Game rules
The first player with 3 complete sectors on the table wins.
Cards in the game
Get to know every card before you start playing.
Assets and sectors
There are 10 economic sectors. Each sector has a fixed number of assets and revenue that grows as you complete it.
- North Reservoir
- Treatment Plant
Revenue: 1 / 2M · value: 1M
- Coal Mine
- East Quarry
Revenue: 1 / 3M · value: 1M
- Atlantic Fleet
- Fishing Harbor
Revenue: 1 / 2M · value: 2M
- Valley Farm
- New Orchard
- Central Greenhouse
Revenue: 1 / 2 / 4M · value: 2M
- Thermal Plant
- Wind Farm
- Desert Solar
Revenue: 1 / 3 / 5M · value: 3M
- North Fiber Grid
- Signal Tower
- Orbital Satellite
Revenue: 2 / 3 / 6M · value: 3M
- Container Terminal
- Distribution Center
- Rail Corridor
Revenue: 2 / 4 / 7M · value: 4M
- Central Lab
- Vaccine Plant
- Biopharma Institute
Revenue: 3 / 5 / 8M · value: 4M
- Orbital Hangar
- Launch Pad
Revenue: 3 / 8M · value: 4M
- North Terminal
- South Terminal
- East Terminal
- West Terminal
Revenue: 1 / 2 / 3 / 4M · value: 2M
Wild cards
Wild cards work as a property of the colour you choose when playing them. They can only go into one of the colours printed on the card.
- Double wild: Water / Fisheries
- Double wild: Mining / Transport
- Double wild: Agriculture / Pharma
- Double wild: Energy / Logistics
- Double wild: Telecom / Aerospace
- Double wild: Transport / Agriculture
- Double wild: Logistics / Aerospace
- Double wild: Energy / Telecom
- Full wild (2x): can be any colour
Money
Money cards go to your bank and pay rents and fees. You can also bank any action card face down for its printed value.
Actions
Action cards bill revenue, acquire assets, build Factories/Global HQs or veto other actions. They can also be used as money.
Pick an opponent and one of your colours: they pay that set's rent.
Every opponent pays the rent of a colour of your choice.
Swap one of your properties for an opponent's (outside complete sets).
Steal a loose property from an opponent (outside complete sets).
Steal a complete set from an opponent.
Cancels an action played against you. It can be counter-noped.
+3 rent on one of your complete sets.
+4 rent on one of your complete sets that already has a house.
Doubles your next rent — this turn or your next one.
The turn
You draw 2 cards at the start of your turn (5 if your hand is empty).
You may play up to 3 cards per turn, in any combination:
- an asset onto your table;
- a money (or action) card into your bank;
- an action card, using its effect.
At the end of the turn you cannot keep more than 7 cards in hand.
Assets and sectors
Each sector has a fixed number of assets. A sector is complete when you own them all.
Complete sectors earn more and can take a Factory (+3M) and a Global HQ (+4M).
Wild cards fit any allowed sector; if the card leaves the sector, Factories and HQs wait until it is complete again.
Billing and payments
Billing: pick one of your sectors and bill its revenue to one player.
Global Billing: bill that sector's revenue to every player.
Extra Production Shift (x2): doubles your next billing this round or your next one; after that it expires.
You pay with bank money and/or assets. There is no change. Whoever has nothing pays nothing.
Attacks
Hostile Takeover: take a loose asset (not part of a complete sector).
Forced Merger: take a complete sector, Factories and Global HQs included.
Hostile Swap: trade one of your assets for another player's.
Veto
The Veto card cancels the action played against you.
The attacker can answer with another Veto, and so on — unless the host limits or disables Veto in the room options.
Rooms and options
Private room: you share the code with whoever you want. Public room: anyone can join from the home page.
In the room options the host picks the number of bots, the bot play speed and the Veto rules.
Every finished game is saved in the history and can be replayed.