Le Zeptien dit:
Tu as demandé à Bloodyraoul ? Il comprend parfaitement l\'allemand pourtant...il t\'avais caché ça ?
Vos informations sont totalement erronées mon cher Zeptien.
Les seuls mots que je comprends en allemand sont "spiel", "würste" et "bier"
Translated by Harrie Kools (HMMR)
Number of players: 2-5.
Age: 12 or above.
Game duration: 90-120 minutes.
Welcome dear imperialists. It's the year 2415. The interplanetary federation (IPF) has done a great job in the last centuries. All necessary precautions have been taken to conquer this planet named "Steam" The core of the planet consists of a 6500 degrees Celsius hot source containing different resources, including water. It has taken over 100 years to complete the first block of 42 shafts from the surface to the core.
But now the time has come. From every shaft surges the hot steam that is the basis of the production of raw materials. To be able to use and process this steam, platforms have to be placed over the shafts. Later, we can use the platforms to connect the water purification tanks. By using several tank extensions we can harvest other resources like energy, ore and quartz from the steam. These resources are important. You will need them to grow your steam empires. You will need to increase the capacity of your landing craft to transport your harvested materials off planet. Buy and sell the resources at the Trading terminal for profit, as currency is -like on earth- always on short supply on Planet Steam.
To help you in your endeavors the IPF has placed several specialists at your command. But getting the specialist that you require may not be easy.
In the end the player who has, through tactics or trading, the most Credits will win the game.
72 platforms. 12 in each players color, and 12 neutral platforms.
Tanks and extensions:
15 quartz extensions
15 ore extensions
15 energy extensions
14 compressor couplings
30 water (transparent crystals, small and large)
30 quartz (black crystals, small and large)
30 energy (white wooden sticks, small and large)
30 ore (grey wooden pieces, small and large)
50 cards. 40 lander cards (RG-card) and 10 game order cards (RS-card).
10 overview cards, 5 for game phases, and 5 for build costs.
A lot of currency
8 building permits
6 ownership contracts
1 6-sided dice
1 large cardboard playingfield
1 Short manual (printed on the back of this manual)
1 Game setup example
If the IPF is mentioned in the instructions, is always referres to the common stockpile, or bank.
Before the first game:
Building the energy coupler:
Take 1 tank, a compressor coupling, and one of each tank extensions and glue these 5 pieces together.
Before each game:
Please keep Game setup plan ready when reading these instructions.
Place the game board on the table center. The completed energy coupler is added.
One of the circular markers depicting a head is placed on the board at the year-counter (game round counter) on the year corresponding to the amount of players: 5 players = 4 years, 4 players = 5 years, 3 players = 6 years, 2 players = 7 years)
The die is placed on the small field below right.
One tank is placed as a counter on the Tank-production array. Place the tank on 9 for a 2 player game, on 10 for a 3 player game, on 12 for a 4 player game, and on 14 for a 5 player game. (See table 1 below) The numbers are made red. Alternatively, the array can be filled with the total number of tanks mentioned immediately. It is possible, that in the last game round the number of tanks isn't sufficient anymore. Then only one should be left as an indicator, and the rest of the tanks can be positioned outside the game board.
From the 10 game order cards, take the set of cards corresponding to the number of players according to the table below.
2 players = Cards with a capital A (2SR cards)
3 players = Cards with a capital B (3SR cards)
4 players = Cards with a capital C (4SR cards)
5 players = Cards with a capital D (5SR cards)
Usually, the SR cards are readied next to the game board.
The remaining SR cards are not used, and can be returned to the box.
(Attention) Some cards have more the one capital, and will be used in multiple cases.
The resource terminal (To be named "Terminal" in the rest of the text) is divided into two parts. Each part contains 4 scales. The left scale is the price scale, and the right scale is the stock scale. On the red field of each scale, a small resource is placed as an indicator. (The starting stock is dependant on the number of players as shown in the table below.)
the other resources are sorted, and put in their 'bins' on the board. Directly underneath are the 'bins' for the tank extensions and compression couplings. A player is appointed supplier, and will be responsible for distribution of the parts.
