|
|
1-4 players, 80-150 minutes, 12 years and older |
Author | Vladimír Suchý (Vladimirs) |
Illustrators | Uildrim Milan Vavroň |
Published by | Delicious Games Rio Grande Games |
Online since | 2020-12-18 |
Developed by | Adrian Kügel (ak15) Tom Powers (mregamr) |
Boardgamegeek | 247763 |
Yucata.de owns a license for the online version of this game. A big "thank you" to the copyright owners (publisher and/or author and illustrator) who make it possible to have this game for free online here! |
Note: This online implementation uses slightly changed rules! |
|
|
|
If you are reading these rules for the first time, ignore the text along the right hand side. These rules serve as a summary to help you quickly familiarize yourself with the game.
Show
→ summary only
→ detailed version only
→ both summary and detailed version
Rules (PDF)
THE NEXT FRONTIER
The earth is overpopulated. The colonization of Mars is always four decades away. Only one avenue is open for human expansion: the
world under the sea.
Players compete to build the best underwater nation – an archipelago of undersea cities connected by a network of transportation
tunnels. Kelp farms and desalination plants will provide your people with food and water. Laboratories will give you the knowledge you
need to run everything more efficiently. Perhaps you will even be able to build symbiotic cities, fully integrated with the underwater
ecosystem.
Beginning as a single city, you will expand your network, connecting it with the coastal metropolises. At a time when hunger has
exceeded agricultural output and water shortages strain the bonds of the Federation of Nations, you will build a nation that is self-sustaining,
perhaps even someday exporting your products to those who have been left ashore.
This is your task.
This is your destiny.
The world’s hopes lie in your underwater cities.
GAME OVERVIEW
Players work to build underwater cities, a transportation network
that connects them, and various facilities that support them. In
each round, players take turns choosing an action while simultaneously
playing a card. If the card matches the color of the
chosen action slot, the player also gains a benefit from the card.
At three times during the game, players will deal with Production,
a special phase in which their underwater network produces
points and resources while their people consume food. At the end
of the game, additional points are awarded for various accomplishments
and the player with the most points wins.
COMPONENTS
1 double-sided main game board
4 4 player info cards
4 4 double-sided player boards
4 4 final scoring cards
4 4 personal assistant cards
3 action tiles in each of 4 player colors
66 cards in the era 1 deck
57 cards in the era 2 deck
57 cards in the era 3 deck
10 three-credit special cards
15 one- and two-credit special cards
8 government contract cards
11 blue metropolis tiles
5 brown metropolis tiles
20 1-Credit tokens
10 5-Credits tokens
5 10-Credits tokens
12 1-biomatter tokens
5 3-biomatter tokens
19 1-kelp tokens
8 3-kelp tokens
19 1-steelplast tokens
8 3-steelplast tokens
15 1-science tokens
6 3-science tokens
46 double-sided tunnel tiles
1 action-cloning tile
4 multiplier tiles
17 nonsymbiotic city domes (white)
13 symbiotic city domes (purple)
je 3 markers in each in each of 4 player colors
1 era marker
37 farm tokens
37 desalination plant tokens
37 laboratory tokens
GAME SETUP
1
Place the main game board in the center
of the table. The board is two-sided. The side
shown here is used for a 3 or 4-player game.
Use the other side for a 2-player game.
2
The various components that represent
cities, tunnels, buildings, and resources
should be kept in a common supply.
If necessary, you can keep the supply
in two places so that everyone can reach the
components easily.
3
Cards with divers on the back are separated
into 3 decks, one for each era of the
game. The Era II and Era III decks can be set
aside right now. Shuffle the Era I cards face
down and place the deck on the main game
board, as shown.
Note: Thorough shuffling
is very important for this game. You don’t
want same-colored cards to be clumped
together.
4
Place the era marker on the starting
space of the era track.
5
Place one score marker for each player
on the zero space of the scoring track.
6 SPECIAL CARDS
Special cards represent specialists you can hire for
your underwater endeavors. Each has a cost near
the upper left corner.
Separate the Special cards into two groups:
-
A group that costs one or two credits.
-
A group that costs three credits.
Shuffle the deck of one-or-two-credit
Special cards and place it on the main
board. Turn the top card face up.
Shuffle the three-credit Special cards
and deal 6 face up to the corresponding
spaces in the center of the game board.
Return the rest of the three-credit deck
to the box. These 6 are the only
three-credit Special cards that will be
available during this game.
SETUP FOR 2 OR 3 PLAYERS
When setting up the game for fewer than four players, make two changes:
-
Leave the action-cloning tile in the box.
-
Use fewer symbiotic cities (purple domes):
-
With two players, use 7 symbiotic cities.
-
With three players, use 10.
A four-player game uses the action-cloning tile and all 13 symbiotic city domes.
PLAYER SETUP
Each player chooses a color and takes the 3 action tiles, the Personal
Assistant card and final scoring card in that color. Although the Personal
Assistants have different illustrations, they all have the same effect.
Each player should also take a player info card.
Each player starts with 1 kelp, 1 steelplast, 1 science, and 2 credits.
(Some players may get additional resources once order of play has been
determined.)
>> PLAYER BOARD SETUP
Each player takes a different player board, chosen at random.
Your nation’s infrastructure begins with a city in the lower right corner
of your board. There are two types of cities – symbiotic and nonsymbiotic.
Your starting city is a nonsymbiotic city represented by a white dome,
as shown.
Separate the brown hexagonal metropolis tiles from the blue ones. Mix
up the brown ones and randomly give one to each player. Then mix up
the blue ones and randomly give two to each player.
Your brown metropolis goes on the hexagonal space in the upper left
corner. The other two should be randomly assigned to the remaining two
spaces.
The player boards are two sided. For your first game, use the side
depicted above (# 1-4, ☆). Later, for more variety, you can try the other
side, which has more asymmetry (# 5-8, ☆ ☆ ☆).
>> PLAYER CARDS (CARDS FOR THE FIRST ROUND)
At the start of the game, you draw 6 cards from the Era I deck. Choose
3 to keep, and discard the other 3.
If you are new to the game, try to keep one card of each color. And don’t
worry about this decision too much – every card offers interesting choices,
and you will be getting more cards very soon.
ORDER OF PLAY
Two tracks determine the order of play. The play-order track shows the
order of play for the current round. The Federation track is where players
jockey for position for the next round.
For the first round, place the play-order markers on the play-order track
randomly; on the Federation track the markers should be placed
in the opposite order. Those who play third and fourth get
additional resources.
In later rounds, play order and initial position on the Federation track
will be determined differently.
Two tracks determine the order of play. The play-order track shows the
order of play for the current round. The Federation track is where players
jockey for position for the next round.
For the first round, place the play-order markers on the play-order track
randomly. Then, on the Federation track, the markers should be placed
in the opposite order, as shown, and those who play third and fourth get
additional resources. Specifically:
-
The player on space 1 of the play-order track will play first in the first
round. On the Federation track, his or her marker will start below the
track, on the space with the matching color.
-
The player on space 2 plays second. His or her other marker will start
on space 4 of the Federation track.
-
The player on space 3 will also start on space 3 of the Federation track
and will start with one extra credit.
-
The player who plays last will start on space 2 of the Federation track
and will start with 1 credit and 1 steelplast in addition to the usual
starting resources.
The first round is the only round that starts this way. In later rounds, play
order and initial position on the Federation track will be determined differently.
GAME PLAY
-
Players take turns by choosing one card to play and one
unused action slot (preferably the same color as the card,
otherwise the card is discarded). The chosen action slot
is marked with the player's action tile.
-
At the end of your turn, you always draw 1 card.
-
After 3 turns, the round is over and the era marker
advances one space. Possibly a production phase will follow.
Here is a quick summary of how the game is played:
>> PLAY ORDER
Players take turns choosing actions. They play in the order depicted on
the play-order track, and this order does not change during the round.
>> A TURN
You always start your turn with 3 cards. On your turn, you
play one card
and simultaneously choose one of the available action slots
. That is,
you choose a slot that no one else has chosen this round. (There is also a
special slot, explained later, that is always available.) You place one of your
action tiles on the slot to indicate that you have chosen it. This makes the
slot occupied and not available for the rest of the round.
