<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Paramesis</id>
	<title>Board Game Arena - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Paramesis"/>
	<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/Special:Contributions/Paramesis"/>
	<updated>2026-10-02T21:11:11Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpvoyages&amp;diff=25344</id>
		<title>Gamehelpvoyages</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpvoyages&amp;diff=25344"/>
		<updated>2025-06-08T00:55:46Z</updated>

		<summary type="html">&lt;p&gt;Paramesis: Developer attribution for custom dice textures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== TRADE WINDS BLOW MAP RULES ==&lt;br /&gt;
&lt;br /&gt;
Roll dice to draw lines to take a voyage in your ship. Depending on your ending map location, perform actions or land on islands. Some actions will earn legendary stars. End game is triggered when one or more players earns their third legendary star and one final round is played.&lt;br /&gt;
&lt;br /&gt;
== GAME ROUNDS ==&lt;br /&gt;
&lt;br /&gt;
1. One player rolls three six-sided dice (3D6). Each player uses each of the dice exactly once.&lt;br /&gt;
&lt;br /&gt;
MODIFY&lt;br /&gt;
&lt;br /&gt;
You can modify a dice roll +/-1 by using (exhausting) your sailors. Heroic sailors (with a relic cup) are wild and allow you to choose any (1-6) result. You cannot go above a value of 6 or below a value of 1, but a 6 can wrap around to a 1 or vice versa. Each player has six starting sailors aboard their ship.&lt;br /&gt;
&lt;br /&gt;
2. Players pick two of the dice results to MOVE.&lt;br /&gt;
&lt;br /&gt;
MOVE&lt;br /&gt;
&lt;br /&gt;
Use one of the dice to set your direction of travel using the corresponding number on the windrose (compass), and then one of the dice for how many spaces you move. You must travel that whole distance unless you travel onto an island space, the DREAD space, or hit the edge of the map. Your ship always travels in a straight line but you may travel through spaces or to islands you have previously visited.&lt;br /&gt;
&lt;br /&gt;
3. Use the last die result to mark off a corresponding square in your Ship’s Duties. If you complete a row and/or a column, immediately claim that reward.&lt;br /&gt;
&lt;br /&gt;
4. Depending on the map location you have ended on, carry out any actions. Your ship does not collect from spaces traveled through or from spaces you&#039;ve previously collected.&lt;br /&gt;
&lt;br /&gt;
5. Check if end game has triggered. If any player(s) have three or more legendary stars, play one final round and tally scores.&lt;br /&gt;
&lt;br /&gt;
== SOLO GAME ==&lt;br /&gt;
&lt;br /&gt;
You have sixteen (16) rounds to collect three stars. If you have less than three stars after 16 rounds, you lose. Three or more stars and you win! Tally up your gold as per normal game scoring. Use the outer windrose (compass) spaces to track your rounds.&lt;br /&gt;
&lt;br /&gt;
== SCORING ==&lt;br /&gt;
&lt;br /&gt;
Islands Visited = gold from visited islands. Printed number on island is gold you receive.&lt;br /&gt;
&lt;br /&gt;
Oceans Explored = earn 1/4/9/16/25/36/49 gold for each different unexplored ocean region traveled to or through.&lt;br /&gt;
&lt;br /&gt;
Cargo = gold from each piece of sold or unsold cargo.&lt;br /&gt;
&lt;br /&gt;
Heroes = earn 2 gold for every ready (unexhausted) heroic sailor.&lt;br /&gt;
&lt;br /&gt;
Defeated Dread = gain 14 gold if you defeat the Dread.&lt;br /&gt;
&lt;br /&gt;
Living Legend = earn 3 gold for every legendary star.&lt;br /&gt;
&lt;br /&gt;
If there is a tie, all players share the victory.&lt;br /&gt;
&lt;br /&gt;
== NOTES ==&lt;br /&gt;
&lt;br /&gt;
Custom Dice textures designed by [https://www.etsy.com/shop/DigitalArtByMichelle Michelle Young]&lt;/div&gt;</summary>
		<author><name>Paramesis</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=21263</id>
		<title>Gamehelpcarnegie</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=21263"/>
		<updated>2024-05-23T03:00:03Z</updated>

		<summary type="html">&lt;p&gt;Paramesis: /* The Department Board */ updated per current rulebook&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Introducing Carnegie ==&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This game is inspired by the life of Andrew Carnegie. Carnegie was born in Scotland in 1835; he and his parents emigrated to the United States in 1848. Although Carnegie started his career as a telegraph operator, his role as a major player in the rise of the United States’ steel industry made him one of the richest men in the world and an icon of the American dream.&amp;lt;br/&amp;gt;&lt;br /&gt;
Carnegie was also a benefactor and philanthropist. Upon his death in 1919, more than $350 million of his wealth was bequeathed to various foundations, with another $30 million going to various charities. His endowments created nearly 2,500 free public libraries that bear his name: the Carnegie libraries.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Carnegie, players will recruit employees and expand their businesses by investing in real estate, producing goods, developing transport technology, and creating transport chains across the United States. Perhaps they will even become illustrious benefactors who contribute to the country’s greatness through their deeds and generosity!&amp;lt;br/&amp;gt;&lt;br /&gt;
The game takes place over 20 rounds, with players each having one turn per round. In each round the active player will choose one of four actions, which the other players will follow.&lt;br /&gt;
The success of a player’s Company is represented by their victory points (VP), and the player with the most VP at the end of the game will be declared the winner, known forevermore for their philanthropic works.&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
# Shuffle the 8 Timeline tiles. Draw 4 of these at random and place them in a row on the table. These tiles are double-sided; select sides at random. Add the Start and End tiles to the respective ends of the row, and return the 4 unused Timeline tiles to the box.&lt;br /&gt;
# Place one action disc on each of the 4 starting positions on the far left of the Timeline.&lt;br /&gt;
# Place the Department tiles on the table, next to the main game board. With 4 players, use all 32 tiles (2 tiles of each type). With 2 or 3 players, first shuffle these tiles face-down and randomly remove 16 or 8 of them (for 2 or 3 players, respectively) from the game.&lt;br /&gt;
# Create a supply of goods cubes and money tokens near the main game board. &lt;br /&gt;
# Provide each player with:&lt;br /&gt;
##4 Goods cubes and $12.&lt;br /&gt;
##1 Company board and its 4 project tabs. Slide each tab under the right side of the individual game board, with its first (rightmost) spot exposed.&lt;br /&gt;
##15 Employee figurines. Each player places 1 employee standing up on each of their Company board’s 5 Departments, with another 5 employees lying down in the Company&#039;s Lobby. Set the remaining 5 employees aside; they will not be available at the beginning of the game.&lt;br /&gt;
##30 player pawns. Each player places:&lt;br /&gt;
##*1 pawn on the “0” position of the score track&lt;br /&gt;
##*1 pawn on the first space of each of the 4 regional transport tracks&lt;br /&gt;
##*1 pawn on each of the 3 available locations on their project tabs (Housing, Commerce, Industry). &lt;br /&gt;
##*The remaining 22 pawns form the player’s personal supply.&lt;br /&gt;
#In a 4-player game, give each player an Action Choice tile. In a 3-player game, only the third player receives an Action Choice tile. There are no Action Choice tiles in a 2-player game.&lt;br /&gt;
#With 2 or 3 players, take 18 or 9 discs (for 2 or 3 players, respectively) of an unused color. Then shuffle the 20 Action cards for the solo variant. Reveal a random Action card and:&lt;br /&gt;
## Place 1 disc on the donation chart (at the top of the game board) in the location indicated on the top of the card.&lt;br /&gt;
## Place 1 disc on each of the cities indicated on the fourth row of the Action card (2, 3 or 4 cities). In each city, the disc is placed on the left-most free construction site.&lt;br /&gt;
## Repeat this process until all 18 (or 9) discs have been placed.&lt;br /&gt;
#Beginning with the player sitting to the right of the first player and going counter-clockwise, each player will place the project pawn on their Housing tab on a medium or major city on the map.&lt;br /&gt;
#Finally, starting with the first player and going in clockwise order, each player may move their employees up to total 6 steps on their own Company boards. Each movement must be made to an orthogonally adjacent (not diagonal) space. After these movements, employees can be activated.&lt;br /&gt;
&lt;br /&gt;
=== Company Basics ===&lt;br /&gt;
==== Company Organization ====&lt;br /&gt;
Each Company is organized into four different Departments, which correspond to the four different types of actions, as follows:&lt;br /&gt;
* Human Resources: allows players to move employees to different Departments within their Companies.&lt;br /&gt;
* Management: allows players to acquire goods and money, and to build new Departments. Each Company begins the game with two Management Departments.&lt;br /&gt;
* Construction: allows players to build projects developed by their R&amp;amp;D Departments.&lt;br /&gt;
* Research &amp;amp; Development (“R&amp;amp;D”) allows players to design new projects and develop their transport networks.&lt;br /&gt;
At the beginning of the game, each Company has 1 Lobby and 5 Departments. During the game, players will be able to expand their Companies by building new Departments. Each Department may hold 1-3 employees; this is represented by the number of employee spaces illustrated on that Department. A Department cannot be used unless it contains at least one active employee. A Department may be used once for each active employee that it contains.&lt;br /&gt;
==== Recruiting Employees ====&lt;br /&gt;
Employees can be either active (standing) or inactive (lying down).&amp;lt;br/&amp;gt;&lt;br /&gt;
When an employee first enters a Company board, it always does so lying down. When an inactive (laid down) employee moves, it remains inactive. If an active (standing) employee is moved, it must be laid down. A Department may hold any number of inactive employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employee activations always happen at the end of a player’s turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Many employee spaces on department tiles are marked with dollar values, representing the costs of that employee’s salary and training. To activate an employee, a player must pay the cost indicated and then place the employee in an upright (standing) position.&lt;br /&gt;
==== Sending an Employee on a Mission ====&lt;br /&gt;
Some departments require sending an active employee on a &#039;&#039;&#039;Mission&#039;&#039;&#039;.  An employee on a Mission is moved from its Department onto one of the four Mission zones on the map; employees sent on Missions are not considered to be active.&amp;lt;br/&amp;gt;&lt;br /&gt;
A player cannot send an employee on a Mission if they are unable to meet the requirements of that action.&lt;br /&gt;
==== Recovering Employees from Missions ====&lt;br /&gt;