In the terminal there is also a field for writs & contracts. Put the amount specified in the table below in the designated position.
Players: Tank Water Energy Ore Quartz Building SR-
stock: stock: stock: stock: stock: permits: cards:
2 9 6 10 7 4 3 A
3 10 7 12 8 5 4 B
4 12 8 14 9 6 5 C
5 14 10 16 10 7 6 D
Every player gets:
1 Game phase information card
1 Building cost information card
4 lander cards (RG-card) Class I, one card for each resource. Every player chooses which of these 4 cards is turned around to class II. The remaining cards are stacked next to the playing field.
A starting number of resources according to the table below which are put onto the resource corresponding RG-cards.
The small resource parts are 1 unit, the large ones are 5 units.
An amount of currency according to the table below.
Abbreviation 2 players 3 players 4 players 5 players
Credits CR 100 110 120 130
Water Wa 3 4 3 3
energy En 3 2 3 4
Ore Erz 1 2 2 2
Quartz Qu 0 0 1 1
The rest of the credits ares sorted accoring to their value, and handed tot the player who has been designated supplier, and will guard and hand out resources, currency and extensions during the game.
Every player gets all platforms in his picked playing color as personal stock.
The starting arrangement of the platforms on the shafts is depicted below, and changes with the amount of players.
When playing with 2 or 3 players, part of the shafts are covered with upturned platform cards of unused player colors. In a 2 player game the top 2 rows are covered and with a 3 player game only the top row is covered. There cards will stay there for the duration of the game, and can not be removed during a game.(Second half of page 4 depicts the arrangements)
The game is played in years. Every year is divided into 3 phases which are played in order. Every phase is played by all players in order of character (SR-card), before the next phase is started. The actions within a phase are played in order. An exception is made for the two last actions of phase two, which can be played in any order.
Overview and order of phases and actions:
A BUILDING PHASE
1 Auctioning of characters/SR-cards (take bonus resource)(Starting player begins)
2 Auctioning of a shaft / shaft is determined by speculators
3 Covering a shaft on the shaft area. Using building permit or throw die.
4 connect Energy coupler to heater
B BUYING PHASE
1 Executing an action costs 1 Water
2/3 -Buy tanks / extensions / compressor couplings / landers
2/3 -Free rebuilding of tanks / extensions / compressor couplings
C PRODUCTION PHASE
1 Production of resources in the following order: Water, Ore, Quartz and Energy
2 Trading at the Terminal
3 Trading of Building permits and ownership contracts
CHANGE OF YEAR
Building of new tanks
Return SR-cards and energy coupler
replace the year marker one place up.
The GAME ENDS at the moment the year marker leaves the scale. (5 players = after 4 years, 4 players = after 5 years, 3 players = after 6 years, 2 players = after 7 years)
Overview of GAME CHARACTERS / SR-cards
On every SR-card a specialist character is depicted. The number on the cards determine the order in which the players owning the card play the different phases during the year. In addition to this, the characters have a special privilege, that may be of use in a specific phase. Here is a description of the 5 different specialists: (Which are only used all in a 5 player game)
1 "Lady Steam" Privilege: Starting player
2 "The speculator" Privilege: Auction 1 shaft (50% remitted to buy their own)
3 "The Heater" Privilege: Connecting the energy coupler
4 "The IPF agent" Privilege: Puts a resource from the stockpile into a his lander, or upgrades a lander
5 "The constructor" Privilege: Gets a building permit or 15 credits.
When playing with 2 or 3 players there are 2 privileges attached to each card. The two privileges are teamed up, and both of them may be executed in their intended phases.
