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Power Grid Summary

Phase 1: Adjust Leader Board


Most cities, followed by highest power plant #. At start of game, determine order randomly. Phase 2: Auction Power Plants Leader starts Steps 1 & 2: Only lowest 4 plants available for bid. Step 3: All 6 plants are available. If you buy a 4th power plant (5th with 2p), you must discard an old plant. If no one buys a plant, remove lowest plant and replace. Move on to Phase 3. Very First Auction: You must buy a plant. Redetermine player order based on purchased plant #. Phase 3: Buy Resources Last player starts Each plant can store twice as many resources as it uses. You may rearrange resources among plants at any time. You can only buy what you can store. Phase 4: Build Connections Last player starts Total cost equals connection cost plus city cost. You can only have 1 house per city. Spaces you can build based on Step: Step 1: 10 spaces; Step 2: 15 spaces, Step 3: 20 spaces. Very First Turn: You may choose to not build a connection.

USA / Germany
When the Step 3 Power Plant Card is Drawn:
Phase 2: Place Step 3 card as highest power plant. Shuffle draw deck and place face down. At the end of Phase 2, remove (but do not replace) lowest plant and the Step 3 card. Phase 4 or 5: Remove (but do not replace) lowest plant and the Step 3 card. Shuffle draw deck and place face down. There are now 6 plants in market. Step 3 officially begins with next phase, based on when the card was drawn.

Resource Supply Table

Players Step Coal Oil Garbage Uranium

1 2 3 1 2 3 1 2 3 1 2 3 1 2 3 3 4 3 4 5 3 5 6 4 5 7 5 7 9 6 2 2 4 2 3 4 3 4 5 4 5 6 5 6 7 1 2 3 1 2 3 2 3 4 3 3 5 3 5 6 1 1 1 1 1 1 1 2 2 2 3 2 2 3 3

Check for Minimum Power Plant Number


Immediately (regardless of phase) remove and replace any plant in the market with # less than or equal to # of cities of the leader.

Check for Step 2

Step 2 is triggered once a player connects their Nth city: 2p = 10, 3-5p = 7, 6p = 6. Remove lowest plant and replace. Do this only once at the start of Step 2. Step 2 officially begins after Phase 4.

Starting Values USA/Germany: Coal = 1, Oil = 3, Garbage = 7, Uranium = 14

Check for End of Game

Powered Cities Payout Table

End of game is triggered once a player connects to N cities: 2p = 21; 3-4p = 17; 5p = 15; 6p = 14. The game is officially over after Phase 5. The winner is the player who powers the most cities. Ties are broken first with cash on hand and then by total number of connected cities. Phase 5: Bureaucracy Leader starts Power cities: see Powered Cities Payout Table. Replace resources: see Resource Supply Table. Adjust power plant market: Steps 1 & 2: Place highest # plant on bottom of deck and replace. Step 3: Remove lowest # plant and replace.

Cities Cities Cities

0 10 7 14

1 22 8 90 15 134

2 33 9 98 16 138

3 44 10 105 17 142

4 54 11 112 18 145

5 64 12 118 19 148

6 73 13 124 20+ 150

82 129

Power Grid Summary


Phase 1: Adjust Leader Board
Most cities, followed by highest power plant #. At start of game, determine order randomly. Phase 2: Auction Power Plants Leader starts Steps 1 & 2: Only lowest 4 plants available for bid. Step 3: All 6 plants are available. If you buy a 4th power plant (5th with 2p), you must discard an old plant. If no one buys a plant, remove lowest plant and replace. Move on to Phase 3. Very First Auction: You must buy a plant. Redetermine player order based on purchased plant #. Phase 3: Buy Resources Last player starts Each plant can store twice as many resources as it uses. You may rearrange resources among plants at any time. You can only buy what you can store. Phase 4: Build Connections Last player starts Total cost equals connection cost plus city cost. You can only have 1 house per city. Spaces you can build based on Step: Step 1: 10 spaces; Step 2: 15 spaces, Step 3: 20 spaces. Very First Turn: You may choose to not build a connection.

France / Italy
When the Step 3 Power Plant Card is Drawn:
Phase 2: Place Step 3 card as highest power plant. Shuffle draw deck and place face down. At the end of Phase 2, remove (but do not replace) lowest plant and the Step 3 card. Phase 4 or 5: Remove (but do not replace) lowest plant and the Step 3 card. Shuffle draw deck and place face down. There are now 6 plants in market. Step 3 officially begins with next phase, based on when the card was drawn.

Resource Supply Table

Players Step Coal Oil Garbage Uranium

1 2 3 1 2 3 1 2 3 1 2 3 1 2 3 3 4 3 4 5 3 5 6 4 5 7 5 7 9 6 2 2 4 2 3 4 3 4 5 4 5 6 5 6 7 1 2 3 1 2 3 2 3 4 3 3 5 3 5 6 1 1 1 1 1 1 1 2 2 2 3 2 2 3 3

Check for Minimum Power Plant Number


Immediately (regardless of phase) remove and replace any plant in the market with # less than or equal to # of cities of the leader.

Check for Step 2

Step 2 is triggered once a player connects their Nth city: 2p = 10, 3-5p = 7, 6p = 6. Remove lowest plant and replace. Do this only once at the start of Step 2. Step 2 officially begins after Phase 4.

Starting Values France: Coal = 1, Oil = 3, Garbage = 7, Uranium = 5 Italy: Coal = 3, Oil = 4, Garbage = 5, Uranium = 14

Check for End of Game

End of game is triggered once a player connects to N cities: 2p = 21; 3-4p = 17; 5p = 15; 6p = 14. The game is officially over after Phase 5. The winner is the player who powers the most cities. Ties are broken first with cash on hand and then by total number of connected cities. Phase 5: Bureaucracy Leader starts Power cities: see Powered Cities Payout Table. Replace resources: see Resource Supply Table. Adjust power plant market: Steps 1 & 2: Place highest # plant on bottom of deck and replace. Step 3: Remove lowest # plant and replace.