If the color of the card you played matches the color of the slot you chose,
you also get to perform the card’s effect. If the color does not match, you
just take the action and discard the card with no effect – you assigned some
personnel to the job, but it was not their area of expertise, so they just did
the job without accomplishing any additional tasks.
At the end of your turn, you always draw 1 card. It’s also possible to draw
additional cards as part of an action or card effect. If you end up with more
than 3 cards, you will have to discard down to 3. You may discard any time
before you take your next turn.
Adaptation for the online game:
The cards which you draw during your turn will be shown to you after
you have finished your turn. You can discard down to 3 at the beginning
of your next turn.
>> A ROUND
Players continue until each has taken 3 turns. As cards are played, slots
will be occupied, making them unavailable for those who play later in the
round. The number of available slots will diminish. When everyone has taken
3 turns, it is the end of the round. The end of the round is described in detail
here.
>> THE ERA MARKER
At the end of each round, the era marker advances one space along the era
track. When it reaches a Production space, there is a Production phase.
>> PRODUCTION
During Production, your underwater network will produce various resources.
At the end of Production, each of your connected cities will consume
1 kelp. Details are here.
>> AN ERA
An era consists of 4 rounds in Era I and 3 in Era II and Era III. The end of
each Production phase marks the end of an era. New cards will come into
play, as explained here. The game has a different deck of cards for
each era. At the end of Era III, the game is done.
>> FINAL SCORING
At the end of the game, players score various aspects of their underwater
network, and the player with the most points wins.
CARDS
>> GENERAL INFORMATION
-
Each turn you play one of your hand cards.
-
If the color of the card matches the color
of the chosen action slot, then you get to
resolve the card before or after performing
the action (if it has an immediate effect)
or play the card in front of you (if it is
a different card type).
-
If the color does not match, the card is discarded.
The cards in your hand represent personnel you have at your
disposal. On each turn, you will play one of these cards as you choose
that turn’s action. This represents sending your personnel out to
complete that assignment.
You begin each turn with exactly 3 cards. During your turn, you play
exactly 1 of these, while simultaneously choosing an action slot.
If the color of the card does not match the color of the slot,
then you ignore the card and just perform the action. However, if
the color matches, then you get to resolve the card before or after
performing the action.
The three colors have different power levels:
-
Green cards are the strongest, but you get their benefits only when you
play them on green action slots, which are the weakest.
-
Red cards and action slots have a moderate power level.
-
Yellow cards are the weakest, but the yellow action slots are the strongest.
Some cards have an instant effect. All others can be claimed for later use,
as explained below. All five types of cards are described in this section.
>> INSTANT EFFECTS
Resolve the card’s effect immediately
before or after you perform your chosen action.
When you play a card with this symbol, if its color matches
your chosen action slot, you resolve the card’s effect immediately
before or after you perform your chosen action. If the
color does not match, you ignore the card’s effect.
In either case, these cards are discarded to the discard pile on the main board.
>> CLAIMING CARDS
Cards without immediate effect are placed near your player board.
Four types of cards do not have instant effects. When you play such a card,
if its color matches your chosen action slot, you claim the card by placing it
near your player board. It thus becomes a permanent part of your underwater
nation.
If the color of the card does not match the color of the slot, you cannot
claim the card. It goes to the discard pile.
>> PERMANENT EFFECTS
Permanent effects can be triggered whenever a certain event
happens, or give you a discount in certain situations, or
offer a special ability that you can use every turn.
Permanent effects can be used as soon as the card is claimed.
Cards marked with this symbol have a permanent effect.
You gain the card’s benefit if you claim it, as described above.
Permanent effects take various forms. Some permanent effects
trigger whenever a certain event happens. Others might
give you a discount in certain situations. Some offer a special
ability that you can use every turn.
It is legal to use the permanent effect even on the turn in which you claim the card.
>> ACTION CARDS
To use an action card, you must use an action slot or
a card effect that allows you to do so.
It is legal to use an action card even on the turn in which you claimed it.
Each action card is limited to one use per era.
You are limited to 4 action cards. If you already have 4,
then you must discard one before you claim a new action card.
You may use the discarded card one more time (if it has not
been used yet).
Cards with this symbol are action cards. Your claimed action
cards offer additional actions your underwater nation can
perform. To use an action card, you must use an action slot or
a card effect that allows you to do so.
EXAMPLE:
If you choose this action slot, you
may use one of your action cards
and gain 1 steelplast.
EXAMPLE:
If you play this instant-effect card
on a green slot, you may use one of
your action cards before or after
performing the slot’s action.
It is legal to use an action card even on the turn in which you claimed it.
Each action card is limited to one use per era. After use, rotate it
90 degrees to the right to show that it has been used and is no longer
available. At the end of the era, after Production, all action cards are
restored to the usual orientation to show that they will be available
again in the new era.
Note: There are a few instant-effect cards which allow you to make
an used action card available again. This can allow you to use an
action card more than once in the same era.
>> LIMIT OF FOUR
You are limited to 4 action cards (and your Personal Assistant
[see on the top] counts as one of the 4). If you already
have 4, then you must discard one before you claim a new
action card. The discarded card can be one that has been
used this round or one that is still available.
If you make room for a new action card by discarding one that is
available, you may immediately use the discarded action.
It is as though
your new action card also came with an instant effect that lets you use the
discarded available action card.
PERSONAL ASSISTANT
During setup, each player received
a Personal Assistant. This is an action card
that is already claimed and in play at the
beginning of the game. It follows the same
rules as any other action card. When you
use the action, you decide whether to gain
1 steelplast or 1 credit.
It could also be discarded within the
“Limit of four” rule.
>> PRODUCTION CARDS
Your claimed
production cards take effect during the Production phase,
which happens three times during the game.
Cards with this symbol are production cards. Your claimed
production cards take effect during the Production phase,
which happens three times during the game. Some produce
resources directly. Others may modify your production based
on what is connected to your network.
>> END-SCORING CARDS
Your claimed
end-scoring cards can give you points at the end of the game.
Cards with this symbol are end-scoring cards. Your claimed
end-scoring cards can give you points at the end of the game.
Some give you points based on some aspect of the network
you have built. Others may allow you to convert certain resources
to points.
Details of particular card effects can be found here.
>> SPECIAL CARDS
The only way
to get a Special card is to use a specific action slot.
Special cards cost between 1-3 credits when played; these
costs can be seen in the left upper corner of the card.
Special cards with an immediate effect are kept under your
player board after performing the effect. Likewise for
Special cards with action symbol which are discarded due
to the "limit of 4" rule.
The cards you draw from the regular deck are unknown to you until you
draw them. But some cards start the game face up for all to see. These are
called Special cards.
Special cards cannot be drawn in the usual way. The only way
to get one is to use the action slot marked like this.
This action is explained here.
The Special card remains in your hand. It can be played just
like any other card. If it does not match your chosen action
slot, then it is discarded and returned to the bottom of the Special card
deck with no effect. If it matches, then it has an effect only if you pay the
cost depicted near the upper left
corner.
EXAMPLE:
The player must pay 3 credits
to play this card if she wants its
special benefit.
DISCARDING SPECIAL CARDS
When one- or two-credit Special cards are discarded (for example,
when you are discarding down to your hand limit) they should be immediately
returned to the bottom of the Special card deck.
When you play a one- or two-credit Special card:
-
If the color does not match the chosen action slot, return the card
to the bottom of the Special card deck.
-
If you choose not to pay to play the Special card, return it to the
bottom of the Special card deck.
-
If the color matches and you pay to play it, then you keep it.
If it has an instant effect, keep it under your player board after
performing the effect to ensure that it will not re-enter play.
If it is not an instant-effect card, claim it in the usual way.
Three-credit Special cards have no way to re-enter play. Generally,
they are too valuable to discard, but if one is discarded, you can return
it to the box.
Cards are discarded to the discard pile. Discarded cards of
earlier eras should be put back into the deck of this era.
ACTION SLOTS AND CARD EFFECTS
It is legal to use only part of an action or card effect.
However, you are not allowed to choose an action slot without using at least part of its effect.
On your turn, you choose an action by placing one of your action tiles on an
action slot. Slots that have already been chosen this round are occupied and
cannot be chosen again. Slots that have not yet been chosen are available.