LADY STEAM - STARTING EVERY PHASE
The player having this card will start every phase during a year/round. This is an important privilege in acquiring the best shaft, buying the cheapest tank and starting the trading.(EXPERT RULES ONLY:You will also be allowed to play the first Trade marker)
THE SPECULATOR - AUCTIONING OFF A SHAFT
The player having this card MUST auction an unoccupied/open shaft of his/her choosing. He will offer the shaft for auction to all players, himself included. If he acquires the shaft, he only has to pay 50% of the price he offered. If no more free shafts are available, a neutral shaft has to be selected and auctioned off.
THE HEATER - CONNECT THE ENERGY COUPLER
The player having this card has control over the energy coupler during this round / year. He will take the energy coupler from the playing field, and places it on his character card (SR-card). During his turn in phase A, he places the energy coupler and determines in which row of shafts the resource production will be increased by one per tank.
The player having this card immediately gets a building permit from the terminal, or if he so chooses 15 credits from the IPF. A building permit will allow taking ownership of a neutral shaft or replaces throwing the die when selecting a shaft in phase A. If no more building permits are availible, The constructor immediately gets 15 credits.
THE IPF-AGENT - TAKE A RESOURCE, OR UPGRADE A LANDER
The IPF agent card is only present in a 5 player game. He may take a resource of choice (size 1) from the stockpile, and place it into his lander. Instead of taking a resource, he may upgrade one of his landers to the next class.
THE BEGINNING OF THE GAME
BUILDING PHASE A
Preparation of bonus resources
One of each resource (water- ore- energy and quartz) is taken from the stockpile, and put on the four oval fields at the top of the terminal. These are the bonus resources. Their respective resource count markers slide down one step. If the marker is already at zero, there will be no bonus for that resource. It's price marker will remain unchanged.
The order of players is determined every year by auction of the character (SR-card) cards during phase A. This is done by a bidding round, after which the highest-bidding player takes the character card, and chooses one of the available bonus resources. The bidding will continue until every player has a character (SR-card). Players that have won a character card, do not participate in the remaining auctions.
A player that has no credits at the beginning of these auctions, will receive 2 credits from the IPF. Bids have to be payable immediately.
Auctioning of SR-cards
First, the starting player is determined. For example by throwing the die. This player will open first bidding round of the auction, after which the rest of the players bid consecutively. The following rounds, the bidding will be started by the player that had "Lady steam" the round before. The bidding rounds continue until the starting player has acquired a character (SR-card). Next, the first player left from the player that just acquired a card that has no SR-card will initiate the auction of the next card. The person starting a round of bidding has to bid at least 1 credit. (forced offer) This continues until all players have acquired a character card (SR-card) . A player having a card does not take part in the rest of the bidding. The last player without SR-card will get the last remaining card for 1 credit.
Bidding is done clockwise, in whole credits and there is no maximum bid. The starting bid has to be at least 1 credit. players can bid or pass. If a player passes, he is out of the bidding until a new round starts, after one of the SR-cards has been won by another player. Bidding continues until only one player remains, and wins the auction. The winning player pays the high bid to the IPF, and chooses a SR-card from the remaining cards.
Extra action, Taking a bonus resource when selecting your character (SR-card)
In addition to selecting a SR-card, the player has to select a resource from the still available bonus resources on the bonus field of the terminal and put it in his corresponding lander. If a lander is above maximum capacity, the 'overweight' resources are directly donated to the IPF. If there are bonus resources left after all players have a SR-card, they are returned to the IPF and the corresponding resource count marker is shifted up .
Immediate character actions
The heater: The new owner of this card takes the energy coupler into his posession.
The constructor: The new owner of this card takes a building permit from the playing field OR chooses to take 15 credits from the IPF
The IPF agent: The new ownerof this card immediately gets a resource of choice, or upgrades one of his landers. (The resource markers (price/count) are not changed)
Example: SR-card auction with 4 players.