When an employee returns from a Mission it must be placed in its Company’s Lobby, lying down. Returned employees are not immediately active; they must be moved and activated with the Human Resources action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employees return from Missions as action discs advance along the Timeline; this is explained in detail in the next chapter.&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
The game takes place over 20 rounds. Each round consists of four parts, which take place in the following order:&lt;br /&gt;
# Select Action&lt;br /&gt;
# Events&lt;br /&gt;
# Use Departments&lt;br /&gt;
# End of Round – Activate Employees&lt;br /&gt;
=== Select Action ===&lt;br /&gt;
The first player selects the Timeline row that they wish to use: Human Resources, Management, Construction, or R&amp;amp;D, and then places the Timeline marker (gear) immediately to the right of that action’s marker on that Timeline row; doing so will trigger events and determine which Departments players will be able to use.&amp;lt;br/&amp;gt;&lt;br /&gt;
A player may choose any Timeline row, even if that action’s marker has reached the last space of its Timeline. In this case, the first player must still place the Timeline marker to the right of the action marker. Then, the first player must then also turn over the action marker &lt;br /&gt;
on the Timeline row immediately below the chosen row (or Human Resources, if R&amp;amp;D was chosen). The turned-over action marker must be able to move forward along its row. If it cannot do so, instead turn over the action marker on the next row below, continuing row-by-row if necessary. Whenever an action marker is turned face-down, it will trigger the event marked to its right (next space). At the end of the round, turn the marker face-up once again and advance it one space along its row.&lt;br /&gt;
==== Collect Income ====&lt;br /&gt;
If the gear is placed on a Timeline space illustrated with a region of the United States, that region becomes the active region. Starting with the first player and going clockwise, each player with one or more employees in the active region’s Mission area may:&lt;br /&gt;
# Return 1 or more of their employees from the active region to their Company’s Lobby. In this case, the player receives income from each project they have already built, from anywhere. These revenues are collected only once per player, per round (even if a player returns more than 1 employee to their Company’s Lobby, they only receive this income once).&lt;br /&gt;
# Generate a transport bonus for each recovered employee, according to how far they have developed their transport in the active region. At the beginning of the game, the transport bonus for each region is $1. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player cannot (or does not want to) return an employee to their Company’s Lobby, that player does not receive any income or transport bonuses for that round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player&#039;s transport bonus corresponds to their level of development in the active region. A player may not choose a bonus lower than that of the level they have reached.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Make a Donation ====&lt;br /&gt;
If the hat is placed on a “donation” symbol, the first player may choose to Make a Donation. Then, going in clockwise order, the other players may choose to make their own donations.&lt;br /&gt;
A player’s first donation costs $5; each donation that player makes in the future will increase in price by $5 (ex: a second donation will cost $10; a third will cost $15). Donations are explained in more detail below.&lt;br /&gt;
&lt;br /&gt;
=== Use Departments ===&lt;br /&gt;
The first player may use any of their Departments that correspond to their chosen action, in any order. Each Department may be used once for each active (standing) employee present in that Department.&lt;br /&gt;
Then, going in clockwise order, the other players may take the same action. As with the first player, these players may use any of their Departments that correspond to the chosen action once for each active employee in that Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
All uses of a Department must be done as part of a single action; a player cannot return to a Department they have already used on that turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Example: Thomas has two active employees in his Commerce &amp;amp; Finance Department, and one in his Strategic Planning Department. He uses his Commerce &amp;amp; Finance Department once, and then uses his Strategic Planning Department. He cannot then take a second Commerce &amp;amp; Finance Action.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: By spending an Action Choice tile, a player can choose to take a different action and activate any of their Departments that correspond to this new action. Then, the Action Choice tile is discarded.&#039;&#039;&#039;&lt;br /&gt;
Players begin the game with a Lobby and 5 Departments, which are described below.&lt;br /&gt;
==== Human Resources ====&lt;br /&gt;
The Human Resources Department allows players to train employees and assign them to different Departments. When choosing this action, a player carries out the following steps, in order:&lt;br /&gt;
# Calculate the total number of possible moves that player’s employees can make. Each active employee in Human Resources provides 3 moves (right arrow symbol). This Department features a permanent active employee (employees may not be activated in this space); thus, each player is always entitled to a minimum of 3 moves.&lt;br /&gt;
# Move employees within the Company (including from the Company’s Lobby and any space that does not contain a Department) up to the total number of possible moves. Each move must be made orthogonally (horizontal or vertical, never diagonal), from Department to Department. Moving an active (standing) employee returns it to an inactive (laying down) state.&lt;br /&gt;
# At the end of a player’s turn, that player can activate (stand up) any inactive (laid down) employees on free spots in any of their Departments. The player must pay any costs associated with those activations.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Inactive (laid down) employees are considered to be “in training”. A player may only activate employees at the end of their turn, after all other actions have been taken.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The total number of possible moves is calculated at the beginning of a player’s turn. Moving an active employee from Human Resources during a turn will not reduce a player’s total number of possible moves for that turn.&lt;br /&gt;
==== Management ====&lt;br /&gt;
At the start of the game, each Company has two Management Departments; these help to generate resources and build new Departments that expand the Company. The first Management Department, &amp;quot;Commerce and Finance,&amp;quot; provides one of the following for each active employee on this space:&lt;br /&gt;
* Receive $3;&lt;br /&gt;
* Receive a goods cube;&lt;br /&gt;
* Send the employee on a Mission and receive $6;&lt;br /&gt;
* Send the employee on a Mission and receive 2 goods cubes.&lt;br /&gt;
The second Management Department, “Strategic Planning,” makes it possible to build new Departments. This Department provides one of the following for each active employee on this space:&lt;br /&gt;
* Pay 1 goods cube and place a new Department on a free space (one that does not already contain a Department) of the player’s Company board; that space must already contain at least one employee;&lt;br /&gt;
* Pay 2 goods cubes and place the new Department on a free space of the player’s Company board.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A Company may never contain two identical Departments.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
The Construction Department allows players to carry out projects in the following areas: Housing, Commerce, Industry, and Public Infrastructure. When this action is chosen, the player who uses this Department:&lt;br /&gt;
# Sends an employee to the Mission area of the region where they wish to build.&lt;br /&gt;
# Pays 1 or 2 goods cubes, then moves a pawn from one of their tabs onto a construction site in the same region.&lt;br /&gt;
# If a player builds a project in a small city, that player immediately receives a transport bonus according to their position on that region’s transport track.&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* If more than one pawn is available on a project tab, the player must build the one farthest to the right.&lt;br /&gt;
* The project must be built:&lt;br /&gt;
** in the region where the employee was sent on a Mission, AND&lt;br /&gt;
** on a spot matching the chosen project type (with a symbol of Housing, Commerce, Industry or Public Infrastructure), OR in a small town that accepts all types of projects;&lt;br /&gt;
&lt;br /&gt;
==== Research &amp;amp; Development ====&lt;br /&gt;
The R&amp;amp;D Department allows players to develop new construction projects in Housing, Commerce, Industry, Public Infrastructure, and Transport. When this action is chosen, each player will receive study points for each of their active employees in their R&amp;amp;D Departments.&amp;lt;br/&amp;gt;&lt;br /&gt;
Study points can be spent in two different ways:&lt;br /&gt;
* A player may move one of their project tabs one place to the right and place a construction pawn on the tab’s just-revealed space (circle), OR&lt;br /&gt;
* A player may move one of their transport cubes on a regional transport track one space to the right.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player may advance tabs or transport cubes more than one step in a turn. At the end of the turn, any unused study points are lost.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player advances a tab beyond the spaces for construction projects, they will receive the VP indicated on that tab at the end of the game. &lt;br /&gt;
=== End of Round - Activate Employees ===&lt;br /&gt;
At the end of their turn, a player can activate inactive employees in any of their Departments. To do so, the player must pay the cost indicated under an empty Workstation in the employee’s current Department and then stand the employee upright on that Workstation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Once each player has taken their turn, the first player must move the action marker on the Timeline one space to the right, displacing the Timeline marker (gear). Then, the first player must pass the Timeline marker and the locomotive to the next player in clockwise order; a new round can now begin.&lt;br /&gt;
&lt;br /&gt;
=== End of the Game ===&lt;br /&gt;
==== Connections between Major Cities ====&lt;br /&gt;
At the end of the game, players can each earn up to 36 VP for establishing connections between the 4 major cities of New York, Chicago, New Orleans, and San Francisco. To gain these points, a player must have connected at least two major cities through a continuous line of their own construction pawns. Each player counts how many major cities they have connected as part of an uninterrupted line; to earn this bonus, a player must connect at least 2 major cities. If San Francisco is connected to at least one other major city, count it twice.&lt;br /&gt;