The two sides of the main board have different action slots. One side is designed
for a two -player game. The other side is designed for three or four.
A key for action slots of each board can be found here.
When you place your tile on an action slot, you must also play a card from
your hand. The action slots and the cards come in three colors. If the color
of your card matches the color of the action slot, you may resolve the card’s
effect before or after you perform the slot’s action. If the colors do not
match, you ignore the card and only perform the slot’s action.
It is legal to use only part of an action or card effect. For example, if an
action slot allows you to build a city and a tunnel, you can choose to build
only the tunnel, if you wish.
However, you are not allowed to choose an action slot without using at
least part of its effect. For example, if you do not have enough resources to
build 1 tunnel, you cannot choose the action slot that allows you to build
2 tunnels.
Card effects are always optional, so it is legal to play a matching card and
not use its effect at all.
In this section we will illustrate core gameplay concepts with action slots,
but these rules also apply to many of the card effects as well.
>> RESOURCES
In general, credits, science, kelp, steelplast, and biomatter are used to pay
costs. Kelp is also used for feeding your people (there are other ways to feed
people, but kelp is the most efficient). Cards, of course, are useful because
they give you more choices on your turn. And points are how you win the
game. So anything you gain is sure to be useful to you sooner or later.
EXAMPLE:
The player who chooses this action slot will
take 2 steelplast tokens and 1 kelp token
from the supply and keep them near his or
her player board.
You can organize your claimed cards by type. The icons on top allow
you to lay them out compactly, as shown.
LIMITED AND UNLIMITED COMPONENTS
-
Credits, kelp, steelplast, science, and biomatter tokens are
not intended to be limited.
If the supply runs low, you can use higher
denominations and the multiplier tiles to represent the amount of
resources you have. You can make change freely at any time.
-
Building tokens are not intended to be limited.
If you run out of
a particular type, you can usually substitute a different colored token.
For example, if players have lots of upgraded farms, the supply might
run out of green tokens. You can get more in the supply by replacing
the bottom tokens of some upgraded farms with a color you have
lots of. The green token on top is sufficient to remind you that it is an
upgraded farm.
-
Tunnels and nonsymbiotic cities are limited.
The supply
starts with 46 tunnels. When they are gone, no one can build tunnels
anymore. Similarly the game has only 17 nonsymbiotic city domes, and
no more than this may be built.
-
Symbiotic cities are limited. The limit depends on the number
of players:
-
In a two-player game, use 7 symbiotic city domes.
-
In a three-player game, use 10.
-
In a four-player game, use all 13.
-
The era deck is not limited.
If it runs out of cards, shuffle
its discard pile to make a new deck.
-
You should not run out of one- or two-credit Special
cards.
Whenever these are “discarded” they return immediately
to the bottom of the deck.
-
Three-credit Special cards are limited.
Only six are
available in the game.
>> CITIES
-
Pay 2 steelplast, 1 kelp and 1 credit for a nonsymbiotic city (white dome);
-
Pay 1 steelpast, 1 kelp, 1 biomatter and 2 credits for a symbiotic city
(purple dome).
-
The site you choose for your new city must be adjacent to an existing city.
>> BUILDINGS
-
Build a farm.
This costs 1 kelp.
-
Build a desalination plant.
This costs 1 credit.
-
Build a laboratory.
This costs 1 steelplast.
-
The site you choose for
your new building must be adjacent to an existing city or adjacent to
a site on which you could build a new city.
-
You
can build on Expansion Sites (dashed circle and darker background) only if you play
a card with an effect that specifically
allows that.
EXPANSION SITES
Each city has an additonal building
site that is generally off limits. You
can build on this site only if you play
a card with an effect that specifically
allows you to build on an expansion
site (and only if it is adjacent to an
existing city or a site on which it is
legal to build a new city).
>> TUNNELS
-
Build a tunnel.
This
costs 1 steelplast and
1 credit.
-
The site you choose for your new tunnel must be connected to your starting city.
Tunnels connect your cities to your underwater network.
Tunnel
|
cost
|
|
|
Build a tunnel.
This
costs 1 steelplast and
1 credit.
|
When you build a tunnel, pay the cost and take a tunnel tile from the supply.
Place it on a tunnel site with the non-upgraded side up. The tunnel in
the illustration above is non-upgraded.
The site you choose for your new tunnel must be connected to your
starting city.
Tunnels are connected if you can trace a path along the
tunnels back to your starting city. The path can go through cities or through
empty city sites, but not through empty tunnel sites.
COSTS
The usual cost for building a city, building, or tunnel is depicted on your
player info card. This is the cost you pay when you build something by
choosing an action slot.
Certain card effects also allow you to build things. If the card does not
specify a cost, you pay the usual cost. However, if the card specifies
a cost, you pay that cost instead of the usual cost.
STEP-BY-STEP EXPANSION
You build your tunnels, buildings, and cities one-at-a-time. For example,
if you choose this action slot, you first build one tunnel on a legal
tunnel site and this could open up one or more new legal sites for the
second tunnel.
>> YOUR NETWORK
-
A city is connected to your network if there is a chain of tunnels from
it to your starting city.
-
A building adjacent to a connected city is connected to your network.
-
Buildings and cities that are not connected do not produce during
Production. They do not consume kelp at the end of Production. They do
not count during final scoring.
We have seen that tunnels must be connected to your starting city, but
buildings and cities do not have to be. This gives you freedom in how you
choose to expand. However, you eventually want everything on your board
to be connected to your network.
Your network is all the structures and cities and empty city sites that are
connected to your starting city:
-
By definition, your starting city is always connected to your network.
-
All your tunnels are automatically connected to your network because
building a tunnel that is disconnected is not legal.
-
A city is connected to your network if there is a chain of tunnels from
it to your starting city. Because all your tunnels are connected, any city
with a tunnel leading to it is connected and a city with no tunnels is not
connected.
-
A building adjacent to a connected city is connected to your network.
Buildings and cities that are not connected do not produce during
Production. They do not consume kelp at the end of Production. They do
not count during final scoring.
Biomatter is a remarkable substance, somewhat more rare than the other resources.
In addition to being essential for building symbiotic cities, biomatter can also be
a universal building material. Only when building a tunnel, building, or city, any part
of the cost that requires kelp or steelplast can be paid with biomatter instead.
EXAMPLE
A nonsymbiotic city normally costs 2 steelplast, 1 kelp, and 1 credit. But you could
build it with 1 steelplast, 2 biomatter, and 1 credit.
>> UPGRADING STRUCTURES
-
Whether upgrading a tunnel, a farm, a desalination plant, or a laboratory,
the usual cost is 1 science. However, the card effects offer you special cost
opportunities.
-
An upgraded tunnel still counts as a
tunnel, an upgraded farm still counts as a
farm, etc.
-
Upgraded structures produce more during Production, and certain cards
may provide benefits for having upgraded structures.
Buildings and tunnels are called structures in this game. Structures are
different from cities in that structures can be upgraded. There is a card
that will let you turn a nonsymbiotic city into a symbiotic city, but this is an
exception.
To upgrade, you need a card or action slot with a depiction like this:
Upgrade structure
|
cost
|
|
|
Upgrade 1 structure.
Pay 1 science.
|
Whether upgrading a tunnel, a farm, a desalination plant, or a laboratory,
the usual cost is 1 science. However, the card effects offer you special cost
opportunities.
When you upgrade a building, take the corresponding
token from the supply and stack it atop the structure you
are upgrading. To upgrade a tunnel, flip the tile over to the
upgraded side.
An upgraded tunnel still counts as a
tunnel, an upgraded farm still counts as a
farm, etc. It is not possible to upgrade any
structure that is already upgraded.
Upgraded structures produce more during Production, and certain cards
may provide benefits for having upgraded structures.
>> THE FEDERATION TRACK
-
When an action slot or card effect allows you to advance 1 space on this
track, move your marker 1 space ahead.
-
If there is a bonus depicted beside
that space, immediately gain the depicted resource.
-
If you move ahead
more than 1 space, gain the bonus of each of those spaces.
-
If you advance when you are already on space 1, put
your marker atop any others on space 1 and score 1 point for each space you
were supposed to advance.