First bidding round: 4 SR-cards are remaining. The game begind. Martin is the starting player and opens the bidding with a bid of 20 credits. The player to the left of him, Wolfgang, makes a bid of 22 credits. The third player, Helge, passes, just like Erika, the fourth player. Martin then makes his second bid of 23 credits. Wolfgang now also decides to pass. Helge and Erika are not allowed to bid because they already passed the first round. This means Martin has the highest bid and thus wins this round. He pays 23 credits to the IPF and chooses one of the four available SR-cards. He dicides on SR-card 1: "Lady Steam - starting player" , puts the card in front of him and chooses a bonus resource form the bonusfield in the terminal. He takes quartz and puts it into his quartz-lander.
Second bidding round: Wolfgang, who is seated to the left of Martin opens the bidding. Apart from Wolgang, only Helge and Erike participate this round. the winner of this round can choose from 3 SR-cards. This round is won by Erike with a 15 credits highest bid. She chooses SR-card 4: "The Constructor", decides to take a building permit (Privilege of the constructor character) and chooses an Ore as bonus resource. (Quartz isn't available anymore on the bonus-field)
Third bidding round: Now only Wolfgang and Helge are competing for the last two SR-cards and bonus resources. Helge would like to pass, bur as she is the first bidder this round, she has to make a bid of 1 credit. Wolfgang passes, so Helge has won the 3rd bidding round. He pays 1 credit to the IPF, takes SR-card 2 and chooses water as bonus resource.
Wolfgang now automatically gets the last SR-card (no.3) "The Heater" for 1 credit and takes the last available bonus resource, water. He also takes the energy coupler and places it in front of him on his SR-card.
The Speculator auctions a shaft
The player with SR-card "The Speculator" now chooses a open shaft, which will be auctioned. The auction will be done in clockwise fashion, beginning with the startplayer just like when auctioning the SR-cards. After the shaft has been auctioned the winning player immediately puts a platform of his own color over the shaft, confirming his ownership of the shaft. The credits of the highest bid are payed to the IPF. If the winning big is made by the speculant himself, he only needs to pay half his bid to the IPF.rounded up)
If the speculator has no more open shafts to choose from, he can choose a neutral shaft to auction. This is conducted in an identical fashion. The winner replaces the neutral platform with his own color.
Closing a shaft on the game board
In this phase, every player gets the opportunity to close a shaft with their own color platform and take posession of it free of charge. Normally the die gets rolled to determine if the attempt is succesfull. If the player has a building permit, he can choose now to roll the die, and use the building permit to build a platform of his own color on the shaft. If the die roll is unsuccessfull, you can not decide to use your building permit now.
Rolling the die
The start player chooses an open shaft (No platform present on the shaft) and rolles the die. If the result is 4, 5 or 6, he can place a platform of his color on the shaft and take ownership. If the result is 1, 2 or 3 he has to place his platform not on the shaft of choice, but on a neighbouring open shaft in horizontal or vertical direction. If a neighbouring shaft is occupied he may choose the next shaft in that direction. If no shaft is availible in both horizontal and vertical orientation, he can't place a platform this turn, but will get 15 credits compensation from IPF. Now the other players follow in order of their characters. (SR-card)
Green chooses the shaft marked 0. Unfortunately he rolls 1 and is not allowed to occupy shaft 0. Instead he can choose shaft 1, 2 or 3. In the right direction there is no open shaft available.
In the last year/round it is common for all shafts to be occupied. The only way to get an additional shaft is to use a building permit to occupy a neutral shaft. If you have a building permit, but no neutral shafts are available, you will NOT get the 15 credit compensation from IPF.
Using a building permit
A player can use a building permit to erect a new platform of their own color.
There are two ways to use the building permit:
1. Place a platform of your color on a open shaft of your choice.
2. Exchange a neutral platform for a platform of your own color.
You can only utilize a building permit if you are playing "The constructor" character (SR-card). A player may own multiple building permits, but is only allowed to utilize one building permit per turn. USED BUILDING PERMITS ARE REMOVED FROM THE GAME !!
Using the energy coupler
The energy coupler is put on one of the seven platforms on the bottom row of the shaft area by the player having "the Heater" (SR-card).The energy coupler produces one extra resource for each tank in the column above the coupler. There is no energy needed for these resources.
