone ELSE builds adjacent to their already built TECH building, gain +2. Each time they build a new TECH building adjacent to another player's building, gain +3.
  • Corporation bonus: +1 production. Each time you gain Food from FARMS & Material from MINES, gain +1. E.g. if you would gain 3 Food or Material, take 4 instead. You gain +1 per activation, not per building.

The Tectonics (Geologists)

  • Area of focus: MINES. Each time they build a MINE, gain 2 reputation. Each time someone ELSE builds adjacent to their already built MINE, gain +2. Each time they build a new MINE adjacent to another player's building, gain +2.
  • Corporation bonus: gain +1 reputation. Each time you use a Mine activation, gain +1 reputation.

The Threecees (Architects)

  • Area of focus: WATER. Each time they build a WATER building, gain +3 reputation. Each time someone ELSE builds adjacent to their already built WATER building, gain +3. Each time they build a new WATER building adjacent to another player's building, gain +2.
  • Corporation bonus: gain +1 Trade Goods. Each time you gain TRADE GOODS tokens, gain +1.

Energy

  • Place all ENERGY tiles within reach of all players.
  • Add all buildings & Starting Cards with the advanced symbol, shuffle as needed.
  • The ENERGY transaction on the Corp board is now available.

It is now up to the Corporations to be sustainable with their energy consumption; some energy source is needed.

  • Energy will now come from some of the activated buildings, indicated with the energy icon (e.g. gives 2 Energy).
  • Some buildings require energy to be activated; no energy means no activation.
  • Energy can now be exchanged for Trade Goods & vice versa. Energy can also be exchanged for reputation.
  • All players can use the new energy buildings, but the owner gains from each time energy is collected.
  • Energy tokens come in denominations of 1, 3 & 5. They are infinite, use multiplier tokens as needed.

Example: a building costs 1 Energy to activate, you can only Build x 2 if you have Energy. Upon activation, you also gain 2 Energy, so you will have 1 in surplus. Now you can also trade 2 Trade Goods for 1 Energy & vice versa. With a Corp action, you can hand in 2 Energy for 1 reputation.

What will this add to the game play? A new transaction and many more ways to gain reputation. Less solitary game play, slightly more complex. It can be a single source of high endgame scoring. A FULL GAME ADDITION.

Reputational Income

Your terrain locations become more rewarding, focus on the buildings that give you the most to increase your reputation.

  • During income, at the start of a player's turn when gaining Money for built buildings, players also gain reputation.
  • For each of the player's FOCUS buildings adjacent to any of their rivals, gain 2 reputation.
  • Unfinished FOCUS buildings also give 2 reputation, as this is done right after the dice reward.

What will this add to the game play? This further increases the need for players to spread out, resulting in more player interaction. Movement-related buildings become more important. Better with more players.

Advanced Buildings

More options (Mandatory if Energy is used). It gives more options for vivid activations, energy consumption & player interaction.

BuildingTerrainCost (Material / Money / Food)WorkforceActivationGainEnd Rep
Construction MoldsMagma2 / 2 / 31 worker + green & yellow SpecialistsAutomatic (Build)Build x2, -2 Money3
Lava CrawlerTech4 / 4 / 31 worker + blue & yellow SpecialistsAutomatic (Move)Move workers between 2 explored Magma spaces4
Water TurbineWater5 / 5 / 53 workers + 3 Specialists (yellow, red, blue)Automatic (Consultant lands)6x Energy, +1 reputation6
  • Construction Molds: build 2 times, with 1 activation. Since PT has endless value, players only pay 3 PT (1 for each resource) to build 2 buildings. Requires workers & Specialists as normal.
  • Lava Crawler: enables players to move workers anywhere on the board between 2 explored magma spaces, counts as 1 move action.
  • Water / Magma Turbine: gain energy & reputation, everybody can use. Needs Consultant to fly in with a Move action, owner gains reward.
  • The Low Light Pub: Enables players to make a deal with others to place their cube on a building they don't own (e.g., for a terrain multiplication bonus). Fly there, along with the required player's Consultant. This is an open offer, but it can include anything: some of his location, other resources, a Specialist, etc. If no agreement is reached after 2 offers, the price is 3 PT. Not possible to deny.

What will this add to the game play? More interesting buildings, but also slightly more challenging. Some of these produce Energy, a new way to gain reputation. More player interactions. A FULL GAME ADDITION.

Raw Start

You are on your own, the only thing the Corp offers you are the sponsoring starting boxes. Choose wisely!

  • Players do not gain any Power Tokens at the start of the game.
  • The only resources that are gained are those coming from the Starting Cards.

What will this add to the game play? It's more challenging to get your engine going, recommended along with the Coward's Loan space on the Corp Board. More strategic choices need to be made. Optional for more challenge!