Powered Cities Payout Table

Cities Cities Cities

0 10 7 14

1 22 8 90 15 134

2 33 9 98 16 138

3 44 10 105 17 142

4 54 11 112 18 145

5 64 12 118 19 148

6 73 13 124 20+ 150

82 129

Power Grid Summary


Phase 1: Adjust Leader Board
Most cities, followed by highest power plant #. At start of game, determine order randomly. Phase 2: Auction Power Plants Leader starts Steps 1 & 2: Lowest 4 plants available for bid. If the lowest plant(s) in the future market is ecological, it is moved to the available market. Step 3: All 6 plants are available. If you buy a 4th power plant (5th with 2p), you must discard an old plant. If no one buys a plant, remove lowest plant and replace. Move on to Phase 3. Very First Auction: You must buy a plant. Redetermine player order based on purchased plant #. Phase 3: Buy Resources Last player starts Each plant can store twice as many resources as it uses. You may rearrange resources among plants at any time. You can only buy what you can store. Phase 4: Build Connections Last player starts Total cost equals connection cost plus city cost. You can only have 1 house per city. Spaces you can build based on Step: Step 1: 10 spaces; Step 2: 15 spaces, Step 3: 20 spaces. Very First Turn: You may choose to not build a connection.

Benelux
When the Step 3 Power Plant Card is Drawn:
Phase 2: Place Step 3 card as highest power plant. Shuffle draw deck and place face down. At the end of Phase 2, remove (but do not replace) lowest plant and the Step 3 card. Phase 4 or 5: Remove (but do not replace) lowest plant and the Step 3 card. Shuffle draw deck and place face down. There are now 6 plants in market. Step 3 officially begins with next phase, based on when the card was drawn.

Resource Supply Table

Players Step Coal Oil Garbage Uranium

1 2 3 1 2 3 1 2 3 1 2 3 1 2 3 2 2 4 2 3 4 3 4 5 4 5 6 5 6 7 3 4 3 4 5 3 5 6 4 5 7 5 7 9 6 1 2 3 1 2 3 2 3 4 3 3 5 3 5 6 1 1 1 1 1 1 1 2 2 2 3 2 2 3 3

Check for Minimum Power Plant Number


Immediately (regardless of phase) remove and replace any plant in the market with # less than or equal to # of cities of the leader.

Check for Step 2

Step 2 is triggered once a player connects their Nth city: 2p = 10, 3-5p = 7, 6p = 6. Remove lowest plant and replace. Do this only once at the start of Step 2. Step 2 officially begins after Phase 4.

Starting Values: Coal = 3, Oil/Gas = 1, Garbage = 7, Uranium = 14

Powered Cities Payout Table Cities Cities Cities 0 10 7 82 14 129 1 22 8 90 15 134 2 33 9 98 16 138 3 44 10 105 17 142 4 54 11 112 18 145 5 64 12 118 19 148 6 73 13 124 20+ 150

Check for End of Game

End of game is triggered once a player connects to N cities: 2p = 21; 3-4p = 17; 5p = 15; 6p = 14. The game is officially over after Phase 5. The winner is the player who powers the most cities. Ties are broken first with cash on hand and then by total number of connected cities. Phase 5: Bureaucracy Leader starts Power cities: see Powered Cities Payout Table. Replace resources: see Resource Supply Table. Adjust power plant market: Steps 1 & 2: Place highest # plant on bottom of deck and replace. Steps 1, 2, & 3: Remove lowest # plant and replace.

Power Grid Summary


Phase 1: Adjust Leader Board
Most cities, followed by highest power plant #. At start of game, determine order randomly. Phase 2: Auction Power Plants Leader starts Steps 1 & 2: Only lowest 4 plants available for bid. Step 3: All 6 plants are available. You may only bid on a nuclear power plant if your network has at least one city in Hungary, Czech Republic, or Slovakia. If you buy a 4th power plant (5th with 2p), you must discard an old plant. If no one buys a plant, remove lowest plant and replace. Move on to Phase 3. Very First Auction: You must buy a plant. Redetermine player order based on purchased plant #. Phase 3: Buy Resources Last player starts Each plant can store twice as many resources as it uses. You may rearrange resources among plants at any time. You can only buy what you can store. Phase 4: Build Connections Last player starts Total cost equals connection cost plus city cost. You can only have 1 house per city. Spaces you can build based on Step: Step 1: 10 spaces; Step 2: 15 spaces, Step 3: 20 spaces. Very First Turn: You may choose to not build a connection.

Central Europe
When the Step 3 Power Plant Card is Drawn:
Phase 2: Place Step 3 card as highest power plant. Shuffle draw deck and place face down. At the end of Phase 2, remove (but do not replace) lowest plant and the Step 3 card. Phase 4 or 5: Remove (but do not replace) lowest plant and the Step 3 card. Shuffle draw deck and place face down. There are now 6 plants in market. Step 3 officially begins with next phase, based on when the card was drawn.

Resource Supply Table

Players Step Coal Oil Garbage Uranium

6 2 3

1 2 3 1 2 3 1 2 3 1 2 3 1

4 5 3 5 6 3 6 7 5 7 8 5 8 10 6 1 2 3 2 2 3 2 3 4 3 4 5 4 5 6 1 3 3 1 3 3 2 4 4 3 4 5 3 6 6 1 1 1 1 1 1 1 2 1 2 2 2 2 3 2

Check for Minimum Power Plant Number


Immediately (regardless of phase) remove and replace any plant in the market with # less than or equal to # of cities of the leader.

Check for Step 2

Step 2 is triggered once a player connects their Nth city: 2p = 10, 3-5p = 7, 6p = 6. Remove lowest plant and replace. Do this only once at the start of Step 2. Step 2 officially begins after Phase 4.

If your network includes the city of Wien, you buy garbage at a discount of 1 Elektro per piece (minimum cost = 1) Starting Values: Coal = 1, Oil = 3, Garbage = 7, Uranium = 8

Powered Cities Payout Table

Check for End of Game

End of game is triggered once a player connects to N cities: 2p = 21; 3-4p = 17; 5p = 15; 6p = 14. The game is officially over after Phase 5. The winner is the player who powers the most cities. Ties are broken first with cash on hand and then by total number of connected cities. Phase 5: Bureaucracy Leader starts Power cities: see Powered Cities Payout Table. Replace resources: see Resource Supply Table. Adjust power plant market: Steps 1 & 2: Place highest # plant on bottom of deck and replace. Step 3: Remove lowest # plant and replace.