The red player places the energy coupler as depicted on the right. Every tank in the column of shafts above the coupler produces an extra resource. Also the tank of the blue player. For more information see production phase C.
All actions of phase B are executed consecutively by the active player, before the next player gets his turn.
Activating the buying phase: To participate in the auctions in this phase a player has to pay one water resource to the IPF from their own water supply (lander). So the active player starts by paying a water, before he executes his plans for this phase. The immediate payment is important to reduce the chance of forgetting it. Only after this payment the trading player start executing any number of the following actions:
If a player in this phase has no water in his lander and has no water tank, he is by IPF regulations forced to change one of his tanks into a water tank, and will receive one water recourse from the IPF. He does not have to pay the necessary water to be eligible for this help. After receiving the emergence relief this phase immediately ends for the player.
(1) Buying tanks
A player can buy as many tanks as he wishes from the tank-production area, provided he can A: pay the price in credits, B: pay a water resource per tank and C: has enough platforms to place the tanks on. The tank in the tank production array indicates the amount of tanks that are available for sale, and at which price they can be bought. The price of a tank is visible to the left and right of the tanks on the tank production array. For every bought tank, the indicator is moved down one step. If the last available tank is bought, the marker tank will be temporarily removed from the tank production array. A bought tank must be placed immediately on a platform of your own color. There can be only one tank on a platform.
(2)Buying a tank from the earth.
To buy a tank from earth, the player pays 5 credits, a water resource and 2 quartz resources to the IPF per tank. The tank production marker is not moved in this case. This tank must also be placed on a platform of your own color, but extensions may be added before placement.
A tank without upgrades produces water. The tanks can be immediately upgraded. An upgrade will enable the production of different resources like energy, quarts and ore. Previously bought upgrades can be exchanged wit one another freely. This way previously upgraded tanks can be adjusted to produce different resources. New upgrades can also be used to replace old ones. Off course the new upgrades have to be payed for (See table below). Old upgrades are returned to the IPF. These returns are considered "Waste Disposal" and a refund is not available.
A tank can NEVER have more than one upgrade !!!
(4) The compressor dome.
A compressor dome increases the resource production of a tank with 1. A new compressor dome is payed for in resources. The cost is: one water, one ore and two quartz. The dome is take from the general stock, and placed on a players own tank.
To increase the production efficiency, a player can freely exchange compressor domes on his own tanks. Which resource a tank is producing does not matter. A tank can only contain 1 processor dome.
(5) Space lander.
A player can never have more than 4 landers.(One lander per resource.) Class 1 is already available at the start of the game. For every resource the lander can be upgraded to class 4. The upgrading is payed for in resources. One energy, and one ore are needed for each class upgrade. Payable to the IPF. Class 2 is present on the backside of the class 1 card. For class 3 and 4 the necessary cards are taken from the stock. It is allowed to skip classes, if enough resources are payed. With the classes, the storage capacity of the lander is increased. If the storage capacity of the lander is exceeded, the resources above maximum capacity are lost to the IPF. Temporary storage during a players turn is not possible !!
Production of resources.
Every tank needs a unit of energy to produce resources. This is independent of the amount of resources a tank produces. There are 2 exceptions in which no energy is required for resource production by a tank:
1. The production of energy does not require energy.
2. All tanks placed on the central shafts (marked by "H") in the middle row of the shaft area that produce WATER, do not need energy.
Next, the total energy consumption of all resource producing players is calculated - So before production starts -, and the required energy is transferred to the IPF. The player counts all his tanks producing under the listed conditions, and the number of tanks is the amount of energy needed for production. The used energy is returned to the stockpile.
If there is not enough energy for all tanks, or not all tanks need to produce resources. (To conserve energy, or because or production will exceed the lander capacity) the player needs to decide which of his tanks will be producing resources this round. Only these tanks will need energy.
