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Carnegie-VeectorsPlayerAde-1-1

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Carnegie
PLAYER REFERENCE
ROUND STRUCTURE
1. Select Timeline
The first player selects the Timeline action they wish to perform.
2. Events
The Timeline marker triggers an event (income or donation) for all players.
3. Use Departments
Take turns using the Departments for the chosen action type.
4. Activate Employees & End of Round
Players may activate employees (paying if necessary), and the action marker
moves forward on the Timeline. The first player then rotates clockwise.
1. Select Timeline
2. Events
Take Income
Starting with the first player and going clockwise, each
player with one or more employees in the active Mission
area may:
1. Return 1 or more of their employees from the active Mission
area to their Company’s Lobby. Each recovered employee will
generate transport income according to how far the player has
developed their transportation in the active Mission area. A player
must take the income that corresponds exactly to the position of
their transportation marker in the active Mission area. If a player
cannot (or does not want to) return an employee to their Lobby, that
player willnot receive any transport or project income for that round.
2. Each player that returned an employee from the active Mission
area receives project income from each project they have already
built, anywhere on the game board. Project income is shown on the
project tab spaces revealed by placing construction disks, marked
with a “! ”. This income is collected only once per player per
round, even if more than 1 employee is returned to a Lobby.
Make a Donation
The first player selects the Timeline that they wish to use, and
then places the Timeline marker (gear) immediately to the
right of that action’s marker on that Timeline; doing so will
trigger events and determine which Departments players will
be able to use.
The first player may choose to Make a Donation, then,
in clockwise order, the other players may choose to
make their own donations. To Make a Donation, a
player must place a disk from their supply on an unoccupied space
of the donation chart.
What happens when the action marker
has reached the End tile?
A player’sfirst donation costs $5; subsequent donations by the
same player increase in price by $5 as shown on the game board.
A player may choose any Timeline, even if that action’s
marker has reachedthe last space of its Timeline. In this case,the first
player must still place the Timeline marker to the right of the
action marker. Then, the f irst player must also turn over the action
marker on the Timeline immediately below the chosen row (or
Human Resources,if R&D was chosen).
When the final Timeline positions are triggered, each player may
choose to do one or both: Take Income and/or Make a Donation.
The turned-over action marker must be able to move forward along
its row. If it cannot do so, instead turn over the action marker below
the selected one that could possibly move to the right on its
Timeline, moving downwards row-by-row if necessary. If none are
below, continue checking from the top Timeline.
When an action marker is turned face-down, it triggers the event
marked to its right (next space). At the end of the round, turn the
action marker face-up and advance it one space along its row.
Carnegie game design - Xavier Georges
Artist - Ian O'Toole
v1.1 - Tahsin Shamma
3. Use Departments
Starting with the first player and going clockwise,
players may use any of their own Departments that
correspond to the chosen action type in any order.
Each Department may be used once for each active (standing)
employee in that Department.
Players are never required to use all active employees, but they
must finish using one Department before using another, and may not
return to a previously used Department later in the same turn.
When a Department provides multiple effects, a player may decide
which effect to use for each of their active employees in that
Department. Some Departments have passive or ongoing effects and
will function as long as it contains the required active employees.
1. Training and Partnerships
9. Engineering
Send an active employee from this Department on a
Mission. Then choose to receive either $8 or 8
employee moves.
Send an active employee from this Department on
a Mission. Pay 1 or 2 goods cubes (according to the
type of project being built) to build a new project
in the same region.
2. Recruiting
For each use of this Department, you may:
• Send an active employee from this Department
on a Mission. Immediately place a new employee
from your supply into their Lobby,
OR
• Receive 4 employee moves.
3. Safety and Quality
Send an active employee from this Department on a
Mission. Receive 1VP for every two active
employees on your Company board, rounded up.
4. New Lobby
Pay 2 goods cubes in addition to the normal
building cost. Once this Department has been
built, it can hold new recruits and returning
employees, which can be allocated between the two
Lobbies as desired. This Department has an ongoing effect; it is the only
Department that does not require an active employee to function.
10. Construction Outsourcing
Pay $3 and 1-2 goods cubes (according to the type
of project being built) to build a new project
anywhere on the game board, without sending an
employee on a Mission.