Cities Cities Cities

0 10 7 14

1 22 8 90 15 134

2 33 9 98 16 138

3 44 10 105 17 142

4 54 11 112 18 145

5 64 12 118 19 148

6 73 13 124 20+ 150

82 129

Power Grid Summary


Phase 1: Auction Power Plants Leader starts
Steps 1 & 2: Only lowest 4 plants available for bid. Step 3: All 6 plants are available. If you buy a 4th power plant (5th with 2p), you must discard an old plant. If no one buys a plant, remove 2 lowest plants and replace simultaneously. Very First Auction: Determine player order randomly. You must buy a plant.

Baden-Wrttemberg
When the Step 3 Power Plant Card is Drawn:
Phase 2: Place Step 3 card as highest power plant. Shuffle draw deck and place face down. At the end of Phase 2, remove (but do not replace) lowest plant and the Step 3 card. Phase 4 or 5: Remove (but do not replace) lowest plant and the Step 3 card. Shuffle draw deck and place face down. There are now 6 plants in market. Step 3 officially begins with next phase, based on when the card was drawn.

Phase 2: Adjust Leader Board


Most cities, followed by highest power plant #.

Phase 3: Buy Resources Last player starts

Each plant can store twice as many resources as it uses. You may rearrange resources among plants at any time. You can only buy what you can store.

Resource Supply Table

Players Step Coal Oil Garbage Uranium

Phase 4: Build Connections Last player starts

Total cost equals connection cost plus city cost. You can only have 1 house per city. Spaces you can build based on Step: Step 1: 10 spaces; Step 2: 15 spaces, Step 3: 20 spaces. Very First Turn: You may choose to not build a connection. Some cities are only available at Step 2 (cost 15) or Step 3 (cost: 20).

1 2 3 1 2 3 1 2 3 1 2 3 1 2 3 3 4 3 4 5 3 5 6 4 5 7 5 7 9 6 2 2 4 2 3 4 3 4 5 4 5 6 5 6 7 1 2 3 1 2 3 2 3 4 3 3 5 3 5 6 1 1 1 1 1 1 1 2 2 2 3 2 2 3 3

Check for Minimum Power Plant Number Check for Step 2

Step 2 is triggered once a player connects their Nth city: 2p = 9, 3-5p = 6, 6p = 5 Remove lowest plant and replace. Do this only once at the start of Step 2. Step 2 officially begins after Phase 4.

Starting Values: Coal = 1, Oil = 3, Garbage = 7, Uranium = 14

Powered Cities Payout Table

Check for End of Game


End of game is triggered once a player connects to N cities: 2p = 21; 3-4p = 17; 5p = 15; 6p = 14. The game is officially over after Phase 5. The winner is the player who powers the most cities. Ties are broken first with cash on hand and then by total number of connected cities.

Cities Cities Cities

0 10 7 14

1 22 8 90 15 134

2 33 9 98 16 138

3 44 10 105 17 142

4 54 11 112 18 145

5 64 12 118 19 148

6 73 13 124 20+ 150

82 129

Phase 5: Bureaucracy Leader starts


Power cities: see Powered Cities Payout Table. Replace resources: see Resource Supply Table. Adjust power plant market: Steps 1 & 2: Place highest # plant on bottom of deck and replace. Step 3: Remove lowest # plant and replace.

Power Grid Summary


Phase 1: Adjust Leader Board
Most cities, followed by highest power plant #. At start of game, determine order randomly. Phase 2: Auction Power Plants Leader starts Steps 1 & 2: Only lowest 4 plants available for bid. Step 3: All 6 plants are available. If you buy a 4th power plant (5th with 2p), you must discard an old plant. If no one buys a plant, remove lowest plant and replace. Move on to Phase 3. Very First Auction: You must buy a plant. Redetermine player order based on purchased plant #. Phase 3: Buy Resources Last player starts Each plant can store twice as many resources as it uses. You may rearrange resources among plants at any time. You can only buy what you can store. Phase 4: Build Connections Last player starts Total cost equals connection cost plus city cost. You can only have 1 house per city. Spaces you can build based on Step: Step 1: 10 spaces; Step 2: 15 spaces, Step 3: 20 spaces. Very First Turn: You may choose to not build a connection.

Qubec
When the Step 3 Power Plant Card is Drawn:
Phase 2: Place Step 3 card as highest power plant. Shuffle draw deck and place face down. At the end of Phase 2, remove (but do not replace) lowest plant and the Step 3 card. Phase 4 or 5: Remove (but do not replace) lowest plant and the Step 3 card. Shuffle draw deck and place face down. There are now 6 plants in market. Step 3 officially begins with next phase, based on when the card was drawn.

Resource Supply Table

Players Step Coal Oil Garbage Uranium

1 2 3 1 2 3 1 2 3 1 2 3 1 2 3 3 3 3 4 4 3 5 4 4 5 5 5 7 6 6 2 2 3 2 3 3 3 4 4 4 5 4 5 6 5 1 2 3 1 2 3 2 3 4 3 3 5 3 5 6 1 1 1 1 1 1 1 2 2 2 3 2 2 3 3

Check for Minimum Power Plant Number


Immediately (regardless of phase) remove and replace any plant in the market with # less than or equal to # of cities of the leader.

Check for Step 2

Step 2 is triggered once a player connects their Nth city: 2p = 10, 3-5p = 7, 6p = 6. Remove lowest plant and replace. Do this only once at the start of Step 2. Step 2 officially begins after Phase 4.

Starting Values: Coal = 2, Oil = 2, Garbage = 7, Uranium = 14

Powered Cities Payout Table

Check for End of Game

Cities Cities Cities

0 10 7 14

1 22 8 90 15 134

2 33 9 98 16 138

3 44 10 105 17 142

4 54 11 112 18 145

5 64 12 118 19 148

6 73 13 124 20+ 150

End of game is triggered once a player connects to N cities: 2p = 21; 3-4p = 17; 5p = 15; 6p = 14. The game is officially over after Phase 5. The winner is the player who powers the most cities. Ties are broken first with cash on hand and then by total number of connected cities. Phase 5: Bureaucracy Leader starts Power cities: see Powered Cities Payout Table. Replace resources: see Resource Supply Table. Adjust power plant market: Steps 1 & 2: Place highest # plant on bottom of deck and replace. Step 3: Remove lowest # plant and replace. Do not remove/replace ecological (green) plants; take the next highest instead.