We have explained how to build your underwater nation, but you also
need to build a good reputation with the world government! You do that
by choosing actions or playing cards with this symbol:
|
Advance 1 space on the Federation track.
|
Before the first round, players’ markers are placed on
separate spaces of the Federation track in reverse play
order, as explained here. At the beginning of subsequent
rounds, the markers begin below space 4, as
explained here.
When an action slot or card effect allows you to advance 1 space on this
track, move your marker 1 space ahead. If there is a bonus depicted beside
that space, immediately gain the depicted resource. If you move ahead
more than 1 space, gain the bonus of each of those spaces.
If your marker ends up on an occupied space, place it atop the other markers
which are already there (being atop other markers means you will play
ahead of them in the next round).
Even when you have advanced as far as possible, you can still gain benefits
from “advancing” more. If you advance when you are already on space 1, put
your marker atop any others on space 1 and score 1 point for each space you
were supposed to advance.
>> DRAWING SPECIAL CARDS
-
Take one of the three-credit Special cards.
-
Or take the top card from the deck (the one-or-two-credit deck) and
turn the next card face up.
-
Or turn the top card face down, move it to the bottom of the deck, and
draw the next 3 cards. Choose one of these 3 to keep and return the
other 2 to the bottom of the deck in either order. Then turn up the new
top card.
|
This symbol indicates that the action slot allows you to take a
Special card.
Many Special cards are available face up in the
center of the game board.
|
When you take a Special card, you either:
-
Take one of the three-credit Special cards (it is not replaced).
-
Or take the top card from the deck (the one-or-two-credit deck) and
turn the next card face up.
-
Or turn the top card face down, move it to the bottom of the deck, and
draw the next 3 cards. Choose one of these 3 to keep and return the
other 2 to the bottom of the deck in either order. Then turn up the new
top card.
-
Once a Special card is in your hand, it is mostly like any other card. The
differences are discussed here.
>> USING ACTION CARDS
|
You may use 1 of your action cards.
|
Action cards are a certain type of card you claim and keep near your player
board. They have actions which can be used during the game, but only when
you use an action slot or a card effect with this symbol:
|
You may use 1 of your action cards.
The rules for using action cards are
here.
|
>> THE ALWAYS-AVAILABLE SLOT
The always-available slot allows you to
gain 2 cards and 2 credits, and you discard
your hand card.
One action slot is always available, even if another player has already chosen
it this round. It has no color, so when you choose it you ignore the effect
of the card you play.
The always-available slot allows you to
gain 2 cards and 2 credits.
Note: Some Special card effects allow
you to use the action depicted at an action
slot. These effects apply only to the colored
slots, not to the always-available slot.
>> THE ACTION-CLONING TILE (4 PLAYERS)
-
Pay 1 credit to choose an action slot occupied by
another player.
-
Once the action-cloning tile is used, it cannot be used again for the rest
of the round.
In a four-player game, the
important action slots become
occupied quite quickly. The
action-cloning tile (which is
available only in a four-player
game) gives players a second
chance at one of these slots.
On your turn, instead of choosing an available action slot, you may do the
following:
-
Pay 1 credit.
-
Take the action-cloning tile.
-
Choose an action slot occupied by another player.
Your action tile goes on the slot you chose, on top of the other player’s tile.
You also play a card, as usual, and you gain the benefits of the card if its
color matches the chosen slot. Note that you cannot choose a slot that is
already occupied by your tile.
Note on card effects:
In a four-player game, “any slot occupied by another
player” actually means “any occupied slot not occupied by you”. The idea is
that if you have already placed a tile on that slot, a card that allows you to
use “any slot occupied by another player” will not allow you to use that slot
again. So a slot occupied by you and another player does not count as a “slot
occupied by another player”.
>> ONE-TIME USE
Once the action-cloning tile is used, it cannot be used again for the rest
of the round. The player who used the tile keeps it as a reminder that this
option is no longer available. The tile is returned to its place on the main
board at the end of the round.
>> SUMMARY OF CHOOSING AN ACTION SLOT
-
Choose an unoccupied action slot.
-
Play a card from your hand.
-
If the color of the card does not match, discard the card with no effect.
-
Otherwise resolve the card’s effect either before or after
performing the action.
-
Place one of your action tiles on an unoccupied action slot or on the
always-available slot.
-
Play a card from your hand.
-
If the color of the card does not match the color of the slot, perform
the action and discard the card with no effect. The always-available
slot has no color and cannot be matched.
-
If the color of the card matches, then you choose one of these:
-
Either perform the action, and then resolve the card’s effect.
-
Or resolve the card’s effect first, and then perform the action.
TIMING
Some effects have multiple parts. The parts of an effect can be resolved in
any order.
|
This action allows you:
-
Use one of your action cards
-
Build a structure for its usual price
-
Pay 1 science to upgrade just built
structure
|
We have already mentioned this action and it means, that you may build
any structure for its usual price and then to upgrade it immediately by
paying 1 science. In addition you can use one of your action cards. According
to the order of playing individual parts of this action, you can first use an
action card which gives you for example 1 credit and then you can pay this
credit and 1 science to build and immediately upgrade desalination plant.
Be careful!! You must resolve all card effects and then all actions from
an action slot or vice versa. Resolving these 2 sets of actions simultaneously
is not allowed.
EXAMPLE
Suppose, that you have card with permanent effect no. 37 and action
card no. 34 and you decide to play a card to the red action slot described
above. In your supply you´ve got 1 steelplast and 1 science. You don´t have
any credits, but you would like to build a desalination plant. Here is the
description of how to do this with the resources and cards you have. First
of all, pay 1 steelplast and build a laboratory. You have built your laboratory
to a connected city and it is the second one, so because you claimed card
no. 37 before you gain 1 credit immediately. Then you have to pay 1 science
and upgrade the laboratory you´ve just built
(the whole action has to be
performed i.e. “build and upgrade” not just “build” or just “upgrade”)
. Now
you can resolve the other part of the action slot that allows you to use one
of your action cards . You will pay 1 credit, which you´ve gained to build a
desalination plant. And then you draw a card.
In this case there are two limitations with regard to resolving effects:
-
If a new effect triggers, resolve it immediately, even if you haven’t finished
the effect which triggered it (as with card no. 37 above).
-
You have to resolve a card effect and the action of the chosen action
slot separately and completely before resolving the other.
EXAMPLE
Kate chooses this red action and plays this red card no. 28. She also has this
action card no. 19, which she claimed on an earlier turn.
Suppose she has 1 steelplast, 1 credit, 1 science, no kelp, and no upgraded
tunnels. She is on space 4 of the Federation track.
The Seafood Collection effect is of no use to her until she has an upgraded
tunnel, so she decides to resolve the action slot first. The action slot allows
her to build and upgrade a tunnel. She pays 1 steelplast and 1 credit to build
it and 1 science to upgrade it. She can’t use Seafood Collection now because
she has not completely resolved the action slot’s effect.
The other part of the action slot’s effect allows her to use her Build A Structure
card. Kate has no resources for building, but she can use the second
part of the effect first. Kate advances 1 space on the Federation track. She
immediately gains 1 credit (effects on the Federation track are also triggered
effects which must be resolved immediately). Now she can spend that credit
to build a desalination plant, using the first part of the action card’s effect.
Both parts have been resolved, so the action card is resolved. And thus, the
entire action slot has now been resolved.
Now, and only now, can she use Seafood Collection. She has an upgraded
tunnel, so she gains 1 kelp.
There was no way for her to use this kelp to build a farm instead of a desalination
plant. The action slot and all its triggered effects had to be resolved
completely before she could use her card.
Of course it would have been legal to use the Seafood Collection card before
considering the action slot. In Kate’s situation, it would have been useless,
but if she had already built an upgraded tunnel on an earlier turn, she could
have gained the kelp before resolving the action slot.
Also it would have been legal to forgo using the action card Build A Structure,
and only use the "build and upgrade" a structure effect of the action slot.
BONUSES FROM BUILDING
Your player board depicts certain bonuses you may gain from building.
Every board offers different bonuses. When you build a structure or a city
on a site marked with a resource, you gain the resource.
Building on a site marked with this
symbols allows you to advance 1 space
on the Federation track and draw one
card from the current Era deck.
