Professional Documents
Culture Documents
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.
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
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.
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.
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
82 129
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.
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
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
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.
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
82 129
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.
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
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 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
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.
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.
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
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
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.
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
82 129
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.
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.
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
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.
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
82 129
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.
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
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.
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
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
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.
Players Step
1 2 3 1 2 3 1 2 3 1 2 3 1 2 3
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.
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.
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
82 129
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).
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
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
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.
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
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.
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
82 129
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.
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
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.
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
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
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.
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
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
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
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.
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
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.
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
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
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.
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
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.
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
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
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
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.
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
82 129
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
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.
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 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