82 129

Power Grid Summary


Phase 1: Adjust Leader Board
Most cities, followed by highest power plant #. At start of game, determine order randomly. Phase 2: Auction Power Plants Leader starts Steps 1 & 2: Only lowest 4 plants available for bid. Step 3: All 6 plants are available. If you buy a 4th power plant (5th with 2p), you must discard an old plant. If no one buys a plant, remove lowest plant and replace. Move on to Phase 3. Very First Auction: You must buy a plant. Redetermine player order based on purchased plant #. Phase 3: Buy Resources Last player starts You may only purchase from one market (North or South) each turn. Each plant can store twice as many resources as it uses. You may rearrange resources among plants at any time. You can only buy what you can store. Phase 4: Build Connections Last player starts Total cost equals connection cost plus city cost. You can only have 1 house per city. Spaces you can build based on Step: Step 1: 10 spaces; Step 2: 15 spaces, Step 3: 20 spaces. Very First Turn: You may choose to not build a connection.

Korea
When the Step 3 Power Plant Card is Drawn:
Phase 2: Place Step 3 card as highest power plant. Shuffle draw deck and place face down. At the end of Phase 2, remove (but do not replace) lowest plant and the Step 3 card. Phase 4 or 5: Remove (but do not replace) lowest plant and the Step 3 card. Shuffle draw deck and place face down. There are now 6 plants in market. Step 3 officially begins with next phase, based on when the card was drawn.

Resource Supply Table

Players Step

1 2 3 1 2 3 1 2 3 1 2 3 1 2 3

Coal North 1 2 1 2 2 1 2 3 2 2 3 2 3 4 3 Coal South 2 2 2 2 3 2 3 3 2 3 4 3 4 5 3 Oil North Oil South 1 1 1 1 1 1 1 1 2 1 2 2 2 2 3 1 1 3 1 2 3 2 3 3 3 3 4 3 4 4

Check for Minimum Power Plant Number


Immediately (regardless of phase) remove and replace any plant in the market with # less than or equal to # of cities of the leader.

Check for Step 2

Step 2 is triggered once a player connects their Nth city: 2p = 10, 3-5p = 7, 6p = 6. Remove lowest plant and replace. Do this only once at the start of Step 2. Step 2 officially begins after Phase 4.

Garbage N 0 1 1 0 1 1 1 1 2 1 1 2 1 2 3 Garbage S 1 1 2 1 1 2 1 2 2 2 2 3 2 3 3 Uranium S 1 1 1 1 1 1 1 2 2 2 3 2 2 3 3


Starting Values : Coal = 1, Oil = 3, Garbage = 7, Uranium = 14 South only

Check for End of Game

End of game is triggered once a player connects to N cities: 2p = 21; 3-4p = 17; 5p = 15; 6p = 14. The game is officially over after Phase 5. The winner is the player who powers the most cities. Ties are broken first with cash on hand and then by total number of connected cities. Phase 5: Bureaucracy Leader starts Power cities: see Powered Cities Payout Table. Replace resources: see Resource Supply Table. Restock North first, then South as much as possible. Adjust power plant market: Steps 1 & 2: Place highest # plant on bottom of deck and replace. Step 3: Remove lowest # plant and replace.

Powered Cities Payout Table

Cities Cities Cities

0 10 7 14

1 22 8 90 15 134

2 33 9 98 16 138

3 44 10 105 17 142

4 54 11 112 18 145

5 64 12 118 19 148

6 73 13 124 20+ 150

82 129

Power Grid Summary


Phase 1: Adjust Leader Board
Most cities, followed by highest power plant #. At start of game, determine order randomly. Phase 2: Auction Power Plants Leader starts No future market: all plants in market are available. Steps 1 & 2: Do not replace sold plants. If you buy a 4th power plant (5th with 2p), you must discard an old plant. If no one buys a plant, remove lowest plant and replace. Very First Auction: Fill market with 1 plant per player. You must buy a plant. Redetermine player order based on purchased plant #. Phase 3: Buy Resources Last player starts Each plant can store twice as many resources as it uses. You may rearrange resources among plants at any time. You can only buy what you can store. Phase 4: Build Connections Last player starts Total cost equals connection cost plus city cost. You can only have 1 house per city. Spaces you can build based on Step: Step 1: 10 spaces; Step 2: 15 spaces, Step 3: 20 spaces. Very First Turn: You may choose to not build a connection.

China
When the Step 3 Power Plant Card is Drawn:
Phase 5: Remove (but do not replace) lowest plant and the Step 3 card. Fill market to 4 plants (if needed).

Resource Supply Table

Players Step Coal Oil Garbage Uranium

1 2 3 1 2 3 1 2 3 1 2 3 1 2 3 4 4 3 5 5 3 6 6 4 7 7 5 9 9 6 2 2 4 3 3 4 4 4 5 5 5 6 6 6 7 2 2 1 2 2 1 3 3 2 3 3 3 5 5 3 1 1 1 1 1 1 2 2 2 3 3 2 3 3 3

Starting Values: Coal = 5, Oil = 5, Garbage = 7, Uranium = None

Powered Cities Payout Table

Check for Minimum Power Plant Number Check for Step 2


Step 2 is triggered once a player connects their Nth city: 2p = 10, 3-5p = 7, 6p = 6. Remove lowest plant and replace. Do this only once at the start of Step 2. Step 2 officially begins after Phase 4.

Cities Cities Cities

0 10 7 14

1 22 8 90 15 134

2 33 9 98 16 138

3 44 10 105 17 142

4 54 11 112 18 145

5 64 12 118 19 148

6 73 13 124 20+ 150

Check for End of Game

82 129

End of game is triggered once a player connects to N cities: 2p = 21; 3-4p = 17; 5p = 15; 6p = 14. The game is officially over after Phase 5. The winner is the player who powers the most cities. Ties are broken first with cash on hand and then by total number of connected cities. Phase 5: Bureaucracy Leader starts Power cities: see Powered Cities Payout Table. Replace resources: see Resource Supply Table. Adjust power plant market: Steps 1 & 2: Add plants to market; 2-3p = 1; 4-5p = 2; 6p = 3. Add more plants or remove lowest # plants to reach N plants: 2-3p = 2, 4p = 3, 5p = 4, 6p = 5. Step 3: Remove lowest plant; add plants to fill to 4 plants.