Crooked Caverns

The underground seems a bit more twisted, which might make explorations and builds more challenging.

  • Create a more random layout of the terrain tiles during setup; use T, L or chaotic shapes, or Octagons out of formation.
  • For a larger setup, use the remaining Starting tiles. This gives new "free" buildings to chase.
  • The outer canvas cannot be used in this version, making the octagon tiles looser.

What will this add to the game play? The underground terrain seems a bit more twisted, which might make explorations and builds more challenging. More solo explorations. Not recommended for new players.

Icon Key

  • Resources: Money, Material, Food, Trade goods, Power Tokens, Energy, Morale, Gain Morale, Lose Morale.
  • Activations: Mine, Harvest, Build, Entertain, Move, Trade, Corp. Gain X reputation. Use a Player's Specialist for free.
  • Terrain & buildings: Mines, Greenery, Residential, Tech, Magma, Water, Social, Starting, Advanced only.
  • Building icons: Worker needed to operate; Automatic, no worker needed; One time instant gain; Land a Consultant to operate; Pay X energy to activate; Gain X energy when activated; Place your 3 activation cubes in any order; Gain a Specialist of your choice; Gain a worker; Move your workers between any magma tiles; Move your workers anywhere; Move here, agree to allow cubes to be on other player's buildings; When anyone lands here, the owner gains X; Reputation ("The Corp has approved your task and issued a formal notice of completion!" - Administrator Y, The Corp).
  • Corp board:
    • Current starting player.
    • "Roll" the die to the next side (for star placeholders). At the end of round, if a professional was placed near a star space, do not move the game marker. If no professional was placed, move the game marker 1 space forward.
    • If a player is "bumped" away from a placeholder by another player, he gains 2 reputation.
    • Pay 1 bead to claim a Mission card or place a trapezoid / tunnel tile. Pay 2 power tokens to gain an activation card.
    • Upgrade residential buildings, 1 to 3 & 3 to Villa, gain the meeples.
    • Hire a Super Pro. Place a cube. According to die, pay Money & lose half rep.
  • Storage. You can buy your own additional Specialists! They are kept here when not in use. It is blocked at the beginning. Unlocks with special buildings built.
  • Gain your own: sub-contractors can gain their OWN specialist of another speciality than their own. At the bottom of each player board there are 3 slots that were covered with tokens during setup. These are the Specialist slots.
    • When University has been built, these specialist slots become unlocked. You also gain 1 free specialist of your choosing that has ANOTHER speciality than yours.
    • Recruited Specialists are taken from OTHER players' meeting rooms, or from the stack of UNUSED Corporations.
    • These Specialists can ONLY be used by you, they cannot be hired! Keep them in the bottom slots when not in use.
    • After they have been unlocked, you can gain more by building Luxury Villas. Each Luxury Villa gives you 1 free Specialist of another speciality.
    • Each Contractor can only have Max 3 Specialists, 1 of each other type.
    • At the end of the game, players gain 4 rep for each of the OTHER specialist gained, max 12 rep.
  • Mine
    2 / 5 / 4
    2 workers + green & yellow Specialists
    Mine (worker)
    5 Material, +1 Trade Goods, lose 1 morale
    5
    Food GeneratorGreenery3 / 2 / 42 workers + green & blue SpecialistsHarvest (worker)3 Trade Goods3
    Crystal MineMine3 / 4 / 42 workers + blue & green SpecialistsMine (worker)4 Trade Goods, lose 1 morale4
    Plasma ProcessorMagma3 / 4 / 32 workers + yellow SpecialistAutomatic (Mine)+2 Trade Goods if you have a mine4
    Goods SmelterMagma4 / 4 / 32 workers + yellow SpecialistAutomatic (Trade)+3 Trade Goods5
    AI CentreTech3 / 5 / 42 workers + blue & red SpecialistsEntertain (worker)+2 Trade Goods, +1 Morale4
    University
    Tech
    5 / 3 / 4
    2 workers + blue & red Specialists
    One-time
    1 Specialist of your choice
    5
    Water / Mine
    1 / 1 / 1
    1 worker
    Automatic (Mine)
    1 Trade Goods if Mine
    2
    Micro mineMine1 / 1 / 11 workerAutomatic (Mine)2 Material2
    Micro farmGreenery1 / 1 / 11 workerAutomatic (Harvest)2 Food2
    Micro distributionGreenery / Mine1 / 2 / 11 workerAutomatic (Harvest / Mine)1 Food / 1 Material2
    Simple homeWater / Magma1 / 1 / 11 workerOne-time+1 worker1
    Magma TurbineMagma5 / 5 / 53 workers + 3 Specialists (yellow, red, blue)Automatic (Consultant lands)5x Energy, +2 reputation5
    The Low light PubSocial3 Power Tokens3 workersMove + Consultant landsMake a deal (see below)4