Players will earn these points based on the number of major cities connected AND the lowest level of transportation among all regions in which a major city is part of this network.&lt;br /&gt;
This scoring is illustrated on the game board. If a player has two unconnected networks of connections between major cities (for instance, San Francisco to Chicago and New Orleans to New York), only the highest-scoring connection will count for that player’s score.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
Yellow player has reached these levels on transport development tracks:&lt;br /&gt;
* Midwest: Train&lt;br /&gt;
* West: Train&lt;br /&gt;
* South: Stagecoach&amp;lt;br/&amp;gt;&lt;br /&gt;
Different situations can occur for Yellow player :&lt;br /&gt;
* If a link exists between SF and Chicago (2+1 = 3 links - Train), Yellow gets 18 points.  It doesn&#039;t matter if Yellow goes through the South region to make the link between SF and Chicago. In other words, if the connection exists, we only take into account the Transport development track of Regions of connected Major Cities.&lt;br /&gt;
* If a link exists between SF, Chicago and New Orleans (2+1+1 = 4 links - Stagecoach), Yellow gets 18 points.&lt;br /&gt;
* If a link exists between SF and New Orleans (2+1 = 3 links - Stagecoach), Yellow gets 12 points.&lt;br /&gt;
* If a link exists between Chicago and New Orleans (1+1 = 2 links - Stagecoach), Yellow gets 6 points.&lt;br /&gt;
&lt;br /&gt;
==== Final Scoring ====&lt;br /&gt;
The game ends after 20 rounds. Once all 4 action discs have reached the final boxes of their Timelines and all players have finished their actions, victory points (VP) can be tallied as described below. &lt;br /&gt;
Scoring includes:&lt;br /&gt;
* VP earned during the game;&lt;br /&gt;
* 1 VP for each active (standing) employee, to a maximum of 15 VP;&lt;br /&gt;
* Departments built during the game are worth 2 or 3 VP each, depending on their locations. Each Department in a Company’s first line (top) scores 3 VP, while every other Department built during the game scores 2 VP, to a maximum of 24 VP;&lt;br /&gt;
* Any VP earned from project tabs, to a maximum of 42 VP;&lt;br /&gt;
* VP earned from connections between major cities, to a maximum of 36 VP, as explained above;&lt;br /&gt;
* 0-3 VP for each Construction project built in a small, medium or major city (as indicated on the map), with a maximum of 45 VP;&lt;br /&gt;
* VP provided by donations (max. 12 VP per donation).&lt;br /&gt;
* 3 VP for an unused Action Choice tile.&lt;br /&gt;
The player with the most points is the winner of the game. There are no tiebreakers; tied players must shake hands and savor their shared victory.&lt;br /&gt;
&lt;br /&gt;
== Transport Tracks, Donations, and Departments ==&lt;br /&gt;
=== Transportation Development Tracks ===&lt;br /&gt;
Each region of the country has a transport track that players can develop over the course of the game.&amp;lt;br/&amp;gt;&lt;br /&gt;
At the beginning of the game, players’ transport tracks in the South, Midwest, and Far West start at the “Cart” level; in the East, they start at &amp;quot;Stagecoach.&amp;quot; By progressing along each region’s transport track, players can reach “Railroad” level or beyond.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever a player reaches the final box of a transport track, they immediately receive a special reward of 3 goods cubes OR $10.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Only one player may occupy the final box of each transport track.&lt;br /&gt;
==== Transport Bonus ====&lt;br /&gt;
Boxes on transportation tracks that are occupied by players’ transport discs indicate which transport bonuses those players receive every time they recover an employee who has gone on a Mission in the corresponding region.&lt;br /&gt;
=== Donation Chart ===&lt;br /&gt;
As we saw in the “Playing the Game” section, if a donation symbol is present on the space where the active player placed the GEAR timeline token, starting with the first player and going in clockwise order, each player may make one donation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Donations represent players’ support of various financial, material, and technical projects; they help to increase players’ reputations, as well as those of their Companies.&amp;lt;br/&amp;gt;&lt;br /&gt;
To Make a Donation:&lt;br /&gt;
* A player must place a pawn on an unoccupied space of the donation chart (on the top of the game board), then pay:&lt;br /&gt;
** $5 for their 1st donation. Each subsequent donation costs an additional $5, so:&lt;br /&gt;
** $10 for their 2nd donation, &lt;br /&gt;
** $15 for their 3rd donation, and so on.&lt;br /&gt;
At the end of the game, donations earn VP according to certain factors. These may include projects built, actions taken, Company development, and accumulated wealth. A maximum of 12 VP may be earned for each donation.&lt;br /&gt;
=== The Department Board ===&lt;br /&gt;
There are 16 different Departments that players can add to their Companies&lt;br /&gt;
==== Training and Partnerships ====&lt;br /&gt;
This Department is a powerful way to bring more flexibility in allocating employees. It also allows its owner to supplement their financial resources.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, the player may choose to receive either $8 OR 8 employee moves.&lt;br /&gt;
==== Recruiting ====&lt;br /&gt;
This Department offers a very efficient way to reach the maximum of 15 employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; For each use of this Department, the player may either: send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, that player immediately places a new employee from the supply into their Company’s Lobby. OR, receive 4 employee moves.&lt;br /&gt;
==== Safety and Quality ====&lt;br /&gt;
This Department helps to ensure the quality of manufacturing processes and products, as well as ensuring employees’ safety and well-being.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, the player receives 1 VP for every two active employees in their Company, rounded down.&lt;br /&gt;
==== New Lobby ====&lt;br /&gt;
A new Lobby allows faster access to certain Departments, minimizing the need for moves.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To build this Department, the player must pay 2 goods cubes in addition to the normal building cost. Once this Department has been built, it can hold new recruits and returning employees; employees can be divided between the two Lobbies as desired. This Department has an ongoing effect; it functions without an active employee.&lt;br /&gt;
==== Purchasing ====&lt;br /&gt;
This Department makes it possible to produce a large quantity of goods quickly, and free of charge.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player may then take 3 goods cubes from the supply OR $8.&lt;br /&gt;
==== Sales ====&lt;br /&gt;
If a Company produces a lot of goods, this Department can sell them for the best price.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player uses this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $6.&lt;br /&gt;
==== Logistics ====&lt;br /&gt;
This Department improves a Company’s reliability and delivery time.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player uses this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $3 and 1 VP.&lt;br /&gt;
==== Property Management ====&lt;br /&gt;
This Department allows a player to immediately assign an employee to a newly-built Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. When a player adds a new Department to their Company, they may immediately move one of their employees from any Department to the new Department. This employee can be activated at the end of the turn, as normal.&lt;br /&gt;
==== Engineering ====&lt;br /&gt;
This Department provides new construction capabilities.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). That player then pays 1 or 2 goods cubes to build a new project, depending on the type of project being built.&lt;br /&gt;
==== Construction Outsourcing ====&lt;br /&gt;
This Department allows a player to build without sending an employee on a Mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player uses this Department, they may pay $3 and 1-2 goods cubes to build a new project, depending on the type of project being built.&lt;br /&gt;
==== Supply Chain ====&lt;br /&gt;
This Department makes it possible to buy goods at a reduced cost.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player uses this Department, they may purchase up to 3 goods cubes at a cost of $1 each.&lt;br /&gt;
==== Communications ====&lt;br /&gt;
This Department increases the efficiency of donations.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. The cost of new donations is calculated on the basis of $3 per donation, instead of $5. &lt;br /&gt;
Example: Before building the Communications Department, Thomas had already made 2 donations. The next donation he makes will cost him $9 (3 x $3), instead of $15 (3 x $5).&lt;br /&gt;
==== Advanced Research ====&lt;br /&gt;
This Department is an effective way to accelerate employees’ studies.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then gains 7 study points.&lt;br /&gt;
==== Advanced Design ====&lt;br /&gt;
A new design Department allows improves a Company’s study efficiency.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever this Department is used, its owner gains 4 study points for each active employee.&lt;br /&gt;
==== Charitable Giving ====&lt;br /&gt;
This Department allows a player to duplicate a donation that another player has already made.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). After paying the appropriate donation cost, the player may then place one of their donation pawns on top of another player’s donation pawn, rather than on an unoccupied space; a player may not make the same donation twice.&lt;br /&gt;
==== Telegraph Operators ====&lt;br /&gt;
This Department reduces the costs of transport development.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect – as long as it contains an active employee. The player’s study-point costs to progress along transport tracks are reduced by 1 (to a minimum of 1).&lt;br /&gt;
&lt;br /&gt;
== SOLO mode ==&lt;br /&gt;
In a solo game, Andrew Carnegie himself will be the virtual opponent; it goes without saying that it will be difficult to win against him.&lt;br /&gt;
=== Setup ===&lt;br /&gt;
The player setup is identical to that of the normal game. As in a 2-player game, there are only 16 Departments available to build at the start of the game.&lt;br /&gt;
Once player setup is done, set the game up for Andrew. Andrew does not use employees, VP, money, goods cubes, or study points during the game. He also does not use an individual Company board. Andrew always has enough money, resources, and study points. &lt;br /&gt;
# Andrew starts the game with all of his pawns available for construction. However, Andrew does not place a pawn on the board during setup (as in step 9 of a multiplayer game).&lt;br /&gt;
# Andrew places one pawn on each of the 4 regional transport tracks, as though here were a normal player.&lt;br /&gt;
# The five victory-point cards are aligned in numerical order from left to right, with the 0 VP card on the far left and the 10VP card on the far right.&lt;br /&gt;
# The action cards are shuffled to form a draw pile, which is placed to the left of the 0 VP card.&lt;br /&gt;
# Place the first-player disc face-up (hat visible), next to the VP cards.&lt;br /&gt;
==== Playing the Game against Andrew ====&lt;br /&gt;