Power Grid Summary


Phase 1: Adjust Leader Board
Most cities, followed by highest power plant #. At start of game, determine order randomly. Phase 2: Auction Power Plants Leader starts Steps 1 & 2: Only lowest 4 plants available for bid. Step 3: All 6 plants are available. You may only bid on a nuclear power plant if your network has at least one city out side Portugal. If you buy a 4th power plant (5th with 2p), you must discard an old plant. If no one buys a plant, remove lowest plant and replace. Move on to Phase 3. Very First Auction: You must buy a plant. Redetermine player order based on purchased plant #. Phase 3: Buy Resources Last player starts Each plant can store twice as many resources as it uses. You may rearrange resources among plants at any time. You can only buy what you can store. Phase 4: Build Connections Last player starts Total cost equals connection cost plus city cost. You can only have 1 house per city. Spaces you can build based on Step: Step 1: 10 spaces; Step 2: 15 spaces, Step 3: 20 spaces. Very First Turn: You may choose to not build a connection.

Spain & Portugal


When the Step 3 Power Plant Card is Drawn:
Phase 2: Place Step 3 card as highest power plant. Shuffle draw deck and place face down. At the end of Phase 2, remove (but do not replace) lowest plant and the Step 3 card. Phase 4 or 5: Remove (but do not replace) lowest plant and the Step 3 card. Shuffle draw deck and place face down. There are now 6 plants in market. Step 3 officially begins with next phase, based on when the card was drawn.

Resource Supply Table

Players Step Coal Oil Garbage Uranium

1 2 3 1 2 3 1 2 3 1 2 3 1 2 3 3 4 2 4 5 2 4 6 3 4 7 3 6 8 4 2 3 5 2 4 5 3 5 6 4 6 7 5 7 9 1 2 3 1 2 3 2 3 4 3 3 5 3 5 6 0 2 1 0 2 1 0 4 1 0 5 1 0 5 2

Check for Minimum Power Plant Number


Immediately (regardless of phase) remove and replace any plant in the market with # less than or equal to # of cities of the leader.

Check for Step 2

Starting Values: Coal = 1, Oil = 3, Garbage = 6, Uranium = 5

Step 2 is triggered once a player connects their Nth city: 2p = 10, 3-5p = 7, 6p = 6. Remove lowest plant and replace. Do this only once at the start of Step 2. Step 2 officially begins after Phase 4. Place power plant #18, #22, & #27 (#15, #16, #26) onto top of deck so that they come out in that order.

Powered Cities Payout Table

Cities Cities Cities

0 10 7 14

1 22 8 90 15 134

2 33 9 98 16 138

3 44 10 105 17 142

4 54 11 112 18 145

5 64 12 118 19 148

6 73 13 124 20+ 150

Check for End of Game


End of game is triggered once a player connects to N cities: 2p = 21; 3-4p = 17; 5p = 15; 6p = 14. The game is officially over after Phase 5. The winner is the player who powers the most cities. Ties are broken first with cash on hand and then by total number of connected cities. Phase 5: Bureaucracy Leader starts Power cities: see Powered Cities Payout Table. Replace resources: see Resource Supply Table. Adjust power plant market: Steps 1 & 2: Place highest # plant on bottom of deck and replace. Step 3: Remove lowest # plant and replace.

82 129

Power Grid Summary


Phase 1: Adjust Leader Board
Most cities, followed by highest power plant #. At start of game, determine order randomly. Phase 2: Auction Power Plants Leader starts Steps 1 & 2: Only lowest 4 plants available for bid. Step 3: All 6 plants are available. If you buy a 4th power plant (5th with 2p), you must discard an old plant. If no one buys a plant, remove lowest plant and replace. Move on to Phase 3. Very First Auction: You must buy a plant. Redetermine player order based on purchased plant #. Phase 3: Buy Resources Last player starts Each plant can store twice as many resources as it uses. You may rearrange resources among plants at any time. You can only buy what you can store. Phase 4: Build Connections Last player starts Total cost equals connection cost plus city cost. You can only have 1 house per city. Spaces you can build based on Step: Step 1: 10 spaces; Step 2: 15 spaces, Step 3: 20 spaces. Very First Turn: You may choose to not build a connection.

Brazil
When the Step 3 Power Plant Card is Drawn:
Phase 2: Place Step 3 card as highest power plant. Shuffle draw deck and place face down. At the end of Phase 2, remove (but do not replace) lowest plant and the Step 3 card. Phase 4 or 5: Remove (but do not replace) lowest plant and the Step 3 card. Shuffle draw deck and place face down. There are now 6 plants in market. Step 3 officially begins with next phase, based on when the card was drawn.

Resource Supply Table

Players Step Coal Oil Biogas Uranium

1 2 3 1 2 3 1 2 3 1 2 3 1 2 3 1 2 3 1 2 3 2 3 4 3 3 5 3 5 6 3 4 3 4 5 3 5 6 4 5 7 5 7 9 6 2 2 4 2 3 4 3 4 5 4 5 6 5 6 7 1 1 1 1 1 1 1 2 2 2 3 2 2 3 3

Check for Minimum Power Plant Number


Immediately (regardless of phase) remove and replace any plant in the market with # less than or equal to # of cities of the leader.

Check for Step 2

Step 2 is triggered once a player connects their Nth city: 2p = 10, 3-5p = 7, 6p = 6. Remove lowest plant and replace. Do this only once at the start of Step 2. Step 2 officially begins after Phase 4.

Starting Values: Coal = 1, Oil = 3, Garbage = 7, Uranium = 14

Powered Cities Payout Table

Check for End of Game

Cities Cities Cities

0 10 7 14

1 22 8 90 15 134

2 33 9 98 16 138

3 44 10 105 17 142

4 54 11 112 18 145

5 64 12 118 19 148

6 73 13 124 20+ 150

End of game is triggered once a player connects to N cities: 2p = 21; 3-4p = 17; 5p = 15; 6p = 14. The game is officially over after Phase 5. The winner is the player who powers the most cities. Ties are broken first with cash on hand and then by total number of connected cities. Phase 5: Bureaucracy Leader starts Power cities: see Powered Cities Payout Table. Replace resources: see Resource Supply Table. Adjust power plant market: Steps 1 & 2: Place highest # plant on bottom of deck and replace. Step 3: Remove lowest # plant and replace.