You gain the bonus even if the city or building you build on that site is not
yet connected to your network. These bonuses are triggered effects, which
are resolved immediately, even in the middle of an action:
EXAMPLE
Suppose you can legally build on a tunnel site which
provides 1 steelplast as bonus.
You choose the action that
allows you to build 2 tunnels. You pay
1 steelplast and 1 credit to build on this site and immediately gain 1 steelplast.
You may use this steelplast (and 1 more credit) to build your second tunnel.
>> METROPOLISES
-
You gain benefits from expanding your network out to connect with
metropolises.
-
To connect to a metropolis, you need to build all tunnels on the adjacent
tunnel site (1 or 2).
-
Your brown metropolis can give you points during final
scoring.
-
The blue ones have an instant effect and some
an additional production effect.
You also gain benefits from expanding your network out to connect with
coastal metropolises.
To connect this metropolis, you need to build a tunnel on the adjacent
tunnel site.
To connect this metropolis, you need to build tunnels on both adjacent
tunnel sites.
The metropolis tiles offer various benefits that apply only if the metropolis
is connected. Your brown metropolis can give you points during final
scoring. The blue ones either have an instant effect or an instant effect and
a production effect.
END OF TURN
At the end of your turn you always draw 1 card.
This is in addition to any
cards you may have acquired during your turn. Because you played only
1 card, you now have at least 3.
If you have more than 3 cards, you must discard down to 3. However,
you can think about this decision while others are playing. Officially, this
decision is made at the beginning of your next turn. In practice, it is okay to
discard as soon as you have made up your mind.
END OF THE ROUND
-
Return all action tiles to their owners.
-
Reorder the play-order markers according to the order of the markers
on the Federation track.
-
Place all Federation
track markers on the colored spaces below space 4.
-
Advance the era marker. If this is the end of the era, there will be a
Production phase before the next round.
During the course of one round, each player will get three chances to play
a card while choosing an action slot. The action slots will fill up with action
tiles. At the end of the round, everything needs to be reset.
-
Return all action tiles to their owners.
4 players: In a four-player game, the player who took the action-cloning
tile should return it to the middle of the table at this time.
-
Reorder the play-order markers according to the order of the markers
on the Federation track. The player farthest ahead on the Federation
track will go first next round. The next player will go next, etc. If
markers are in a stack, each marker is ahead of any markers below it.
Among markers below space 4, relative play order does not change.
-
Once you have determined the next round’s play order, place all Federation
track markers on the colored spaces below space 4.
-
Advance the era marker. If this is the end of the era, there will be a
Production phase before the next round.
Note: Be sure to determine the new play order even if this is the end of the
final round. This final order is the tie-breaking order.
PRODUCTION
>> TIMING OVERVIEW
-
After each era there will be a production phase.
-
The first era consists of 4 rounds, the second
and third era consist of 3 rounds each.
The era marker moves one space on the era track at the
end of each round. After 4 rounds, it will move onto a
Production space, reminding you that it is time for your
first Production phase. The second Production phase
happens 3 rounds later. The final Production phase
happens 3 rounds after that, just before final scoring. In all, you will play
10 rounds and have 3 Production phases. Each Production phase marks the
end of an era.
>> YOUR NETWORK’S PRODUCTION
-
Every tunnel adjacent to a city and every building in your network will produce something.
-
Symbiotic cities will produce 2 points!
-
Upgraded structures will produce more.
-
Production bonus for having 2 upgraded buildings of the same type at the same city.
-
For details see the production overview sheet.
All players can handle their Production simultaneously. Every tunnel
adjacent to a city and every building in your network will produce something.
Upgraded structures will produce more. Symbiotic cities will produce
2 points!
Nonsymbiotic cities have no production of their own, but they are still
useful because they connect buildings to your network.
You also gain a slight production bonus when you have 2 upgraded buildings
of the same type at the same city.
The production of your network is depicted on your player info card.
EXAMPLE
Each farm next to a connected city produces
1 kelp.
EXAMPLE
If this farm next to connected city is
upgraded, it also produces 1 point.
EXAMPLE
If you have at least 2 upgraded
farms at the same connected city,
they will also produce 1 additional
kelp and 1 additional point.
>> THINGS THAT DO NOT PRODUCE
A city will not produce if it is not connected to your network.
A building will not produce if it is not adjacent to a connected city.
A tunnel will not produce if it is not adjacent to a city (a tunnel
connecting a metropolis with a Production effect will allow the
metropolis to produce, but the metropolis does not help the tunnel
produce).
Think of it like this: The connected cities are the places where people can
live. It is the people who are doing the productive work. So a disconnected
city will not produce because no one lives there – they can’t move in until
you complete a tunnel to it. Similarly, a building next to an empty city site or
a building next to a disconnected city does not have anyone there to run the
operation. And tunnels that are not attached to any of your cities do not see
enough traffic to produce.
>> PRODUCTION FROM CARDS AND METROPOLISES
-
Apply the effects of your production cards and connected
metropolises.
-
Some production cards modify the production of your
structures or cities.
If you have claimed any production cards, or if
you have connected your network to any
metropolises with a production effect, you apply
their effects at this time. When evaluating a
production effect that depends on your cities
or buildings, you always ignore cities and
buildings that are not attached to your network.
Some production cards have no production of their own.
Instead, they can modify the production of your tunnels, buildings,
and cities. Such cards are evaluated when your network
produces, and they do not apply to tunnels, buildings, and
cities that do not produce.
>> END OF THE ERA
-
Rotate your used action cards to the usual orientation.
-
Feed your cities.
-
Replace the old era’s deck with the deck for the next era.
-
Each player draws 3 cards from the new era, adding them to any cards already in hand.
-
Discard hand cards until you have reached your hand limit.
After everyone has resolved all production from all sources, it is time to
resolve the end of the era with the following steps:
-
Rotate your action cards to the usual orientation to show they can be
used in the next era (this step is unnecessary at the end of the final
era).
-
Feed your cities (explained here).
-
Remove the old era’s deck and discard pile from the game. Players keep
any cards from that era that they currently have, but no more new
ones will be drawn.
-
Shuffle the next era’s deck and place it on the game board. This is the
new draw pile. Each player draws 3 cards from the new era, adding
them to any cards already in hand. From this hand of 6 or more cards,
choose 3 to keep and discard the rest.
(Discarded cards from the
new era go to the discard pile. Discarded cards from the previous era
should be returned to that era’s deck.)
Skip this step at the end of the
final era.
-
Advance the era marker.
Once everyone has discarded down to 3 cards, you are ready to play the
next era with the new deck; or if you have completed the third era, you are
ready for final scoring.
HAND LIMIT SUMMARY:
You must discard down to 3 cards at the beginning of your
turn and at the beginning of each era. At any other time, it
is okay to have more than 3.
If a card increases your hand limit by one, then you must
discard down to 4 cards at the beginning of your turn and
at the beginning of each era. It is still possible that you
will start one or more turns with only 3 cards, because
this effect only alters the way you discard, not the
way you draw.
>> FEEDING CITIES
-
For each city pay 1 kelp (as replacement 1 biomatter or 3 points, respectively).
-
Cities that are not connected do not count as cities to be fed.
At the end of Production, each city in your network must be fed 1 kelp (symbiotic
cities have the same requirements as nonsymbiotic cities). Return
this kelp to the general supply. If you have more cities than you have kelp,
you spend all your kelp to feed those you can and then feed the remaining
cities according to this chart:
For each unfed city, pay 1 biomatter. If any cities are still unfed, you feed
them by paying points – 3 points per city at the end of each Production. If
you lose all your points and still have unfed cities, just leave your scoring
marker at 0, but it would be extremely unlikely to lose this many points
unless you are deliberately trying to do so.
Only cities in your network require food. Cities that are not connected do
not count as cities to be fed because they do not have people in them yet.
FINAL SCORING
In addition to the points you score throughout the course of the game,
you may score points for the brown metropolis
you have connected to or for specific cards you have claimed.
And finally,
you will score points for your connected cities and for
your remaining resources.
Your underwater nation will score points throughout the course of the
game, sometimes as the effect of certain cards, and sometimes during
Production. At the end of the game, you may score points for a metropolis
you have connected to or for specific cards you have claimed. And finally,
you will score points for the overall composition of your network and for
your resources.
The order of final scoring is depicted on your final scoring card.