During the game, the player and Andrew will alternate in choosing round actions.&lt;br /&gt;
The first-player disc is used to indicate whose turn it is to choose the action for the round. When the “hat” side is visible, the player decides the action for the round; when the black side is visible, Andrew decides. Flip the first-player disc over at the end of each round.&lt;br /&gt;
The player always chooses the action for the first round (hat side visible).&lt;br /&gt;
A round in the solo game is divided into 5 steps:&lt;br /&gt;
* New Action Card: The player takes the top action card for Andrew, and without looking at it, slides it face-down under the 0VP card.&lt;br /&gt;
=== Choice of Action ===&lt;br /&gt;
==== First-player Disc Face-up ====&lt;br /&gt;
If the first-player disc is face-up (hat visible), the player chooses the action for the round. They place the GEAR timeline token on right action line, immediately to the right of the action disc.&lt;br /&gt;
Tip: Before choosing their action, the player should look at:&lt;br /&gt;
* The back of that round’s action card, as it will indicate which action is currently Andrew’s strongest. Avoiding this action can help prevent Andrew from gaining too many points,&lt;br /&gt;
* The top card of the draw pile, which indicates which action Andrew will choose in the next round. This can also be valuable in helping to make a choice.&lt;br /&gt;
==== First-player Disc Face-down ====&lt;br /&gt;
If the first-player disc is face-down (hat not visible), the action symbol (on the back of the action card) indicates which action Andrew has chosen. As in the normal game, the GEAR timeline token is placed on the Timeline to the right of this action’s disc.&lt;br /&gt;
** Note: When an action disc reaches the last space of that action’s Timeline, Andrew will place the GEAR timeline token to the right of the chosen action disc. In addition, Andrew will also turn over the action disc on the line immediately below that of the chosen action (or the top line (Human Resources) if the chosen action is R&amp;amp;D). However, the turned-over action disc must be one that can still move forward. If necessary, turn over the action disc on the next line below, instead. This turned-over action disc triggers an event as though it were the chosen action. At the end of the round, turn this disc face-up and advance it one space along its Timeline.&lt;br /&gt;
=== Andrew’s Turn ===&lt;br /&gt;
Flip the current round’s action card face-up.&lt;br /&gt;
==== Event ====&lt;br /&gt;
* If the hat is placed on a space that represents a region of the United States, nothing happens for Andrew. &lt;br /&gt;
* If the hat is placed on a donation symbol, Andrew puts a pawn on the space indicated at the top of the current round’s action card. If the indicated space is already occupied, Andrew does not place a pawn, and slides his action card one step to the right.&lt;br /&gt;
&lt;br /&gt;
==== Resolve Andrew&#039;s Action ====&lt;br /&gt;
* Human Resources: slide the current round’s action card the indicated number of positions to the right;&lt;br /&gt;
* Management: Andrew takes a tile from each Department whose number appears on the current round’s action card. For each Department that is mentioned on the card but not available on the board, the player slides Andrew&#039;s action card one position to the right;&lt;br /&gt;
* Construction: The player places Andrew&#039;s construction pawns in each city whose name appears on the current round’s action card. These pawns should be placed on house symbols; if no Housing space is available, the pawn is placed on a $ symbol (Commerce), instead. If not available, then place the pawn on a factory (Industry) or, finally, a bridge (Public Infrastructure). For each pawn that cannot be placed, slide the card by one position to the right;&lt;br /&gt;
* R&amp;amp;D: The player moves Andrew’s transport cube in the region indicated on the action card to the right on its track by 1-3 spaces, as indicated on the action card. For each cube’s move that cannot be made, slide the action card by one position to the right.&lt;br /&gt;
Note: Remember that only one player’s cube may occupy the last box of any transport track.&lt;br /&gt;
=== Player’s Turn ===&lt;br /&gt;
The player resolves events as in the normal game: Collect Income or Make a Donation. &lt;br /&gt;
Note: As the normal game, if the hat is placed on the last (rightmost) position of the Timeline, the player may choose to do one or both of the following: Collect Income and/or Make a Donation.&lt;br /&gt;
The player then performs their action, activating Departments belonging to the same type as the action chosen.&lt;br /&gt;
&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
The current round’s action card is turned face-down. If the action card has not moved, it is placed to the right of the draw pile, in the &amp;quot;0 VP&amp;quot; position.  If it has moved past the &amp;quot;10 VP&amp;quot; position, it is placed on the &amp;quot;10 VP&amp;quot; position.&lt;br /&gt;
Finally, the first-player disc is turned over.&lt;br /&gt;
&lt;br /&gt;
=== End of Game and Scoring ===&lt;br /&gt;
When the game ends, Andrew&#039;s points are calculated as follows:&lt;br /&gt;
* Each action card is worth from 0 to 10 (VP), depending on its position;&lt;br /&gt;
* All Department tiles that Andrew has acquired are worth 2 VP each.&lt;br /&gt;
* For each of Andrew’s transport cubes that reached the last position of a transport track, Andrew earns 6VP (Andrew does not earn points for connected cities);&lt;br /&gt;
* Andrew’s construction discs are each worth the VP of the city where they are built (from 0 to 3VP, as indicated on the map);&lt;br /&gt;
* Andrew’s donations are scored according to the player’s efforts. In other words, Andrew scores for what the player did. For example, if the player has built 5 buildings in the Far West, Andrew would score 10 VP (5 x 2) if he had placed a donation token that awards 2 VP for each Far West construction.&lt;br /&gt;
Tip: Players may find it unfair that Andrew receives points for what they have done during the game, but businessmen of Andrew’s caliber don’t care. Once Andrew has placed a donation token, the player knows that they can no longer make that particular donation, and may thus wish to avoid taking actions that would reward Andrew.&lt;br /&gt;
Compare Andrew’s score with that of the player; the highest total score wins!&lt;/div&gt;</summary>
		<author><name>Paramesis</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstupormundi&amp;diff=20824</id>
		<title>Gamehelpstupormundi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstupormundi&amp;diff=20824"/>
		<updated>2024-04-20T15:03:20Z</updated>

		<summary type="html">&lt;p&gt;Paramesis: /* End of the Game */ 6 VP bonus for building the most structures removed as of 03/20. Rulebook PDF update forthcoming.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
As Frederick II&#039;s vassal, you will perform tasks such as summoning Allies from around the Mediterranean, building Structures in your castle, and promoting Specialists to improve your kingdom. Certain actions will trigger Edicts that affect Frederick&#039;s Palace, and determine the rewards players may receive from their Allies. You may improve your chances by upgrading your castles: Towers house additional Allies, Walls store more Resources, and Keeps aid in managing Action Cards.&lt;br /&gt;
&lt;br /&gt;
The players will take turns during the game, going clockwise, until one of the game end conditions is met.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
Stupor Mundi is played over a variable number of rounds, each of which is divided into two phases:&lt;br /&gt;
*the &#039;&#039;&#039;Action Phase&#039;&#039;&#039;, played in clockwise turn order&lt;br /&gt;
&lt;br /&gt;
#Travel&lt;br /&gt;
#Perform action&lt;br /&gt;
*the &#039;&#039;&#039;End Phase&#039;&#039;&#039;, performed simultaneously by all players.&lt;br /&gt;
&lt;br /&gt;
#Refill hand&lt;br /&gt;
#Castle income&lt;br /&gt;
#Ally income&lt;br /&gt;
#Reorganization&lt;br /&gt;
&lt;br /&gt;
==Action Phase==&lt;br /&gt;
&lt;br /&gt;
===Travel===&lt;br /&gt;
[TRAVEL]&lt;br /&gt;
&lt;br /&gt;
At the start of your turn, you may choose to travel. To travel, move your Ship 1-4 spaces clockwise around the Voyage Board, paying 1 Augustalis for each space moved. You may then perform your turn action as normal.&lt;br /&gt;
&lt;br /&gt;
===Perform action===&lt;br /&gt;
[PLAYCARD]&lt;br /&gt;
&lt;br /&gt;
Action Cards may be played face-up or face-down in any Action Card slot of your choice, and any sequence – you are &#039;&#039;&#039;not&#039;&#039;&#039; required to play the Action Cards from left to right.  &lt;br /&gt;
*Note: At the beginning of the game, the rightmost slot of each player’s Action Board is locked and may not be used. Building a specific Keep during the game will allow you to remove the tile blocking that card slot.&lt;br /&gt;
*Playing a card face-up will allow you to perform the action displayed on that card.&lt;br /&gt;
*Playing a card face-down will allow you to perform one of the board actions pointed to by the soldiers’ spears on the back of that card.&lt;br /&gt;
&lt;br /&gt;
Once you have resolved the actions associated with your played card, the next player will take their turn. That player must choose to travel (or not), and then play an Action Card. If a player cannot or does not want to play an Action Card, they must pass their turn. A player who has passed may not travel nor play any more Action Cards in that round. This process continues until all players have passed.&lt;br /&gt;
&lt;br /&gt;
===Promote a Specialist===&lt;br /&gt;
[PROMOTE]&lt;br /&gt;
&lt;br /&gt;
This action allows you to move one of your Specialists one space along one of the three paths on the Workplace Area. Specialists move from one Workplace space to the next, following the arrows.&lt;br /&gt;
&lt;br /&gt;
*the Workplace Area is divided into 3 areas. From left to right, these are the Countryside (blue), Village (yellow), and City (green) areas. Each area uses different Workplace tiles.&lt;br /&gt;
*Each Countryside and Village tile has two Workplaces, which provide special abilities if you have at least one Specialist in that Workplace.&lt;br /&gt;
*City Workplaces offer one-time bonuses. When your Specialist reaches a City Workplace, take a City bonus tile of your choice (if available), receive the indicated bonus.&lt;br /&gt;
*If a Specialist’s move would cause it to pass over an arrow accompanied by a Grain symbol [GRAIN], you must pay a Grain to the supply before your Specialist may move forward.&lt;br /&gt;
&lt;br /&gt;
*If a Specialist’s move would cause it to move to a Workplace with a Workplace Edict Token, you must immediately issue an Edict and remove the token from the Workplace.&lt;br /&gt;
&lt;br /&gt;
===Trade with the locals===&lt;br /&gt;
[TRADE]&lt;br /&gt;
&lt;br /&gt;
This action allows you to do one or both of the following actions:&lt;br /&gt;
*Sell a single resource (a Grain or Stone)&lt;br /&gt;
*Buy a single resource (a Grain or Stone)&lt;br /&gt;