82 129

Power Grid Summary


Phase 1: Adjust Leader Board
Most cities, followed by highest power plant #. At start of game, determine order randomly. Phase 2: Auction Power Plants Leader starts Steps 1 & 2: Only lowest 3 plants available for bid (3 in future market) Step 3: All 4 plants are available. The first time (per game round) a player must put a plant up for auction and instead passes, remove lowest plant and replace. If you buy a 4th power plant (5th with 2p), you must discard an old plant. If no one buys a plant, remove lowest plant and replace. Move on to Phase 3. Very First Auction: You must buy a plant. Redetermine player order based on purchased plant #. Phase 3: Buy Resources Last player starts Each plant can store twice as many resources as it uses. You may rearrange resources among plants at any time. You can only buy what you can store. Phase 4: Build Connections Last player starts Total cost equals connection cost plus city cost. You can only have 1 house per city. Spaces you can build based on Step: Step 1: 10 spaces; Step 2: 15 spaces, Step 3: 20 spaces. Very First Turn: You may choose to not build a connection.

Russia
When the Step 3 Power Plant Card is Drawn:
Phase 2: Place Step 3 card as highest power plant. Shuffle draw deck and place face down. At the end of Phase 2, remove (but do not replace) lowest plant and the Step 3 card. Phase 4 or 5: Remove (but do not replace) lowest plant and the Step 3 card. Shuffle draw deck and place face down. There are now 4 plants in market. Step 3 officially begins with next phase, based on when the card was drawn.

Resource Supply Table

Players Step Coal Oil Garbage Uranium

1 2 3 1 2 3 1 2 3 1 2 3 1 2 3 2 2 4 2 3 4 3 4 5 4 5 6 5 6 7 3 4 3 3 4 3 5 6 4 5 7 5 7 9 6 2 2 3 2 2 3 3 3 4 4 3 5 4 5 6 1 1 1 1 1 1 1 2 2 2 3 2 2 3 3

Check for Minimum Power Plant Number Check for Step 2


Step 2 is triggered once a player connects their Nth city: 2p = 10, 3-5p = 7, 6p = 6. Remove lowest plant and replace. Do this only once at the start of Step 2. Step 2 officially begins after Phase 4.

Starting Values: Coal = 3, Oil = 1, Garbage = None, Uranium = 6

Powered Cities Payout Table

Check for End of Game

Cities Cities Cities

0 10 7 14

1 22 8 90 15 134

2 33 9 98 16 138

3 44 10 105 17 142

4 54 11 112 18 145

5 64 12 118 19 148

6 73 13 124 20+ 150

End of game is triggered once a player connects to N cities: 2p = 21; 3-4p = 17; 5p = 15; 6p = 14. The game is officially over after Phase 5. The winner is the player who powers the most cities. Ties are broken first with cash on hand and then by total number of connected cities. Phase 5: Bureaucracy Leader starts Power cities: see Powered Cities Payout Table. Replace resources: see Resource Supply Table. Adjust power plant market: Steps 1 & 2: Place highest # plant on bottom of deck and replace. Step 3: Remove lowest # plant and replace.

82 129

Power Grid Summary


Phase 1: Adjust Leader Board
Most cities, followed by highest power plant #. At start of game, determine order randomly. Phase 2: Auction Power Plants Leader starts Steps 1 & 2: Only lowest 4 plants available for bid. Step 3: All 6 plants are available. If you buy a 4th power plant (5th with 2p), you must discard an old plant. If no one buys a plant, remove lowest plant and replace. Move on to Phase 3. Very First Auction: You must buy a plant. Redetermine player order based on purchased plant #. Phase 3: Buy Resources Last player starts Each plant can store twice as many resources as it uses. You may rearrange resources among plants at any time. You can only buy what you can store. Phase 4: Build Connections Last player starts Total cost equals connection cost plus city cost. You can only have 1 house per city. Spaces you can build based on Step: Step 1: 10 spaces; Step 2: 15 spaces, Step 3: 20 spaces. Very First Turn: You may choose to not build a connection. Starting Cities: Two 10 spaces and one 20 space. Fukuoka, Kobe, Osaka, Sapporo, Tokyo, Yokohama. Second Network: Once per game (even the first turn), you may build in a 10 space of one of the 6 starting cities and ignore the connection costs. Some cities are only available at Step 2 (cost 15) or Step 3 (cost: 20).

Japan
When the Step 3 Power Plant Card is Drawn:
Phase 2: Place Step 3 card as highest power plant. Shuffle draw deck and place face down. At the end of Phase 2, remove (but do not replace) lowest plant and the Step 3 card. Phase 4 or 5: Remove (but do not replace) lowest plant and the Step 3 card. Shuffle draw deck and place face down. There are now 6 plants in market. Step 3 officially begins with next phase, based on when the card was drawn.

Resource Supply Table

Players Step Coal Oil Garbage Uranium

1 2 3 1 2 3 1 2 3 1 2 3 1 2 3 3 4 3 4 5 3 5 6 4 5 7 5 7 9 6 2 2 4 2 3 4 3 4 5 4 5 6 5 6 7 1 2 3 1 2 3 2 3 4 3 3 5 3 5 6 1 1 1 1 1 1 1 2 2 2 3 2 2 3 3

Check for Minimum Power Plant Number Check for Step 2

Immediately (regardless of phase) remove and replace any plant in the market with # less than or equal to # of cities of the leader. Step 2 is triggered once a player connects their Nth city: 2p = 10, 3-5p = 7, 6p = 6. Remove lowest plant and replace. Do this only once at the start of Step 2. Step 2 officially begins after Phase 4.

Starting Values: Coal = 2, Oil = 4, Garbage = 6, Uranium = 12

Powered Cities Payout Table

Cities Cities Cities

0 10 7 14

1 22 8 90 15 134

2 33 9 98 16 138

3 44 10 105 17 142

4 54 11 112 18 145

5 64 12 118 19 148

6 73 13 124 20+ 150

Check for End of Game

End of game is triggered once a player connects to N cities: 2p = 21; 3-4p = 17; 5p = 15; 6p = 14. The game is officially over after Phase 5. The winner is the player who powers the most cities. Ties are broken first with cash on hand and then by total number of connected cities. Phase 5: Bureaucracy Leader starts Power cities: see Powered Cities Payout Table. Replace resources: see Resource Supply Table. Adjust power plant market: Steps 1 & 2: Place highest # plant on bottom of deck and replace. Step 3: Remove lowest # plant and replace.

