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.