The amount of Augustales spent or gained with this action depends on the Market tile that is located in the city where your Ship is currently docked.&lt;br /&gt;
&lt;br /&gt;
===Build a Structure===&lt;br /&gt;
[BUILD]&lt;br /&gt;
&lt;br /&gt;
This action allows you to add a single Structure to your Castle. There are three types of Structures: Towers, Walls, and Keeps:  &lt;br /&gt;
* Each Structure must be built in its corresponding space on your Castle Board. Structures may be built as either normal or Great, and in any order.&lt;br /&gt;
* Each Structure must be paid for using Stone [STONE]. The cost to Build each Structure is indicated on its space on the Castle Board.&lt;br /&gt;
*Great Structures provide bonuses once built, but they have additional costs that must paid in Augustales.&lt;br /&gt;
*You may only build a Wall if it connects to a Tower already present on your Castle Board, and vice versa.&lt;br /&gt;
&lt;br /&gt;
Each type of Structure has a different function:&lt;br /&gt;
&lt;br /&gt;
* [TOWER] At the start of the game, you may only host 1 Ally in your Castle. Each Tower you build during the game allows you to host 1 additional Ally.&lt;br /&gt;
* [WALL] At the start of the game, you may store up to 3 resources (Grain and/or Stone) in your Castle. Each Wall you build during the game allows you to store 1 additional resource.&lt;br /&gt;
* [KEEP] When built, Keeps provide advantages that help improve your hand of cards. When you build a Keep, take the corresponding Keep Cover tile from your Castle Board and place it on the empty Keep space of your Player Board to remind you of its effect.&lt;br /&gt;
&lt;br /&gt;
===Summon an Ally===&lt;br /&gt;
[SUMMON]&lt;br /&gt;
&lt;br /&gt;
You may summon one Ally to your Castle by paying the cost shown under that Ally’s spot on the Voyage Board. &lt;br /&gt;
*You may only summon an Ally from the area of the Voyage Board where your Ship is currently located.&lt;br /&gt;
*Summoned Allies are immediately placed in an empty, dedicated Ally space of your Player Board (one that does not contain a Tower).&lt;br /&gt;
Note: Your Castle may never contain two identical Allies. Allies will prove crucial during the “Ally Income” step at the end of the round, when they provide VP. Pay close attention to which Allies your opponents have summoned!  &lt;br /&gt;
&lt;br /&gt;
===Purchase an Action Card===&lt;br /&gt;
[GAINACTION]&lt;br /&gt;
&lt;br /&gt;
You may use this action to purchase one advanced Action Card.&lt;br /&gt;
*You may only purchase an Advanced Action Card from the area of the Voyage Board where your Ship is located.&lt;br /&gt;
*Once that card’s cost is paid, you may perform that card’s action immediately, as though it had just been played on your Personal Board.&lt;br /&gt;
*Then, take the card into your hand - it may be played this turn, as normal.&lt;br /&gt;
&lt;br /&gt;
Cards’ costs can be found in their top-right corners. These costs may either be: A certain amount of Augustales, OR The removal of one of your Action Cards from the game, either from your hand or your discard pile, but NOT your draw pile.&lt;br /&gt;
&lt;br /&gt;
==End Phase==&lt;br /&gt;
&lt;br /&gt;
All players may perform their End Phase steps simultaneously.&lt;br /&gt;
&lt;br /&gt;
===Refill hand===&lt;br /&gt;
[HANDLIMIT]&lt;br /&gt;
&lt;br /&gt;
#This step begins with players discarding all played cards from their Player Boards.&lt;br /&gt;
#Then, each player may discard any number of cards from their hand.&lt;br /&gt;
#Finally, each player must draw from their draw pile until they have 5 cards in their hand (or possibly more, depending on certain bonuses). If your draw pile ever runs out, shuffle your discard pile into a new draw pile.&lt;br /&gt;
&lt;br /&gt;
===Castle income===&lt;br /&gt;
[INCOME]&lt;br /&gt;
&lt;br /&gt;
Castles help to guarantee income during this phase.&lt;br /&gt;
*Each closed side of a Castle provides a specific income.&lt;br /&gt;
*A closed side consists of 2 Towers connected by a Wall.&lt;br /&gt;
*The income provided by that side is indicated by the corresponding exclamation mark icon.&lt;br /&gt;
&lt;br /&gt;
===Ally income===&lt;br /&gt;
[ALLY]&lt;br /&gt;
&lt;br /&gt;
There are two kinds of Allies: Loyalists (yellow) and Independents (blue), and each produces VP in different ways.&lt;br /&gt;
*Loyalists provide VP based on the items in Frederick’s Castle (or the position of his Specialist).&lt;br /&gt;
*Independents provide VP based on the number of items in your Castle.&lt;br /&gt;
&lt;br /&gt;
During the End Phase each Ally produces 1 VP, plus another 2 VP if their specific requirement has been met (for a total of 3 VP).&lt;br /&gt;
&lt;br /&gt;
===Reorganization===&lt;br /&gt;
&lt;br /&gt;
#If one or more spaces of the Voyage Board have no Advanced Action Cards, refill those spaces from the draw pile.&lt;br /&gt;
#If there are any face-down Allies on the Voyage Board, turn them face-up.&lt;br /&gt;
#The First Player marker is passed to the next player in clockwise order, and a new round begins.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
[ENDGAME]&lt;br /&gt;
&lt;br /&gt;
The end of the game is triggered at the end of a round in which one or more of the following situations occur:&lt;br /&gt;
#One or more players have built every Structure in their Castle, OR&lt;br /&gt;
#There are no more Edicts to fill the 3 Active Edict spaces in the Imperial Area, OR&lt;br /&gt;
#There are insufficient Advanced Action Cards to fully refill all empty spaces on the Voyage Board.&lt;br /&gt;
&lt;br /&gt;
Your final score is equal to the position of your marker on the VP track, plus:&lt;br /&gt;
*+1 VP for each Structure in your Castle.&lt;br /&gt;
*Exchange your Grain and Stone cubes for 2 Augustales each. Then, gain 1 VP for every 6 Augustales you have remaining.&lt;br /&gt;
&lt;br /&gt;
The player with the most Victory Points wins the game. If there is a tie for most VP, the winner is the tied player who built the most Great Structures. If there is still a tie, the tied players share the victory.&lt;br /&gt;
&lt;br /&gt;
==House Action Cards==&lt;br /&gt;
&#039;&#039;&#039;Each player receives a set of 8 identical House Action Cards (2 of each)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[CARD0] Gain 1 Stone&lt;br /&gt;
&lt;br /&gt;
[CARD1] Gain 1 Grain&lt;br /&gt;
&lt;br /&gt;
[CARD2] Gain 3 Augustales&lt;br /&gt;
&lt;br /&gt;
[CARD3] Draw 4 cards from your draw pile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each player also receives 2 unique House Action Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Black&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[CARD4] Gain 1 Stone for every 2 structures in Frederick&#039;s Castle (max. 3)&lt;br /&gt;
&lt;br /&gt;
[CARD5] Move your ship 0-4 spaces for free, then take a Trade action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Blue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[CARD10] Gain 2 Augustales for each resource in Frederick&#039;s reserve (max. 8)&lt;br /&gt;
&lt;br /&gt;
[CARD11] Take a Build action; you may pay any combination of Grain and/or Stones. Augustalis costs to Build a Great Structure must be paid as normal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Green&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[CARD16] Gain 1 VP for each step Frederick&#039;s Specialist has taken along the road on the Workplace area (max. 3)&lt;br /&gt;
&lt;br /&gt;
[CARD17] Using a Build action, spend exactly 2 Stones to Build a Tower (instead of the indicated costs). Augustalis costs to Build a Great Structure must be paid as normal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Yellow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[CARD22] Gain 1 Grain for each of Frederick&#039;s Allies (max. 3)&lt;br /&gt;
&lt;br /&gt;
[CARD23] Take 2 Augustales and an Advanced Action Card from the area of the Voyage Board where your Ship is located&lt;/div&gt;</summary>
		<author><name>Paramesis</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstupormundi&amp;diff=17795</id>
		<title>Gamehelpstupormundi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstupormundi&amp;diff=17795"/>
		<updated>2023-08-15T13:26:57Z</updated>

		<summary type="html">&lt;p&gt;Paramesis: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
As Frederick II&#039;s vassal, you will perform tasks such as summoning Allies from around the Mediterranean, building Structures in your castle, and promoting Specialists to improve your kingdom. Certain actions will trigger Edicts that affect Frederick&#039;s Palace, and determine the rewards players may receive from their Allies. You may improve your chances by upgrading your castles: Towers house additional Allies, Walls store more Resources, and Keeps aid in managing Action Cards.&lt;br /&gt;
&lt;br /&gt;
The players will take turns during the game, going clockwise, until one of the game end conditions is met.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
Stupor Mundi is played over a variable number of rounds, each of which is divided into two phases:&lt;br /&gt;
*the &#039;&#039;&#039;Action Phase&#039;&#039;&#039;, played in clockwise turn order&lt;br /&gt;
&lt;br /&gt;
#Travel&lt;br /&gt;
#Perform action&lt;br /&gt;
*the &#039;&#039;&#039;End Phase&#039;&#039;&#039;, performed simultaneously by all players.&lt;br /&gt;
&lt;br /&gt;
#Refill hand&lt;br /&gt;
#Castle income&lt;br /&gt;
#Ally income&lt;br /&gt;
#Reorganization&lt;br /&gt;
&lt;br /&gt;
==Action Phase==&lt;br /&gt;
&lt;br /&gt;
===Travel===&lt;br /&gt;
[TRAVEL]&lt;br /&gt;
&lt;br /&gt;
At the start of your turn, you may choose to travel. To travel, move your Ship 1-4 spaces clockwise around the Voyage Board, paying 1 Augustalis for each space moved. You may then perform your turn action as normal.&lt;br /&gt;
&lt;br /&gt;
===Perform action===&lt;br /&gt;
[PLAYCARD]&lt;br /&gt;
&lt;br /&gt;
Action Cards may be played face-up or face-down in any Action Card slot of your choice, and any sequence – you are &#039;&#039;&#039;not&#039;&#039;&#039; required to play the Action Cards from left to right.  &lt;br /&gt;
*Note: At the beginning of the game, the rightmost slot of each player’s Action Board is locked and may not be used. Building a specific Keep during the game will allow you to remove the tile blocking that card slot.&lt;br /&gt;
*Playing a card face-up will allow you to perform the action displayed on that card.&lt;br /&gt;
*Playing a card face-down will allow you to perform one of the board actions pointed to by the soldiers’ spears on the back of that card.&lt;br /&gt;
&lt;br /&gt;
Once you have resolved the actions associated with your played card, the next player will take their turn. That player must choose to travel (or not), and then play an Action Card. If a player cannot or does not want to play an Action Card, they must pass their turn. A player who has passed may not travel nor play any more Action Cards in that round. This process continues until all players have passed.&lt;br /&gt;
&lt;br /&gt;
===Promote a Specialist===&lt;br /&gt;
[PROMOTE]&lt;br /&gt;
&lt;br /&gt;
This action allows you to move one of your Specialists one space along one of the three paths on the Workplace Area. Specialists move from one Workplace space to the next, following the arrows.&lt;br /&gt;
&lt;br /&gt;