>> FINAL-SCORING TILE
The metropolis in the upper left corner of your
player board will give you points if you have
connected it to your network with both tunnels.
>> END-SCORING CARDS
Cards marked with this symbol can give you points at the
end of the game. Some cards reward you for certain
accomplishments. Others let you spend resources to buy
points. You should spend as much as you can – there is
nothing else you can buy, and buying points via a card is
always more efficient than keeping the resources and
converting them into points after everything else has been
scored.
>> SCORING YOUR NETWORK
Your points are based on the number of different buildings next to each
connected city:
-
2 points for a connected city with no buildings.
-
3 points for a connected city with 1 type of building.
-
4 points for a connected city with 2 types of buildings.
-
6 points for a connected city with all 3 types of buildings.
>> SCORING YOUR RESOURCES
Now, many of your remaining resources can be converted to points:
-
First, sell all your biomatter for 2 credits each.
-
Then buy 1 point for every 4 credits, kelp, science, or steelplast you
spend, in any combination. (For example, 3 kelp and 1 steelplast is
1 point; 1 science, 2 steelplast, and 1 credit is 1 point; etc.)
Leftover resources do not count. Convert all that you can, and ignore the
remainder.
WINNING THE GAME
Whoever has the most points wins. If there is a tie, break the tie according to the tie-breaking play order that was determined at the end of
the final round (politics pays).
But regardless of who has the most points, take the time to appreciate the extensive network of underwater cities you have built.
Because of your efforts, millions of people now have food, water, and shelter. Great work!
FREQUENTLY OVERLOOKED RULES
Players sometimes overlook the following details:
-
The number of symbiotic city domes available in the game depends on
the number of players – two players, 7 domes; three players, 10 domes;
four players, 13 domes.
-
You play in the order shown on the player-order track. This usually
means you are not playing in clockwise order.
-
If you claim an action card and you already have 4 action cards, then
you must discard one of the old ones. If you discard an available action
card in this situation, you may use its action immediately.
-
When you build a structure or city, you can use biomatter as a replacement
for kelp and steelplast.
-
Special cards do not have a discard pile. One-or two-credit Special
cards return to the bottom of the deck if they are discarded. Discarded
three-credit Special cards simply leave the game.
-
When you pay to play a Special card with an instant effect, it does not
return to its deck. Instead, you keep it under your player board.
-
During Production, tunnels produce only if they are adjacent to a city.
VARIANTS
>> 1) GOVERNMENT CONTRACTS
Place 3 random government contracts
on the spaces of the main board at the beginning of
the game.
During play, any player may claim a government contract
as soon as he or she meets all its criteria.
Use these cards to give your game intermediate
goals that players can compete for. Shuffle the deck
of contract cards and draw 3 at random. Place them
on the spaces of the main board at the beginning of
the game. Return the remaining cards to the box.
During play, any player may claim a government contract
as soon as he or she meets all its criteria. The player keeps the card
and immediately gains its benefits. Claimed contracts are not replaced.
>> 2) THE OTHER SIDE OF THE PLAYER BOARDS
If you decide to try this
other side, everyone in the game should use it.
Some sites may have surcharges for building on them.
As additional kind of bonus there are now production multipliers;
a 2x multiplier indicates, that the usual amount is produced
one extra time.
The other side of the player boards is for experienced players. The cities
have variable numbers of building sites. The black-and-red sites are places
where you must pay surcharges - extra resources to build. They can give
you immediate bonuses or increased production. If you decide to try this
other side, everyone in the game should use it.
>> SURCHARGES
Some sites may have surcharges for building on them (these are not on
the side of the player board recommended for your first game). A surcharge
is applied after any discounts or cost reductions you may have.
For example, if an effect allows you to build on a site for free, you still must
pay the surcharge if you choose a site that has one.
The surcharge applies only to building on the site – it does not also apply to
upgrading.
>> PRODUCTION MULTIPLIERS
Production multipliers indicate that the usual level of
production is produced multiple times. More specifically,
the two-times multiplier shown on the side means that the
structure produces the usual amount one extra time. For
example, two upgraded desalination plants at a connected
city will normally produce 3 credits and 2 biomatter. If one of them has this
multiplier, it will produce an additional 1 credit and 1 biomatter, for a total of
4 credits and 3 biomatter.
As you can see from the example, the multiplier
applies to the usual production of an upgrade, but
not to any additional production associated with
the site.
Multipliers are not applicable outside the Production
phase. For example, if a Trial Run allows you to gain the production
from an upgraded desalination plant with this multiplier, you gain only
1 credit and 1 biomatter. But during Production, it will produce
2 credits and 2 biomatter.
When you build a city on this site, you must pay
a surcharge of 3 steelplast and 3 credits. A connected
symbiotic city on this site produces 6 points
during Production (instead of 2). A nonsymbiotic
city does not produce points by itself and yields no
bonus on this site. The production bonus does not
apply to any buildings or tunnels.
When you build a tunnel on this site, you must pay
a surcharge of 1 credit. A tunnel on this site produces
three times during Production if it is adjacent to
a connected city. This means that a non-upgraded tunnel
would produce 3 credits and an upgraded tunnel would
produce 3 credits and 3 points.
This production bonus applies only if you have built both
tunnels. And, as usual, it applies only if the tunnels are
adjacent to a connected city. In that case, you gain an extra
2 credits when the tunnels produce during Production. This
extra production does not depend on whether the tunnels
are upgraded.
When you build a tunnel on this site, you must pay
a surcharge of 1 credit and 1 steelplast. During
Production, the connected metropolis produces
an additional 2 points. This bonus does not depend
on the tunnel‘s production.
When you build a city on this site, you must pay a
surcharge of 2 science and 2 credits. You immediately
gain 6 points, whether the city is connected
or not.
>> 3) SOLO GAME
-
Use the
advanced side of a player board and the two-player
side of the main board.
-
Take three tiles in a non-player color and use them
to occupy the rightmost action slot of each color.
-
At the end of each round, you take back your
action tiles and move all non-player action tiles one space clockwise.
-
If you did not advance on the Federation track, play your next round with
a fourth randomly chosen occupied slot.
-
You win if you finish with at least 7 connected cities and at least
100 points.
To play Underwater Cities by yourself, use the
advanced side of a player board and the two-player
side of the main board. The number of symbiotic
domes is not limited in this variant. Set up the game
as you would for two players, except do not use this
metropolis tile (shown here).
Take three tiles in a non-player color and use them
to occupy the rightmost action slot (first slot, if you
move around clockwise) of each color. Next time you
can occupy second, third etc. action slot of each color. You are going “first”,
so your marker should start below space 4 of the Federation track. You will
not need your player-order track marker.
>> GAMEPLAY
Play your round as usual. At the end of each round, you take back your
action tiles and move all non-player action tiles one space clockwise.
If you did not advance on the Federation track, play your next round with
a fourth occupied slot determined by this way:
-
Flip over the top card of the current era’s deck. Add its digits together
to get a number.
-
Starting with the first green action slot (as “1”) count around clockwise
until you get to that number. Place the new action tile on that slot,
if it is empty, otherwise, move the action tile clockwise to the first
empty slot.
The 3 non-player tiles of the same color always move one space clockwise.
The fourth tile is always placed randomly, and only if you did not advance on
the Federation track during the round.
>> GOAL
You win if you finish with at least 7 connected cities and at least
100 points. Track your score and try to beat your previous best.
Note: It is not possible to play the solo game with the government contracts.
NOTES ON CARD EFFECTS
Your cards affect your own board during your own turn. Your production cards apply only to your own production. There is nothing that can affect another
player’s board. None of your cards’ effects apply during another player’s turn.
-
ANY AVAILABLE SLOT: This includes the always-available slot.
-
ANY SLOT OCCUPIED BY ANOTHER PLAYER: This is any occupied
slot, except those occupied by your action tiles. This does not
include the always-available slot, because it is never considered
to be occupied. In a four-player game, a slot occupied by you and
another player does not count as a slot occupied by another player
(because it is occupied by you).
-
AT THE END OF THE GAME, GAIN 1 POINT FOR EVERY 3 CONNECTED
FARMS YOU HAVE: As above, count up all your connected farms,
divide by three, and round down. That´s how many points you gain.
-
BUILD: Anything you build must be built on a legal site.