Because new energy becomes available at the end of the current production phase, a shortage may occur in which not all tanks of a player can be supplied by the energy currently available in his lander. If this is the case the player must decide upfront which of his tanks will be supplied with energy, and will produce resources in this round. (Example picture 8, see below)
There is no difference between basic production, and extra production.
Every tank without upgrade produces one water.
Every tank with a white upgrade produces one energy
Every tank with a gray upgrade produces one ore
Every tank with a black upgrade produces one quartz
These produced resources are taken from the stockpile.
(1) Compressor dome
induces an increase in production by the tank the dome is mounted onto of one resource. The production only takes place if energy is available for the basic production of the tank.
(2) Synergy effect.
If a players tanks are direct neighbours (horizontal or/and vertical) and they are producing the same resource they will produce more. A row of two tanks producing the same will produce one extra resource. A row of three will produce two additional resources. etc. This effect does not extend to tanks of different players. All neighbours should be provided with energy to be able to use the effect.
After paying the energy, and calculating the extra production, a player receives the produced resources from the IPF, and puts them directly into his landers. If resources exceed the lander capacity, they are returned to the IPF.
Example for increasing the production of a tank by using a compressor dome, and the synergy effect:
Basic production of field 1 to 4: 4 resources
compressor dome on field 4: +1 resource
Synergy effect on fields 1 to 4: +3 resource
Result: There will be 8 resources produced, the required amount of energy is 4 units.
Example for energy shortage and the resulting reduction in production:
There are only 3 energy units available. The red player decides only fields 2,3 and 4 will be allowed to produce. This way as much as possible of the synergy effect is conserved, and the processor dome is also producing.
Basic production fields 2 to 4: 3 resources
Compressor dome field 4: +1 resource
Synergy effect fields 2-4: +2 resources
Result: Using 3 energy, 6 resources are produced.
(3) The energy coupler
In the whole column of the shaft area, where the energy coupler is placed, the production of the tanks is increased by 1. Still, this only applies if the tank has energy for basic production.
Example of production of ore, energy cost, synergy effect and energy coupler:
Six red platforms, all upgraded to ore tanks (1-6) need 6 energy to produce.
Basic production field 1-6: 6 ore
Synergy effect fields 1 to 4: 3 ore
Energy coupler effect fields 1-3: 3 ore
Result: Using 6 energy, 12 resources (ore) are produced
The resource trade is done in the order of the resource scales. First quartz, then ore, water and last energy. This is also indicated by the numbers 1. through 4. underneath the price arrays of the individual resources. All players will trade a resource in the order of their characters (SR-cards) before trade of the next resource is started.
Before the trading of the next resource is started, all players must have completely finished the trading of the previous resource. At the beginning of each trade, a player decides if he wants to buy, sell or pass the particular resource. The starting player "Lady Steam" starts the Trade phase.
Every player can buy as much units of a resource as are available in the terminal stockpile(See resource number array) and as he can pay for and store in his lander. When buying more than you can store, the excess is directly transferred to the IPF. They can not be temporarily stored, but still be bought. (for example to raise the price) No resources can be bought if the corresponding resource number array is set to zero.
When a player decides to sell (some of) his resources, he can sell as much units as he owns. He will receive the owed amount of credits (price times number of sold resources, see resource price marker) Even if the maximum of the resource number array is exceeded, these resources can still be sold. All sold resources go to the IPF.
Per resource, every player in order of character can BUY, SELL or NOT TRADE. Afterwards there will always be a resource price adjustment.
The price indicator of a resource is determined by the amount of resources available, set by the resource number marker. The amount of steps the price rises or drops is determined by the number on the right side of the resource number marker. The price marker of the resource will be shifted up or down according to the umber immediately. The price can never go below the minimum price, and never above the maximum.