11. Supply Chain
Purchase up to 3 goods cubes at a cost of $1each.
12. Communications
As long as this Department contains an active
employee, it has an ongoing effect: the cost of your
new donations will be calculated on the basis of $3
per donation, rather than $5.
13. Advanced Research
Send the active employee from this Department on
a Mission then gain 7 study points.
5. Purchasing
Send an active employee fromthis Department on a
Mission then either receive $8 or take 3 goods cubes
from the supply.
14. Advanced Design
Gain 4 study points for each active employee in the
Department.
6. Sales
Pay 1 to 3 goods cubes to the supply. For each cube
paid, receive $6.
7. Logistics
Pay 1 to 3 goods cubes to the supply. For each cube
paid, receive $3 and 1VP.
8. Property Management
This Department has an ongoing effect as long as it
contains an active employee. Whenever you add a
new Department to your Company board, you may
immediately move one of your employees (active or
inactive) from anywhere on your board to the new
Department in an inactive state. This employee can
be activated at the end of the round, as normal.
15. Charitable Giving
Send the active employee from this Department on
a Mission. After paying the appropriate donation
cost, the player must then place one of their disks
on top of another player’s donation disk, rather
than on an unoccupied space; a player may not
make the same donation twice.
16. Telegraph Operators
As long as this Department contains an active
employee, it has an ongoing effect: your study point
costs to progress along transportation tracks are
reduced by 1 (to a minimum of 1).
17. Human Resources Admin
25. Production Lines
Send an active employee from this Department on a
Mission. For each HR Department in your
Company (including the starting one), you may
move one employee on your board to any other
location in your Company. An employee moved
this way becomes inactive.
Send an active employee from this Department on
a Mission. Receives 1 goods cube for each
Construction Department in your company
(including the starting one).
18. Local Partners
Choose a single region of the map. For each project
you have built in that region, receive either $2 OR 2
employee moves.
19. Corporate Communication
In order to benefit from this Department, it must
contain an active employee at the beginning of the
turn. For the duration of that turn, the player’s
employees may move diagonally or orthogonally
within their Company.
20. Green Spaces
As long as this Department contains an active
employee at the end of the game, the player scores 2
VP for each space on their Company board that
does not contain a Department.
21. Accounting
Send an active employee from this Department on a
Mission. Receive $3 for each Management
Department in your company (including starting
ones).
22. Branding
Choose a single region of the map. For each project
you have built in that region, receive either $2 OR 1
goods cube.
23. Payroll Management
As long as this Department contains an active
employee, when the player activates an employee
anywhere in their Company, they can EITHER pay
the price listed on the Workstation (as usual), OR pay
$2 more and gain 1 VP, OR pay $1 regardless of price and lose 1 VP. This
does not apply in the same round in which that employee was activated. You
cannot choose the second option if you have 0 or fewer VP.
26. Renovation
Choose a single region of the map. For each project
they have built in that region, the player receives
either $2 OR 1 VP.
27. Political Lobbying
As long as this Department contains an active
employee you may build on spaces that do not
match the chosen project type. If you build in a
small town, or on a space that matches the chosen
project type, gain 1 VP.
28. Post Office
As long as this Department contains an active employee
at the end of the game, when counting connections
between major cities the player may add 1 connection
point to their total, to a maximum of 6 connection
points. If the player finishes the game with 6 connection
points, they receive a bonus of 9 VP in addition to the
points earned for their connections between major cities.
29. R&D Coordination
Send an active employee from this Department on
a Mission. Receives 2 study points for each R&D
Department in their company (including the
starting one).
30. Knowledge Sharing
Choose a single region of the map. For each project
you have built in that region, receive either $2 OR
2 study points.
31. Archives
As long as this Department contains an active employee,
two effects occur. First, when receiving transport
income you may choose to receive a lower level of
income, according to the position of your disk on the
Mission region’s transportation track. Second, your transportation marker may
enter the final box of each transportation track and receive the end-of-track
bonus, even if those boxes are already occupied by other players’ markers.
24. Public Relations
32. Network of Libraries
If this Department contains an active employee at
the end of the game, score 2 VP for each project
you have built in a single region of your choice.
As long as this Department contains an active
employee at the end of the game the player gains 4
VP for each project they built in the region in
which they had built the fewest projects.
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