*the Workplace Area is divided into 3 areas. From left to right, these are the Countryside (blue), Village (yellow), and City (green) areas. Each area uses different Workplace tiles.&lt;br /&gt;
*Each Countryside and Village tile has two Workplaces, which provide special abilities if you have at least one Specialist in that Workplace.&lt;br /&gt;
*City Workplaces offer one-time bonuses. When your Specialist reaches a City Workplace, take a City bonus tile of your choice (if available), receive the indicated bonus.&lt;br /&gt;
*If a Specialist’s move would cause it to pass over an arrow accompanied by a Grain symbol [GRAIN], you must pay a Grain to the supply before your Specialist may move forward.&lt;br /&gt;
&lt;br /&gt;
*If a Specialist’s move would cause it to move to a Workplace with a Workplace Edict Token, you must immediately issue an Edict and remove the token from the Workplace.&lt;br /&gt;
&lt;br /&gt;
===Trade with the locals===&lt;br /&gt;
[TRADE]&lt;br /&gt;
&lt;br /&gt;
This action allows you to do one or both of the following actions:&lt;br /&gt;
*Sell a single resource (a Grain or Stone)&lt;br /&gt;
*Buy a single resource (a Grain or Stone)&lt;br /&gt;
The amount of Augustales spent or gained with this action depends on the Market tile that is located in the city where your Ship is currently docked.&lt;br /&gt;
&lt;br /&gt;
===Build a Structure===&lt;br /&gt;
[BUILD]&lt;br /&gt;
&lt;br /&gt;
This action allows you to add a single Structure to your Castle. There are three types of Structures: Towers, Walls, and Keeps:  &lt;br /&gt;
* Each Structure must be built in its corresponding space on your Castle Board. Structures may be built as either normal or Great, and in any order.&lt;br /&gt;
* Each Structure must be paid for using Stone [STONE]. The cost to Build each Structure is indicated on its space on the Castle Board.&lt;br /&gt;
*Great Structures provide bonuses once built, but they have additional costs that must paid in Augustales.&lt;br /&gt;
*You may only build a Wall if it connects to a Tower already present on your Castle Board, and vice versa.&lt;br /&gt;
&lt;br /&gt;
Each type of Structure has a different function:&lt;br /&gt;
&lt;br /&gt;
* [TOWER] At the start of the game, you may only host 1 Ally in your Castle. Each Tower you build during the game allows you to host 1 additional Ally.&lt;br /&gt;
* [WALL] At the start of the game, you may store up to 3 resources (Grain and/or Stone) in your Castle. Each Wall you build during the game allows you to store 1 additional resource.&lt;br /&gt;
* [KEEP] When built, Keeps provide advantages that help improve your hand of cards. When you build a Keep, take the corresponding Keep Cover tile from your Castle Board and place it on the empty Keep space of your Player Board to remind you of its effect.&lt;br /&gt;
&lt;br /&gt;
===Summon an Ally===&lt;br /&gt;
[SUMMON]&lt;br /&gt;
&lt;br /&gt;
You may summon one Ally to your Castle by paying the cost shown under that Ally’s spot on the Voyage Board. &lt;br /&gt;
*You may only summon an Ally from the area of the Voyage Board where your Ship is currently located.&lt;br /&gt;
*Summoned Allies are immediately placed in an empty, dedicated Ally space of your Player Board (one that does not contain a Tower).&lt;br /&gt;
Note: Your Castle may never contain two identical Allies. Allies will prove crucial during the “Ally Income” step at the end of the round, when they provide VP. Pay close attention to which Allies your opponents have summoned!  &lt;br /&gt;
&lt;br /&gt;
===Purchase an Action Card===&lt;br /&gt;
[GAINACTION]&lt;br /&gt;
&lt;br /&gt;
You may use this action to purchase one advanced Action Card.&lt;br /&gt;
*You may only purchase an Advanced Action Card from the area of the Voyage Board where your Ship is located.&lt;br /&gt;
*Once that card’s cost is paid, you may perform that card’s action immediately, as though it had just been played on your Personal Board.&lt;br /&gt;
*Then, take the card into your hand - it may be played this turn, as normal.&lt;br /&gt;
&lt;br /&gt;
Cards’ costs can be found in their top-right corners. These costs may either be: A certain amount of Augustales, OR The removal of one of your Action Cards from the game, either from your hand or your discard pile, but NOT your draw pile.&lt;br /&gt;
&lt;br /&gt;
==End Phase==&lt;br /&gt;
&lt;br /&gt;
All players may perform their End Phase steps simultaneously.&lt;br /&gt;
&lt;br /&gt;
===Refill hand===&lt;br /&gt;
[HANDLIMIT]&lt;br /&gt;
&lt;br /&gt;
#This step begins with players discarding all played cards from their Player Boards.&lt;br /&gt;
#Then, each player may discard any number of cards from their hand.&lt;br /&gt;
#Finally, each player must draw from their draw pile until they have 5 cards in their hand (or possibly more, depending on certain bonuses). If your draw pile ever runs out, shuffle your discard pile into a new draw pile.&lt;br /&gt;
&lt;br /&gt;
===Castle income===&lt;br /&gt;
[INCOME]&lt;br /&gt;
&lt;br /&gt;
Castles help to guarantee income during this phase.&lt;br /&gt;
*Each closed side of a Castle provides a specific income.&lt;br /&gt;
*A closed side consists of 2 Towers connected by a Wall.&lt;br /&gt;
*The income provided by that side is indicated by the corresponding exclamation mark icon.&lt;br /&gt;
&lt;br /&gt;
===Ally income===&lt;br /&gt;
[ALLY]&lt;br /&gt;
&lt;br /&gt;
There are two kinds of Allies: Loyalists (yellow) and Independents (blue), and each produces VP in different ways.&lt;br /&gt;
*Loyalists provide VP based on the items in Frederick’s Castle (or the position of his Specialist).&lt;br /&gt;
*Independents provide VP based on the number of items in your Castle.&lt;br /&gt;
&lt;br /&gt;
During the End Phase each Ally produces 1 VP, plus another 2 VP if their specific requirement has been met (for a total of 3 VP).&lt;br /&gt;
&lt;br /&gt;
===Reorganization===&lt;br /&gt;
&lt;br /&gt;
#If one or more spaces of the Voyage Board have no Advanced Action Cards, refill those spaces from the draw pile.&lt;br /&gt;
#If there are any face-down Allies on the Voyage Board, turn them face-up.&lt;br /&gt;
#The First Player marker is passed to the next player in clockwise order, and a new round begins.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
[ENDGAME]&lt;br /&gt;
&lt;br /&gt;
The end of the game is triggered at the end of a round in which one or more of the following situations occur:&lt;br /&gt;
#One or more players have built every Structure in their Castle, OR&lt;br /&gt;
#There are no more Edicts to fill the 3 Active Edict spaces in the Imperial Area, OR&lt;br /&gt;
#There are insufficient Advanced Action Cards to fully refill all empty spaces on the Voyage Board.&lt;br /&gt;
&lt;br /&gt;
Your final score is equal to the position of your marker on the VP track, plus:&lt;br /&gt;
*+1 VP for each Structure in your Castle.&lt;br /&gt;
*+6 VP for the player(s) whose Castle contains the most Structures, and +3 VP for the player(s) whose Castle contains the second-most Structures. In 2-player games, the +3 VP is not assigned.&lt;br /&gt;
*Exchange your Grain and Stone cubes for 2 Augustales each. Then, gain 1 VP for every 6 Augustales you have remaining.&lt;br /&gt;
&lt;br /&gt;
The player with the most Victory Points wins the game. If there is a tie for most VP, the winner is the tied player who built the most Great Structures. If there is still a tie, the tied players share the victory.&lt;br /&gt;
&lt;br /&gt;
==House Action Cards==&lt;br /&gt;
&#039;&#039;&#039;Each player receives a set of 8 identical House Action Cards (2 of each)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[CARD0] Gain 1 Stone&lt;br /&gt;
&lt;br /&gt;
[CARD1] Gain 1 Grain&lt;br /&gt;
&lt;br /&gt;
[CARD2] Gain 3 Augustales&lt;br /&gt;
&lt;br /&gt;
[CARD3] Draw 4 cards from your draw pile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each player also receives 2 unique House Action Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Black&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[CARD4] Gain 1 Stone for every 2 structures in Frederick&#039;s Castle (max. 3)&lt;br /&gt;
&lt;br /&gt;
[CARD5] Move your ship 0-4 spaces for free, then take a Trade action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Blue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[CARD10] Gain 2 Augustales for each resource in Frederick&#039;s reserve (max. 8)&lt;br /&gt;
&lt;br /&gt;
[CARD11] Take a Build action; you may pay any combination of Grain and/or Stones. Augustalis costs to Build a Great Structure must be paid as normal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Green&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[CARD16] Gain 1 VP for each step Frederick&#039;s Specialist has taken along the road on the Workplace area (max. 3)&lt;br /&gt;
&lt;br /&gt;
[CARD17] Using a Build action, spend exactly 2 Stones to Build a Tower (instead of the indicated costs). Augustalis costs to Build a Great Structure must be paid as normal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Yellow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[CARD22] Gain 1 Grain for each of Frederick&#039;s Allies (max. 3)&lt;br /&gt;
&lt;br /&gt;
[CARD23] Take 2 Augustales and an Advanced Action Card from the area of the Voyage Board where your Ship is located&lt;/div&gt;</summary>
		<author><name>Paramesis</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstupormundi&amp;diff=17730</id>
		<title>Gamehelpstupormundi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstupormundi&amp;diff=17730"/>
		<updated>2023-08-07T01:37:48Z</updated>

		<summary type="html">&lt;p&gt;Paramesis: Added more detailed descriptions from the rulebook, incorporated iconography and card images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
As Frederick II&#039;s vassal, you will perform tasks such as summoning Allies from around the Mediterranean, building Structures in your castle, and promoting Specialists to improve your kingdom. Certain actions will trigger Edicts that affect Frederick&#039;s Palace, and determine the rewards players may receive from their Allies. You may improve your chances by upgrading your castles: Towers house additional Allies, Walls store more Resources, and Keeps aid in managing Action Cards.&lt;br /&gt;
&lt;br /&gt;
The players will take turns during the game, going clockwise, until one of the game end conditions is met.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
Stupor Mundi is played over a variable number of rounds, each of which is divided into two phases:&lt;br /&gt;
*the &#039;&#039;&#039;Action Phase&#039;&#039;&#039;, played in clockwise turn order&lt;br /&gt;
&lt;br /&gt;
#Travel&lt;br /&gt;
#Perform action&lt;br /&gt;
*the &#039;&#039;&#039;End Phase&#039;&#039;&#039;, performed simultaneously by all players.&lt;br /&gt;
&lt;br /&gt;
#Refill hand&lt;br /&gt;
#Castle income&lt;br /&gt;
#Ally income&lt;br /&gt;
#Reorganization&lt;br /&gt;
&lt;br /&gt;
==Action Phase==&lt;br /&gt;
&lt;br /&gt;
===Travel===&lt;br /&gt;
[TRAVEL]&lt;br /&gt;
&lt;br /&gt;
At the start of your turn, you may choose to travel. To travel, move your Ship 1-4 spaces clockwise around the Voyage Board, paying 1 Augustalis for each space moved. You may then perform your turn action as normal.&lt;br /&gt;
&lt;br /&gt;
===Perform action===&lt;br /&gt;
[PLAYCARD]&lt;br /&gt;
&lt;br /&gt;