Quartz is the first recourse being traded. The resource number marker says 5 resources are available. Martin, who is the starting player, decides he wants to sell 2 quartz. The price is at 12 credits, so he gets 24 credits for his sale. He puts the 2 quartz units in the stockpile (IPF) and adjusts the resource number marker 2 up. Now 7 quartz are inside the terminal stock, which drops the price by 1. The price for the next player who can decide to buy, sell or do nothing is 11 credits per quartz. When all players have had an opportunity to trade quartz, and the prices have been adjusted accordingly, the trading for the second resource starts. Again, Martin, the starting player gets the first chance to trade.
Every time a player has the opportunity to trade a resource, the price is adjusted accordingly to the number of resources available in the terminal stockpile, as indicated by the resource number marker. Including when a player decides not to trade. This way, passive players can influence the price of a resource. The number of resources available for trading is checked every time.
TRADING BETWEEN PLAYERS IS NOT ALLOWED
The players should choose someone to keep track of the resource numbers, and adjusts the prices accordingly. Do not forget to adjust prices after a player has NOT traded.
trading of building permits and ownership contracts
After the resource trading is finished, every player can choose an action from the ones displayed below. He can buy a building permit for 1 quartz and 2 water, buy an ownership contract for 1 quartz and 1 ore or decide to sell a building permit he owns to the IPF for 15 credits.
(A building permit sold for credits is taken out of the game.)
The allowed actions:
Player gives: Player gets:
1 Quartz, 2 Water Building permit
1 Quartz, 2 Ore Ownership contract (Value 50 credits)
building permit 15 credits (building permit is removed from the game.)
the resource number marker is changed when:
(1) Bonus resources are taken
(2) resources are bought or sold during the trading phase
(3) During the year change, tanks are being produced.
The recourse price indicator is adjusted when:
(1) resources are bought or sold during the trading phase
(2) If during the year change a shortage of resources limits new tank production.
New tanks for the tank production line.
The tank production line automatically produces new tanks. How many tanks will be produced, is determined by the amount of resources available in the terminal stocks. For one Ore and one Energy, a tank can be built. There will be new tanks constructed until one of the resources needed runs out, or the maximum amount of new tanks (tank marker), 14, is reached. The resources used are taken from the terminal stocks, and put in the IPF (common stockpile). The recourse prices at the terminal are unaffected.
In the resource terminal stock is 5 Ore, and 9 Energy. 5 tanks will be built. From the stocks, 5 Ore and 5 Energy go to the IPF.
Stocks are as above. The tank production line contains 11 tanks. Now only 3 additional tanks can be built. 3 Ore and 3 Energy are payed to the IPF.
Exceptional price rise of Ore and Energy due to shortages.
If no tank at all can be built because one or both of the necessary resources are not available, the price of the missing resource(s) immediately goes up 4 ! places.
The terminal stock contains 9 energy, and 0 Ore. No tanks are built due to Ore shortage. The Ore price goes immediately up 4 steps. Energy price is unaffected.
(1) The year marker is advanced one step up.
(2) The Bonus resources are placed in the terminal (resource number marker is adjusted accordingly)
(3) All SR-cards are returned and made available for the next round.
(4) The energy coupler is removed from the board, and placed on the SR-card "The Heater".
The starting player of the previous year begins the auctioning of the SR-cards in the next phase A in the new year.
The END, counting your credits
The game ends the moment the year marker leaves it's scale. (5 players = after 4 years, 4 players = 5 years, 3 players = 6 years, 2 players = 7 years.) The last round is played through including the subsequent year change. (So Ore or Energy prices can go up 4 steps due to no available resources for tank production)
Now the value of each player is determined:
To determine the winner of the game and the runner(s) up, the following properties of the players are assessed, and the credit worth is combined:
? credits per resource in the landers (Price according to the current price in the terminal, indicated by the resource price marker)
50 credits for every platform with tank.
25 credits for every platform without tank.
50 credits per installed compressor dome.
50 credits per ownership contract.
Add your available currency.
Not played building permits and all landers are worthless at the end of the game.
The person with the highest total credit count at the end of the game is declared the winner
The winner will assume the job of bank/IPF in the next game. Congratulations.
If a tie occurs, there are multiple winners.