-
BUILDING: A building is a farm, desalination plant, or laboratory.
Tunnels and cities are not buildings.
-
CITY: If it is not otherwise specified, this refers to nonsymbiotic
cities and symbiotic cities.
-
CONNECTED: This always means “connected to your network”. For
example, “If you have at least 3 connected desalination plants ...”
means that the effect will trigger only if the desalination plants are
in your network. Your network is explained here.
-
DISCOUNT: If it is not otherwise stated, the discount is subtracted
from the usual cost. However, it is legal to apply several discounts
and to combine them with a card that lets you pay a special cost.
Discounts cannot take a cost below “free”. For example, if you
have a discount of 2 credits on a tunnel that costs 1 credit and
1 steelplast, you treat it as a discount of 1 credit and simply pay
1 steelplast.
-
DURING PRODUCTION, 1 BIOMATTER PRODUCED: If you have nothing
that produces biomatter during Production, this effect cannot
be applied.
-
DURING PRODUCTION, YOU PRODUCE AN ADDITIONAL 1 KELP FOR
EVERY 3 CONNECTED LABORATORIES: Count up the total number
of laboratories connected to your network. Divide by three. Round
down. That’s how much kelp you gain.
-
EXCHANGE: This is just like paying, except the effect can work
either way. For example, you may pay 1 kelp to gain 1 steelplast or
pay 1 steelplast to gain 1 kelp. You cannot exchange more than the
specified amount. For example, a card that allows you to exchange
1 for 1 does not allow you to exchange 2 for 2.
-
EXPANSION SITE: Each city has a special building site that can
only be built on if you play a Survey card. Expansion sites follow the
usual rules – the chosen expansion site must be adjacent to a city
or to a city site on which it is legal to build.
-
FARM, DESALINATION PLANT, LABORATORY, TUNNEL: Upgraded
structures still count as structures. For example, an upgraded farm
counts as a farm.
-
FOR FREE: If a cost is free, the card will say so. Once a cost is free,
discounts have no further effect.
-
GAIN THE PRODUCTION FROM 1 UPGRADED STRUCTURE ADJACENT
TO A CONNECTED CITY: Pick one upgraded structure at
a connected city. On your player info card, look up what one of
those, by itself, produces. Gain those resources. This does not
impact on its production during the Production phase.
-
IF YOU ARE ON THE THIRD SPACE OF THE FEDERATION TRACK:
This applies if your marker is on the space with the 3. This does not
apply if your marker is on any other space.
-
MAY: A card’s effect is always optional. On certain cards, such as
those that require payment for an instant effect, we use the word
“may” to remind you of this rule, but the effect is optional even
when the word is not used.
-
ONCE PER TURN: This always refers to your turn. There are no
cards that refer to other players’ turns or other players’ boards.
-
PAY: Many cards allow you to pay a cost to get a benefit. As you
would expect, if you can’t pay the cost, you do not get the benefit
(however, you may play the card with no effect). If not otherwise
specified, you pay the cost and gain the benefit only once. Cards
that allow you to pay more to gain more will say so.
-
PERFORM THE ACTION IN A SLOT: This allows you to perform
a second action. You do not play an action tile on this second slot
and you do not play a second card.
-
SPECIFIED COST: Some cards specify how much you pay to build
a structure or city. In this case, you do not pay the usual cost; you
pay the specified cost instead.
-
STRUCTURE: A structure is a farm, desalination plant, laboratory,
or tunnel. Cities are not structures.
-
USUAL COST: The usual cost is the cost printed on your player info
card. It is the cost you usually pay to build the structure or build the
city.
-
WHENEVER AN ACTION SLOT GIVES YOU AT LEAST 1 STEELPLAST,
GAIN 1 POINT: If the slot allows you to choose between gaining
steelplast and doing something else, you gain the point only if you
choose to gain the steelplast. The effect is not triggered by steelplast
gained from other sources. For example, the action slot that
allows you to advance 2 spaces on the Federation track cannot trigger
this effect, not even if the advancement gives you 1 steelplast.
-
WHENEVER YOU BUILD A CONNECTED CITY’S SECOND LABORATORY:
If it is not connected, the effect will not trigger. A third
laboratory will not trigger this effect.
-
WHENEVER YOU BUILD THE SECOND TUNNEL ON THE SAME TURN:
This triggers on any turn on which you build at least two tunnels. It
triggers immediately after you build the second tunnel, even if you
are still in the middle of resolving an effect.
-
WHENEVER YOU COMPLETE A CONNECTED CITY’S SECOND
UPGRADED FARM: The city must be connected. It must have
at least two farms, but it may have more. It must already have
exactly one upgraded farm. As soon as you upgrade
a second farm, the effect triggers immediately.
-
WHENEVER YOU USE THE DEPICTED ACTION SLOT: This
effect triggers when you choose the slot as your action for
the turn or when you are using the slot as the result
of a card effect. The triggered effect modifies the rules
of the action slot for the duration of your turn.
-
YOU MAY UPGRADE 1 OR 2 FARMS: For each, pay 1 credit
or 1 science. To upgrade 2 farms, you could pay
2 credits, 2 science, or 1 credit and 1 science.
Appendix
>> Action Slots
Build 2 desalination plants.
(1-4 players)
Build 1 city.
(1-2 players)
Advance 2 spaces on
the Federation track.
(1-4 players)
Gain 2 cards. Upgrade
1 structure by paying
1 science or gain 1 kelp.
(1-2 players)
Either build 1 city;
or gain 1 kelp.
(3-4 players)
Either build 1 tunnel; or advance 1 space on the
Federation track and gain 2 cards and 1 credit.
(3-4 players)
Use one of your action
cards. Gain 1 steelplast.
(1-2 players)
Draw 1 Special card.
(1-2 players)
Gain 2 steelplast and
1 kelp.
(1-4 players)
Build 1 tunnel. Use one
of your action cards.
(1-2 players)
Build 2 farms; or build
2 laboratories (you
cannot build 1 farm and
1 laboratory).
(1-2 players)
Build 2 laboratories.
(3-4 players)
Build 1 tunnel and 1 city.
(3-4 players)
Build 2 farms.
(3-4 players)
Use 1 of your action cards. Pay the usual cost to build
a structure. Pay 1 science to upgrade the structure
you just built.
(3-4 players)
Build 1 city and
1 building.
(1-4 players)
Gain 2 science; or upgrade 1, 2, or 3 structures,
paying 1 science for each upgrade.
The structures do not all have to be the same type.
(1-4 players)
Build 2 tunnels.
(1-4 players)
Use one of your action
cards. Gain either
2 resources (they can´t
be of the same type).
(1-2 players)
Use 1 of your action
cards. Draw 1 Special
card.
(3-4 players)
Gain 1 science,
1 steelplast, and 1 kelp.
(3-4 players)
Discard your chosen card and
gain 2 cards and 2 credits.
This slot is always available,
even if another player has
used it already.
(1-4 players)
>> Metropolises
At the end of the game, score
2 points for each Special card you
played and paid for. This includes
not only your claimed Special
cards, but also those with instant
effects. This does not include
any Special action cards that you
discarded.
At the end of the game, score
points based on the number
of connected cities you have:
4 points for five cities, 8 points
for six cities, or 12 points for
seven or more.
At the end of the game, score
points for tunnels connected to
the network: 5 points for eight tunnels,
7 points for nine, or 9 points for
ten or more (don‘t forget that
upgraded tunnels also count as
tunnels).
At the end of the game, score
3 points for each metropolis
connected to your network (this
includes the brown and blue
metropolises you started with,
as well as any metropolis tile you
may have gained during play).
At the end of the game, score 4 points for each set of 4 different upgraded
structures. Count only buildings that are connected and tunnels that are adjacent
to a city. In other words, you count whatever you have least – upgraded tunnels
adjacent to a city, connected upgraded farms, connected upgraded laboratories,
or connected upgraded desalination plants – and multiply that by four.
Instant effect: If you connect
to this metropolis,
immediately gain 2 points and 3 steelplast.
Instant effect: If you connect
to this metropolis,
immediately gain 4 credits and 1 point.
Instant effect: If you connect
to this metropolis,
immediately advance 3 spaces on the
Federation track and gain 1 credit.