82 129

Power Grid Summary


Phase 1: Adjust Leader Board
Most cities, followed by highest power plant #. At start of game, determine order randomly. Phase 2: Auction Power Plants Leader starts Steps 1 & 2: Only lowest 4 plants available for bid. Step 3: All 6 plants are available. You may only bid on a nuclear power plant if your network has at least one city in Sweden, Finland, or in the Baltic States (Estonia, Latvia, Lithuania). If you buy a 4th power plant (5th with 2p), you must discard an old plant. If no one buys a plant, remove lowest plant and replace. Move on to Phase 3. Very First Auction: You must buy a plant. Redetermine player order based on purchased plant #. Phase 3: Buy Resources Last player starts Each plant can store twice as many resources as it uses. You may rearrange resources among plants at any time. You can only buy what you can store. Phase 4: Build Connections Last player starts Total cost equals connection cost plus city cost. You can only have 1 house per city. Spaces you can build based on Step: Step 1: 10 spaces; Step 2: 15 spaces, Step 3: 20 spaces. Very First Turn: You may choose to not build a connection.

Northern Europe
When the Step 3 Power Plant Card is Drawn:
Phase 2: Place Step 3 card as highest power plant. Shuffle draw deck and place face down. At the end of Phase 2, remove (but do not replace) lowest plant and the Step 3 card. Phase 4 or 5: Remove (but do not replace) lowest plant and the Step 3 card. Shuffle draw deck and place face down. There are now 6 plants in market. Step 3 officially begins with next phase, based on when the card was drawn.

Resource Supply Table

Players Step Coal Oil Garbage Uranium

6 2 3

1 2 3 1 2 3 1 2 3 1 2 3 1

2 4 3 3 4 4 4 5 5 4 5 6 6 8 5 1 2 3 2 2 3 2 3 4 3 4 5 4 5 6 1 2 3 1 2 3 2 3 4 3 3 5 3 5 6 1 2 2 1 2 2 2 3 2 2 4 3 2 4 4

Check for Minimum Power Plant Number


Immediately (regardless of phase) remove and replace any plant in the market with # less than or equal to # of cities of the leader.

Check for Step 2

Starting Values: Coal = 3, Oil = 3, Garbage = 5, Uranium = 7

Step 2 is triggered once a player connects their Nth city: 2p = 10, 3-5p = 7, 6p = 6. Remove lowest plant and replace. Do this only once at the start of Step 2. Step 2 officially begins after Phase 4.

Powered Cities Payout Table

Cities Cities Cities

0 10 7 14

1 22 8 90 15 134

2 33 9 98 16 138

3 44 10 105 17 142

4 54 11 112 18 145

5 64 12 118 19 148

6 73 13 124 20+ 150

Check for End of Game

End of game is triggered once a player connects to N cities: 2p = 21; 3-4p = 17; 5p = 15; 6p = 14. The game is officially over after Phase 5. The winner is the player who powers the most cities. Ties are broken first with cash on hand and then by total number of connected cities. Phase 5: Bureaucracy Leader starts Power cities: see Powered Cities Payout Table. Replace resources: see Resource Supply Table. Adjust power plant market: Steps 1 & 2: Place highest # plant on bottom of deck and replace. Step 3: Remove lowest # plant and replace.

82 129

Power Grid Summary


Phase 1: Adjust Leader Board
Most cities, followed by highest power plant #. At start of game, determine order randomly. Phase 2: Auction Power Plants Leader starts Steps 1 & 2: Only lowest 4 plants available for bid. Step 3: All 6 plants are available. You may only bid on a nuclear power plant if your network has at least one city out side the Republic of Ireland. If you buy a 4th power plant (5th with 2p), you must discard an old plant. If no one buys a plant, remove lowest plant and replace. Move on to Phase 3. Very First Auction: You must buy a plant. Redetermine player order based on purchased plant #. Phase 3: Buy Resources Last player starts Each plant can store twice as many resources as it uses. You may rearrange resources among plants at any time. You can only buy what you can store. Phase 4: Build Connections Last player starts Total cost equals connection cost plus city cost. You can only have 1 house per city. Spaces you can build based on Step: Step 1: 10 spaces; Step 2: 15 spaces, Step 3: 20 spaces. Very First Turn: You may choose to not build a connection. Second Network: You may start a second network on the other island in a vacant city. Connection cost = 20 plus city cost.

United Kingdom & Ireland


When the Step 3 Power Plant Card is Drawn:
Phase 2: Place Step 3 card as highest power plant. Shuffle draw deck and place face down. At the end of Phase 2, remove (but do not replace) lowest plant and the Step 3 card. Phase 4 or 5: Remove (but do not replace) lowest plant and the Step 3 card. Shuffle draw deck and place face down. There are now 6 plants in market. Step 3 officially begins with next phase, based on when the card was drawn.

Resource Supply Table

Players Step Coal Oil Garbage Uranium

6 2 3

1 2 3 1 2 3 1 2 3 1 2 3 1

3 4 3 3 5 3 4 6 4 4 7 5 6 8 6 2 3 2 2 4 2 3 5 3 4 6 4 5 7 5 1 2 2 1 2 2 2 3 3 3 3 5 3 5 5 1 1 1 1 2 1 1 3 1 2 4 2 2 4 3

Check for Minimum Power Plant Number


Immediately (regardless of phase) remove and replace any plant in the market with # less than or equal to # of cities of the leader.

Starting Values: Coal = 1, Oil = 3, Garbage = 5, Uranium = None

Check for Step 2

Step 2 is triggered once a player connects their Nth city (2p = 10, 3-5p = 7, 6p = 6) or if all available cities have a first connection. Remove lowest plant and replace. Do this only once at the start of Step 2. Step 2 officially begins after Phase 4.

Powered Cities Payout Table

Cities Cities Cities

0 10 7 14

1 22 8 90 15 134

2 33 9 98 16 138

3 44 10 105 17 142

4 54 11 112 18 145

5 64 12 118 19 148

6 73 13 124 20+ 150

Check for End of Game


End of game is triggered once a player connects to N cities: 2p = all available cities are connected; 3-4p = 17; 5p = 15; 6p = 14. The game is officially over after Phase 5. The winner is the player who powers the most cities. Ties are broken first with cash on hand and then by total number of connected cities. Phase 5: Bureaucracy Leader starts Power cities: see Powered Cities Payout Table. Replace resources: see Resource Supply Table. Adjust power plant market: Steps 1 & 2: Place highest # plant on bottom of deck and replace. Step 3: Remove lowest # plant and replace.