Action Cards may be played face-up or face-down in any Action Card slot of your choice, and any sequence – you are &#039;&#039;&#039;not&#039;&#039;&#039; required to play the Action Cards from left to right.  &lt;br /&gt;
*Note: At the beginning of the game, the rightmost slot of each player’s Action Board is locked and may not be used. Building a specific Keep during the game will allow you to remove the tile blocking that card slot.&lt;br /&gt;
*Playing a card face-up will allow you to perform the action displayed on that card.&lt;br /&gt;
*Playing a card face-down will allow you to perform one of the board actions pointed to by the soldiers’ spears on the back of that card.&lt;br /&gt;
&lt;br /&gt;
Once you have resolved the actions associated with your played card, the next player will take their turn. That player must choose to travel (or not), and then play an Action Card. If a player cannot or does not want to play an Action Card, they must pass their turn. A player who has passed may not travel nor play any more Action Cards in that round. This process continues until all players have passed.&lt;br /&gt;
&lt;br /&gt;
===Promote a Specialist===&lt;br /&gt;
[PROMOTE]&lt;br /&gt;
&lt;br /&gt;
This action allows you to move one of your Specialists one space along one of the three paths on the Workplace Area. Specialists move from one Workplace space to the next, following the arrows.&lt;br /&gt;
&lt;br /&gt;
*the Workplace Area is divided into 3 areas. From left to right, these are the Countryside (blue), Village (yellow), and City (green) areas. Each area uses different Workplace tiles.&lt;br /&gt;
*Each Countryside and Village tile has two Workplaces, which provide special abilities if you have at least one Specialist in that Workplace.&lt;br /&gt;
*City Workplaces offer one-time bonuses. When your Specialist reaches a City Workplace, take a City bonus tile of your choice (if available), receive the indicated bonus.&lt;br /&gt;
*If a Specialist’s move would cause it to pass over an arrow accompanied by a Grain symbol [GRAIN], you must pay a Grain to the supply before your Specialist may move forward.&lt;br /&gt;
&lt;br /&gt;
*If a Specialist’s move would cause it to move to a Workplace with a Workplace Edict Token, you must immediately issue an Edict and remove the token from the Workplace.&lt;br /&gt;
&lt;br /&gt;
===Trade with the locals===&lt;br /&gt;
[TRADE]&lt;br /&gt;
&lt;br /&gt;
This action allows you to do one or both of the following actions:&lt;br /&gt;
*Sell a single resource (a Grain or Stone)&lt;br /&gt;
*Buy a single resource (a Grain or Stone)&lt;br /&gt;
The amount of Augustales spent or gained with this action depends on the Market tile that is located in the city where your Ship is currently docked.&lt;br /&gt;
&lt;br /&gt;
===Build a Structure===&lt;br /&gt;
[BUILD]&lt;br /&gt;
&lt;br /&gt;
This action allows you to add a single Structure to your Castle. There are three types of Structures: Towers, Walls, and Keeps:  &lt;br /&gt;
* Each Structure must be built in its corresponding space on your Castle Board. Structures may be built as either normal or Great, and in any order.&lt;br /&gt;
* Each Structure must be paid for using Stone [STONE]. The cost to Build each Structure is indicated on its space on the Castle Board.&lt;br /&gt;
*Great Structures provide bonuses once built, but they have additional costs that must paid in Augustales.&lt;br /&gt;
*You may only build a Wall if it connects to a Tower already present on your Castle Board, and vice versa.&lt;br /&gt;
&lt;br /&gt;
Each type of Structure has a different function:&lt;br /&gt;
[TOWER] At the start of the game, you may only host 1 Ally in your Castle. Each Tower you build during the game allows you to host 1 additional Ally.&lt;br /&gt;
[WALL] At the start of the game, you may store up to 3 resources (Grain and/or Stone) in your Castle. Each Wall you build during the game allows you to store 1 additional resource.&lt;br /&gt;
[KEEP] When built, Keeps provide advantages that help improve your hand of cards. When you build a Keep, take the corresponding Keep Cover tile from your Castle Board and place it on the empty Keep space of your Player Board to remind you of its effect.&lt;br /&gt;
&lt;br /&gt;
===Summon an Ally===&lt;br /&gt;
[SUMMON]&lt;br /&gt;
&lt;br /&gt;
You may summon one Ally to your Castle by paying the cost shown under that Ally’s spot on the Voyage Board. &lt;br /&gt;
*You may only summon an Ally from the area of the Voyage Board where your Ship is currently located.&lt;br /&gt;
*Summoned Allies are immediately placed in an empty, dedicated Ally space of your Player Board (one that does not contain a Tower).&lt;br /&gt;
Note: Your Castle may never contain two identical Allies. Allies will prove crucial during the “Ally Income” step at the end of the round, when they provide VP. Pay close attention to which Allies your opponents have summoned!  &lt;br /&gt;
&lt;br /&gt;
===Purchase an Action Card===&lt;br /&gt;
[GAINACTION]&lt;br /&gt;
&lt;br /&gt;
You may use this action to purchase one advanced Action Card.&lt;br /&gt;
*You may only purchase an Advanced Action Card from the area of the Voyage Board where your Ship is located.&lt;br /&gt;
*Once that card’s cost is paid, you may perform that card’s action immediately, as though it had just been played on your Personal Board.&lt;br /&gt;
*Then, take the card into your hand - it may be played this turn, as normal.&lt;br /&gt;
&lt;br /&gt;
Cards’ costs can be found in their top-right corners. These costs may either be: A certain amount of Augustales, OR The removal of one of your Action Cards from the game, either from your hand or your discard pile, but NOT your draw pile.&lt;br /&gt;
&lt;br /&gt;
==End Phase==&lt;br /&gt;
&lt;br /&gt;
All players may perform their End Phase steps simultaneously.&lt;br /&gt;
&lt;br /&gt;
===Refill hand===&lt;br /&gt;
[HANDLIMIT]&lt;br /&gt;
&lt;br /&gt;
#This step begins with players discarding all played cards from their Player Boards.&lt;br /&gt;
#Then, each player may discard any number of cards from their hand.&lt;br /&gt;
#Finally, each player must draw from their draw pile until they have 5 cards in their hand (or possibly more, depending on certain bonuses). If your draw pile ever runs out, shuffle your discard pile into a new draw pile.&lt;br /&gt;
&lt;br /&gt;
===Castle income===&lt;br /&gt;
[INCOME]&lt;br /&gt;
&lt;br /&gt;
Castles help to guarantee income during this phase.&lt;br /&gt;
*Each closed side of a Castle provides a specific income.&lt;br /&gt;
*A closed side consists of 2 Towers connected by a Wall.&lt;br /&gt;
*The income provided by that side is indicated by the corresponding exclamation mark icon.&lt;br /&gt;
&lt;br /&gt;
===Ally income===&lt;br /&gt;
[ALLY]&lt;br /&gt;
&lt;br /&gt;
There are two kinds of Allies: Loyalists (yellow) and Independents (blue), and each produces VP in different ways.&lt;br /&gt;
*Loyalists provide VP based on the items in Frederick’s Castle (or the position of his Specialist).&lt;br /&gt;
*Independents provide VP based on the number of items in your Castle.&lt;br /&gt;
&lt;br /&gt;
During the End Phase each Ally produces 1 VP, plus another 2 VP if their specific requirement has been met (for a total of 3 VP).&lt;br /&gt;
&lt;br /&gt;
===Reorganization===&lt;br /&gt;
&lt;br /&gt;
#If one or more spaces of the Voyage Board have no Advanced Action Cards, refill those spaces from the draw pile.&lt;br /&gt;
#If there are any face-down Allies on the Voyage Board, turn them face-up.&lt;br /&gt;
#The First Player marker is passed to the next player in clockwise order, and a new round begins.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
[ENDGAME]&lt;br /&gt;
&lt;br /&gt;
The end of the game is triggered at the end of a round in which one or more of the following situations occur:&lt;br /&gt;
#One or more players have built every Structure in their Castle, OR&lt;br /&gt;
#There are no more Edicts to fill the 3 Active Edict spaces in the Imperial Area, OR&lt;br /&gt;
#There are insufficient Advanced Action Cards to fully refill all empty spaces on the Voyage Board.&lt;br /&gt;
&lt;br /&gt;
Your final score is equal to the position of your marker on the VP track, plus:&lt;br /&gt;
*+1 VP for each Structure in your Castle.&lt;br /&gt;
*+6 VP for the player(s) whose Castle contains the most Structures, and +3 VP for the player(s) whose Castle contains the second-most Structures. In 2-player games, the +3 VP is not assigned.&lt;br /&gt;
*Exchange your Grain and Stone cubes for 2 Augustales each. Then, gain 1 VP for every 6 Augustales you have remaining.&lt;br /&gt;
&lt;br /&gt;
The player with the most Victory Points wins the game. If there is a tie for most VP, the winner is the tied player who built the most Great Structures. If there is still a tie, the tied players share the victory.&lt;br /&gt;
&lt;br /&gt;
==House Action Cards==&lt;br /&gt;
&#039;&#039;&#039;Each player receives a set of 8 identical House Action Cards (2 of each)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[CARD0] Gain 1 Stone&lt;br /&gt;
&lt;br /&gt;
[CARD1] Gain 1 Grain&lt;br /&gt;
&lt;br /&gt;
[CARD2] Gain 3 Augustales&lt;br /&gt;
&lt;br /&gt;
[CARD3] Draw 4 cards from your draw pile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each player also receives 2 unique House Action Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Black&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[CARD4] Gain 1 Stone for every 2 structures in Frederick&#039;s Castle (max. 3)&lt;br /&gt;
&lt;br /&gt;
[CARD5] Move your ship 0-4 spaces for free, then take a Trade action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Blue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[CARD10] Gain 2 Augustales for each resource in Frederick&#039;s reserve (max. 8)&lt;br /&gt;
&lt;br /&gt;
[CARD11] Take a Build action; you may pay any combination of Grain and/or Stones. Augustalis costs to Build a Great Structure must be paid as normal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Green&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[CARD16] Gain 1 VP for each step Frederick&#039;s Specialist has taken along the road on the Workplace area (max. 3)&lt;br /&gt;
&lt;br /&gt;
[CARD17] Using a Build action, spend exactly 2 Stones to Build a Tower (instead of the indicated costs). Augustalis costs to Build a Great Structure must be paid as normal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Yellow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[CARD22] Gain 1 Grain for each of Frederick&#039;s Allies (max. 3)&lt;br /&gt;
&lt;br /&gt;
[CARD23] Take 2 Augustales and an Advanced Action Card from the area of the Voyage Board where your Ship is located&lt;/div&gt;</summary>
		<author><name>Paramesis</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6916</id>
		<title>Gamehelpcarnegie</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6916"/>
		<updated>2021-01-18T16:20:31Z</updated>

		<summary type="html">&lt;p&gt;Paramesis: /* Introducing Carnegie */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introducing Carnegie ==&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This game is inspired by the life of Andrew Carnegie. Carnegie was born in Scotland in 1835; he and his parents emigrated to the United States in 1848. Although Carnegie started his career as a telegraph operator, his role as a major player in the rise of the United States’ steel industry made him one of the richest men in the world and an icon of the American dream.&amp;lt;br/&amp;gt;&lt;br /&gt;
