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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.

Water2 cards
  • North Reservoir
  • Treatment Plant

Revenue: 1 / 2M · value: 1M

Mining2 cards
  • Coal Mine
  • East Quarry

Revenue: 1 / 3M · value: 1M

Fisheries2 cards
  • Atlantic Fleet
  • Fishing Harbor

Revenue: 1 / 2M · value: 2M

Agriculture3 cards
  • Valley Farm
  • New Orchard
  • Central Greenhouse

Revenue: 1 / 2 / 4M · value: 2M

Energy3 cards
  • Thermal Plant
  • Wind Farm
  • Desert Solar

Revenue: 1 / 3 / 5M · value: 3M

Telecom3 cards
  • North Fiber Grid
  • Signal Tower
  • Orbital Satellite

Revenue: 2 / 3 / 6M · value: 3M

Logistics3 cards
  • Container Terminal
  • Distribution Center
  • Rail Corridor

Revenue: 2 / 4 / 7M · value: 4M

Pharma3 cards
  • Central Lab
  • Vaccine Plant
  • Biopharma Institute

Revenue: 3 / 5 / 8M · value: 4M

Aerospace2 cards
  • Orbital Hangar
  • Launch Pad

Revenue: 3 / 8M · value: 4M

Transport4 cards
  • 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.

1M × 82M × 63M × 54M × 45M × 310M × 2

Actions

Action cards bill revenue, acquire assets, build Factories/Global HQs or veto other actions. They can also be used as money.

Billing1M · 10 in the deck

Pick an opponent and one of your colours: they pay that set's rent.

Global Billing2M · 3 in the deck

Every opponent pays the rent of a colour of your choice.

Hostile Swap3M · 4 in the deck

Swap one of your properties for an opponent's (outside complete sets).

Hostile Takeover3M · 4 in the deck

Steal a loose property from an opponent (outside complete sets).

Forced Merger5M · 3 in the deck

Steal a complete set from an opponent.

Veto4M · 6 in the deck

Cancels an action played against you. It can be counter-noped.

Factory3M · 3 in the deck

+3 rent on one of your complete sets.

Global HQ4M · 2 in the deck

+4 rent on one of your complete sets that already has a house.

Extra Production1M · 2 in the deck

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.