82 129

Power Grid Setup (not including Robots)


Map
Select which map and regions to use. Use 1 region per player (3 in a 2-player game; 5 in a 6-player game). Note that the following maps only have 5 regions: Baden-Wrttemberg Benelux (Luxemburg is part of the southern-most blue region). Japan All regions must be contiguous United Kingdom & Ireland: There can be regions on both islands, but all the regions in Great Britain must be contiguous. France: In a 5p game, it is probably not a good idea to exclude the central blue region containing Paris.

Power Plant Deck (Standard / New)

Houses

Select player colors. Place 1 house of each color next to Scoring Track. Randomly place 1 house of each color on Playing Order track.

Money

Each player begins with 50 Elektro.

Resource Market

Baden-Wrttemberg: Coal = 1, Oil = 3, Garbage = 7, Uranium = 14 Benelux: Coal = 3, Oil = 1, Garbage = 7, Uranium = 14 Brazil: Coal = 1, Oil = 3, Garbage = 7, Uranium = 14 Central Europe: Coal = 1, Oil = 3, Garbage = 7, Uranium = 14 China: Coal = 5, Oil = 5, Garbage = 7, Uranium = None France: Coal = 1, Oil = 3, Garbage = 7, Uranium = 5 Germany: Coal = 1, Oil = 3, Garbage = 7, Uranium = 14 Italy: Coal = 3, Oil = 4, Garbage = 5, Uranium = 14 Japan: Coal = 2, Oil = 4, Garbage = 6, Uranium = 12 Korea: Coal = 1, Oil = 3, Garbage = 7, Uranium = 14 Northern Europe: Coal = 3, Oil = 3, Garbage = 5, Uranium = 7 Qubec: Coal = 2, Oil = 2, Garbage = 7, Uranium = 14 Russia: Coal = 3, Oil = 1, Garbage = none, Uranium = 6 Spain & Portugal: Coal = 1, Oil = 3, Garbage = 6, Uranium = 5 United Kingdom & Ireland: Coal = 1, Oil = 3, Garbage = 5, Uranium = None USA: Coal = 1, Oil = 3, Garbage = 7, Uranium = 14

Remove plants #52-60 from game. Set aside plants #3, 4, 5, 6, 7, 8, 9, 10 / #1, 2, 3, 4, 5, 6, 7, 8. Set aside plant #13 / #11. Brazil: Set aside plants #13, 14 / #11, 21. France: Remove plant #13 / #11 from game. Set aside plant #11 / #19. Spain & Portugal: Set aside plants #13 / #11 as well as #18, 22, 27 / #15, 16, 26. Qubec: Set aside plants #13, 18, 22 / #11, 15, 16. Russia: Remove plants #6, 14 / #6, 21 from game. Set aside plant #10, 11, 13 / #8, 9, 11. Set aside Step 3 card. Add Flux-Generator (if in use). Northern Europe: Replace standard power plants with region-specific plants of same number. Denmark: 19, 26; Norway: 7 and 46; South Sweden: 19, 39; North Sweden: 21, 25; Finland: 32, 44; Baltic States: 18, 22 Randomly remove power plants based on the number of players: 2-3p = 8 plants; 4p = 4 plants; 5-6p = none Do not reveal these cards. China: Remove the following plants... 2-3p: #3, 4, 9, 11, 16, 18, 20, 24, 30, 33, 46 / #1, 2, 8, 12, 15, 22, 27, 28, 32, 36, 42 4p: #3, 4, 11, 18, 24, 33, 46 / #1, 2, 8, 15, 27, 32, 36 5-6p: #3, 4, 33 / #1, 2, 32 Brazil: Do not remove any biogas (yellow) plants. Qubec: Do not remove any ecological (green) plants. Add other promo cards (if in use) to power plant deck. Shuffle the power plant deck and place face-down. China: Prepare the deck as follows... Shuffle plants #36-50 / #35-50 and place face-down. Shuffle plants #31-35 / #30-34 with Step 3 card and place on stack. Sort plants #5-30 / #3-29 in order and place on stack. Spain & Portugal: Do not shuffle in #18, 22, 27 / #15, 16, 26. These come out in Step 2. Place Step 3 card on bottom. China: Step 3 is already mixed in. United Kingdom & Ireland: Place Step 3 card 3rd from bottom (2 cards under Step 3). Place plant #13 / #11 on top. Brazil: Put plants #13, 14 / #11, 21 on top. France: Put plants #11 / #19 on top. Qubec: Put plants #13, 18, 22 / #11, 15, 16 on top. Russia: Shuffle in #10, 11 / #8, 9 with the top 3 cards. Then place #13 / #11 on top. Arrange plants #3-10 / #1-8 for the starting power plant market. China: Draw 1 power plant per player for the starting power plant market.

Power Grid Variant Selection


Map
Roll 2 dice sequentially:

Power Plant Deck


Roll 3 dice:

Robots

Die 1 1-2 1-2 1-2 1-2 1-2 1-2 3-4 3-4 3-4 3-4 3-4 3-4 5-6 5-6 5-6 5-6 5-6 5-6

Die 2 Map 1 2 3 4 5 6 1 2 3 4 5 6 1 2 3 4 5 6 USA Germany France Italy Benelux Central Europe China Korea Brazil Spain & Portugal Russia Japan Qubec Baden-Wrttemberg Northern Europe United Kingdom & Ireland Re-roll Re-roll

Die 1 Power Plant Deck 1-3 4-5 6 Original New Both (Variant 2)

For 2-5 players, roll 1 die to determine the number of robots based on the number of players:

Number of Players Die 1 2 3 4 5 6 2 None 1 1 2 2 2 3 None None None 1 1 2 4 None None None None 1 1 5 None None None None None 1

Die 2 Big power plants (Variant 3) 1-5 6 No Yes

Die 3 Promo Cards 1-2 3-4 5-6 None Roll 1 Die (see below) All

Roll 1 Die: Shuffle the cards (using only 1 of the 3 warehouse cards). Roll 1 die and draw that many cards to use. If you draw the Warehouse card, use all 3 warehouse cards. Available Cards: Warehouse (3 cards, total), Transformer Station, Flux Generator, Theme Park, Supply Contract, Industrial Espionage

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