Instant effect: If you connect
to this metropolis,
immediately gain 1 kelp.
Production effect: If this
metropolis is connected,
gain 2 points during each
Production phase.
Instant effect: If you connect
to this metropolis,
immediately advance 1 space on the
Federation track and gain 3 kelp and draw one card.
Instant effect: If you connect
to this metropolis,
immediately gain 2 biomatter.
Instant effect: If you connect
to this metropolis,
immediately gain 1 steelplast and 1 science.
Production effect: If this
metropolis is connected,
gain 1 point during each
Production phase.
Instant effect: If you connect
to this metropolis,
immediately gain 1 steelplast and 1 credit
and draw 2 cards.
Production effect: If this
metropolis is connected,
gain 1 point during each
Production phase.
Instant effect: If you connect
to this metropolis,
immediately advance 1 space on the
Federation track.
Production effect: If this
metropolis is connected,
gain 2 points during each
Production phase.
Instant effect: If you connect
to this metropolis,
immediately advance 1 space on the
Federation track and gain 2 credits,
1 kelp and 1 steelplast, and draw one card.
Instant effect: If you connect
to this metropolis,
immediately gain 1 steelplast and draw one card.
Production effect: If this
metropolis is connected,
gain 2 points during each
Production phase.
Player View
The player view consists of several parts.
In the middle there is a border in the player's color which encloses the
player's player board. The lower left corner of this area shows 4 different
symbols:
If you click on one of these symbols, it allows you to change the view
from the player board ()
to the played cards of the player (),
to the overview card ()
or to the scoring card ().
Below this border there is another border in the player's color which
encloses the hand cards of the player. If during the player's turn a new
hand card is drawn, it will first only show the back of the card
in order to allow the player to still undo their turn if needed.
On the right side there are the player infos
of each player. A click in the player info of a player switches to the
player view of that player (thus allowing you to see the player board
and played cards of that other player).
This view shows the player board of the player. Each metropolis, city or
building which is not yet connected to the network is marked with a red cross.
The tunnels which are not adjacent to a city and thus do not produce are marked
likewise.
The question mark icons on the player board can be clicked to get
additional information about bonus payouts, extra costs or extra
production which apply in this area of the player board.
If you move your mouse over a connected city, it will show you how many
points the player will score for this city at game end (this is already
included in the current score during the game, see player info).
If you move your mouse over a metropolis, a magnified version of the metropolis
tile will be shown in the middle of the player board.
In this view the player's played cards are shown, grouped by the type
of the card. The action cards are to the left, next the production cards,
then the permanent cards, then the end scoring cards, finally the special
cards with a one-time immediate effect.
The cards are shown with some overlap in order to save space. To see the complete
cards together with a help text, you can click on the magnifying glass
icon.
In this view the overview card with the costs and production values
of the different structures and cities is shown.
The left column shows the structure or city for which the other columns
contain their cost/production values (from top to bottom: farm,
desalination plant, laboratory, tunnel, city and symbiotic city).
The second column shows the building costs of the structure or city,
respectively. Note that the building costs can differ from these
standard costs due to card effects.
The following columns show the income during the production phase,
first for single structures / cities, then for upgraded structures,
then for a pair of upgraded structures in the same city.
The resources gained during the production phase are shown with a multiplier
(e.g. 2x) which indicates how often the player receives this income
due to the connected structures he owns.
In this view the scoring card itself is shown in the upper left corner.
It serves as a memory aid and explains symbolically how the end scoring works.
Please also read the corresponding section in the rules.
Next to it the points for the brown metropolis and the points from
connected cities are shown. As long as the brown metropolis is not connected
to the network, it scores 0 points.
The points from end scoring cards played by the player follow below.
In case it is an end scoring card which allows to convert resources into
points, a question mark is shown instead of a point value. The reason is
that it may depend on production effects where the player has a choice
how many points the end scoring card will provide.
All other end scoring cards are already counted towards the current score
of the player.
Action slots
On the left side the action slots are shown. In games with 3 or 4 players or
when playing with the "Government Contracts" variant the action slots are
partitioned into 3 columns, where each column shows the action slots of one color.
When playing with 1-2 players (without "Government Contracts") there will be
two columns with action slots, the first two rows contain the green action slots,
then follow the red action slots, and finally the yellow action slots. If you
prefer the view with 3 columns, you can choose this view also for 1-2 player games
in the settings.
The used action slots show the action tile of the player who has used the slot,
with a number on top to indicate whether it was the first, second or third
action of the player. When playing with 4 players it can happen that an action
slot is used twice. In this case the left half of the action slot will show the action
tile of the one player, the right half of the action slot will show the action tile
of the second player who used this slot.
For the solo game the relative position of the action slots is relevant; in
the Yucata implementation the action slots of the same color are shown in the
order in which they will be occupied by the action tiles of the neutral player color.
In the standard view the upper left action slot of each color group would be occupied first,
in the next round the action slot in the upper right. In the view with 3 columns
the action slots of each color would be occupied from top to bottom.
Action stack
As soon as you have chosen an action slot and a hand card, the view changes from the
action slots to a view that shows which actions you can still perform. Initially
it shows your chosen action slot and the chosen hand card.
As mentioned in the rules, you have the choice whether you first activate the
chosen action slot or the play the chosen hand card. If you have chosen a card
which does not have the same color as the chosen action slot, it will be automatically
discarded. Likewise if you have chosen a card with a matching color and it doesn't matter
whether the card is played before or after activating the action slot, it will be
automatically played.
In case you cannot or don't want to play the chosen hand card, you can click on the
symbol with the trash icon below the card in order to discard the card.
When performing the chosen combination of hand card and action slot it can happen
that you can choose between more than one action at once, and that performing
one action triggers another action. This is displayed as a stack, where the lowest
level shows the actions you can currently choose from. A continuous line is shown
between the different levels. The action(s) which triggered the action choices
on the lowest level is shown with a dashed border.
In order to simplify the display, all actions are shown which you can theoretically
perform, even if choosing one will exclude others. As soon as you have chosen an
action, all actions which will be excluded by this choice will be removed.
If you do not want to perform another action from the current level, you can click
on the "Pass" button in the lower right. Note that you can only pass if you have
already performed at least one action from the chosen action slot.
Drawing cards
In order to allow players to undo their turn, the cards which are drawn during the turn
are initially only shown face down. Only after finishing your turn you will
be able to see the cards which you have drawn. As an exception, if you
draw special cards from the deck, they will be shown immediately, but you
can only draw special cards in case you have already performed at least one
action from the chosen action slot, or if after drawing the special card you
can definitely still perform an action from the chosen action slot.
The same exception holds for the card which allows you to draw two blue metropolis
tiles.
Era track
The era track is leftmost. The era marker (beige) shows the current round, the number
inside the marker indicates the sub-round (whether the 1st, 2nd or 3rd action token
is being placed).
To open the settings you have to click on the symbol in the top right corner with the
three lines. From the menu you can then choose the item "Settings".
The settings allow you to choose some general options provided by the framework
(not specific to Underwater Cities). The option "3-column layout" is specific to
Underwater Cities and determines whether the action slots are shown in 3 columns
or in 2 columns. This has further implications on where the special cards are displayed.
Choosing the layout with 2 columns only applies to games with 1-2 players without the
"Government Contracts" variant.
Moreover you have the option to pin the chosen view such that it is
not automatically switched to the view of the player on turn.
This makes it easier to plan your next turn during the turn of another player.
Optional Actions
Several cards have optional choices, for example cards which allow you
to do something once per turn, or when triggering a certain condition.
In general, once you have clicked a card, the logic will assume that you
want to use it. So instead of clicking the card, click on the Pass button
in the lower right corner if you don't want to use the card's effect.
Permanent cards that can be used once per turn will always need
you to click the Pass button before you can finish the turn (unless
the card cannot be used, anyway), so that you cannot accidentally
forget to use them. If you actually want to use them, click on
the card instead of the Pass button.
Government contracts
When playing with government contracts, most of them will be awarded
automatically as soon as you fulfill the conditions of the contract.
For contracts which allow you to build a building for free, you have
to click the contract card yourself when you want to claim it. The reason
is that it may cost additional resources if you place a building on
certain building locations, and you may not have these resources in the
moment when you could first claim the government contract.
| |