Carnegie was also a benefactor and philanthropist. Upon his death in 1919, more than $350 million of his wealth was bequeathed to various foundations, with another $30 million going to various charities. His endowments created nearly 2,500 free public libraries that bear his name: the Carnegie libraries.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Carnegie, players will recruit employees and expand their businesses by investing in real estate, producing goods, developing transport technology, and creating transport chains across the United States. Perhaps they will even become illustrious benefactors who contribute to the country’s greatness through their deeds and generosity!&amp;lt;br/&amp;gt;&lt;br /&gt;
The game takes place over 20 rounds, with players each having one turn per round. In each round the active player will choose one of four actions, which the other players will follow.&lt;br /&gt;
The success of a player’s Company is represented by their victory points (VP), and the player with the most VP at the end of the game will be declared the winner, known forevermore for their philanthropic works.&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
# Shuffle the 8 Timeline tiles. Draw 4 of these at random and place them in a row on the table. These tiles are double-sided; select sides at random. Add the Start and End tiles to the respective ends of the row, and return the 4 unused Timeline tiles to the box.&lt;br /&gt;
# Place one action disc on each of the 4 starting positions on the far left of the Timeline.&lt;br /&gt;
# Place the Department tiles on the table, next to the main game board.&lt;br /&gt;
# Place the Department tiles on the Department board. With 4 players, use all 32 tiles (2 tiles of each type). With 2 or 3 players, first shuffle these tiles face-down and randomly remove 16 or 8 of them (for 2 or 3 players, respectively) from the game.&lt;br /&gt;
# Create a supply of goods cubes and money tokens near the main game board. &lt;br /&gt;
# Provide each player with:&lt;br /&gt;
##4 Goods cubes and $12.&lt;br /&gt;
##1 Company board and its 4 project tabs. Slide each tab under the right side of the individual game board, with its first (rightmost) spot exposed.&lt;br /&gt;
##15 Employee figurines. Each player places 1 employee standing up on each of their Company board’s 5 Departments, with another 5 employees lying down in the Company&#039;s Lobby. Set the remaining 5 employees aside; they will not be available at the beginning of the game.&lt;br /&gt;
##30 player pawns. Each player places:&lt;br /&gt;
##*1 pawn on the “0” position of the score track&lt;br /&gt;
##*1 pawn on the first space of each of the 4 regional transport tracks&lt;br /&gt;
##*1 pawn on each of the 3 available locations on their project tabs (Housing, Commerce, Industry). &lt;br /&gt;
##*The remaining 22 pawns form the player’s personal supply.&lt;br /&gt;
#In a 4-player game, give each player an Action Choice tile. In a 3-player game, only the third player receives an Action Choice tile. There are no Action Choice tiles in a 2-player game.&lt;br /&gt;
#With 2 or 3 players, take 18 or 9 discs (for 2 or 3 players, respectively) of an unused color. Then shuffle the 20 Action cards for the solo variant. Reveal a random Action card and:&lt;br /&gt;
## Place 1 disc on the donation chart (at the top of the game board) in the location indicated on the top of the card.&lt;br /&gt;
## Place 1 disc on each of the cities indicated on the fourth row of the Action card (2, 3 or 4 cities). In each city, the disc is placed on the left-most free construction site.&lt;br /&gt;
## Repeat this process until all 18 (or 9) discs have been placed.&lt;br /&gt;
#Beginning with the player sitting to the right of the first player and going counter-clockwise, each player will place the project pawn on their Housing tab on a medium or major city on the map.&lt;br /&gt;
#Finally, starting with the first player and going in clockwise order, each player may move their employees up to total 6 steps on their own Company boards. Each movement must be made to an orthogonally adjacent (not diagonal) space. After these movements, employees can be activated.&lt;br /&gt;
&lt;br /&gt;
=== Company Basics ===&lt;br /&gt;
==== Company Organization ====&lt;br /&gt;
Each Company is organized into four different Departments, which correspond to the four different types of actions, as follows:&lt;br /&gt;
* Human Resources: allows players to move employees to different Departments within their Companies.&lt;br /&gt;
* Management: allows players to acquire goods and money, and to build new Departments. Each Company begins the game with two Management Departments.&lt;br /&gt;
* Construction: allows players to build projects developed by their R&amp;amp;D Departments.&lt;br /&gt;
* Research &amp;amp; Development (“R&amp;amp;D”) allows players to design new projects and develop their transport networks.&lt;br /&gt;
At the beginning of the game, each Company has 1 Lobby and 5 Departments. During the game, players will be able to expand their Companies by building new Departments. Each Department may hold 1-3 employees; this is represented by the number of employee spaces illustrated on that Department. A Department cannot be used unless it contains at least one active employee. A Department may be used once for each active employee that it contains.&lt;br /&gt;
==== Recruiting Employees ====&lt;br /&gt;
Employees can be either active (standing) or inactive (lying down).&amp;lt;br/&amp;gt;&lt;br /&gt;
When an employee first enters a Company board, it always does so lying down. When an inactive (laid down) employee moves, it remains inactive. If an active (standing) employee is moved, it must be laid down. A Department may hold any number of inactive employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employee activations always happen at the end of a player’s turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Many employee spaces on department tiles are marked with dollar values, representing the costs of that employee’s salary and training. To activate an employee, a player must pay the cost indicated and then place the employee in an upright (standing) position.&lt;br /&gt;
==== Sending an Employee on a Mission ====&lt;br /&gt;
Some departments require sending an active employee on a &#039;&#039;&#039;Mission&#039;&#039;&#039;.  An employee on a Mission is moved from its Department onto one of the four Mission zones on the map; employees sent on Missions are not considered to be active.&amp;lt;br/&amp;gt;&lt;br /&gt;
A player cannot send an employee on a Mission if they are unable to meet the requirements of that action.&lt;br /&gt;
==== Recovering Employees from Missions ====&lt;br /&gt;
When an employee returns from a Mission it must be placed in its Company’s Lobby, lying down. Returned employees are not immediately active; they must be moved and activated with the Human Resources action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employees return from Missions as action discs advance along the Timeline; this is explained in detail in the next chapter.&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
The game takes place over 20 rounds. Each round consists of four parts, which take place in the following order:&lt;br /&gt;
# Select Action&lt;br /&gt;
# Events&lt;br /&gt;
# Use Departments&lt;br /&gt;
# End of Round – Activate Employees&lt;br /&gt;
=== Select Action ===&lt;br /&gt;
The first player selects the Timeline row that they wish to use: Human Resources, Management, Construction, or R&amp;amp;D, and then places the Timeline marker (gear) immediately to the right of that action’s marker on that Timeline row; doing so will trigger events and determine which Departments players will be able to use.&amp;lt;br/&amp;gt;&lt;br /&gt;
A player may choose any Timeline row, even if that action’s marker has reached the last space of its Timeline. In this case, the first player must still place the Timeline marker to the right of the action marker. Then, the first player must then also turn over the action marker &lt;br /&gt;
on the Timeline row immediately below the chosen row (or Human Resources, if R&amp;amp;D was chosen). The turned-over action marker must be able to move forward along its row. If it cannot do so, instead turn over the action marker on the next row below, continuing row-by-row if necessary. Whenever an action marker is turned face-down, it will trigger the event marked to its right (next space). At the end of the round, turn the marker face-up once again and advance it one space along its row.&lt;br /&gt;
==== Take Income ====&lt;br /&gt;
If the hat is placed on a Timeline space illustrated with a region of the United States, that region becomes the active region. Starting with the first player and going clockwise, each player with one or more employees in the active region’s Mission area may:&lt;br /&gt;
# Return 1 or more of their employees from the active region to their Company’s Lobby. In this case, the player receives income from each project they have already built, from anywhere. These revenues are collected only once per player, per round (even if a player returns more than 1 employee to their Company’s Lobby, they only receive this income once).&lt;br /&gt;
# Generate a transport bonus for each recovered employee, according to how far they have developed their transport in the active region. At the beginning of the game, the transport bonus for each region is $1. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player cannot (or does not want to) return an employee to their Company’s Lobby, that player does not receive any income or transport bonuses for that round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player&#039;s transport bonus corresponds to their level of development in the active region. A player may not choose a bonus lower than that of the level they have reached.&amp;lt;br/&amp;gt;&lt;br /&gt;
==== Make a Donation ====&lt;br /&gt;
If the hat is placed on a “donation” symbol, the first player may choose to Make a Donation. Then, going in clockwise order, the other players may choose to make their own donations.&lt;br /&gt;
A player’s first donation costs $5; each donation that player makes in the future will increase in price by $5 (ex: a second donation will cost $10; a third will cost $15). Donations are explained in more detail below.&lt;br /&gt;
&lt;br /&gt;
=== Use Departments ===&lt;br /&gt;
The first player may use any of their Departments that correspond to their chosen action, in any order. Each Department may be used once for each active (standing) employee present in that Department.&lt;br /&gt;
Then, going in clockwise order, the other players may take the same action. As with the first player, these players may use any of their Departments that correspond to the chosen action once for each active employee in that Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
All uses of a Department must be done as part of a single action; a player cannot return to a Department they have already used on that turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Example: Thomas has two active employees in his Commerce &amp;amp; Finance Department, and one in his Strategic Planning Department. He uses his Commerce &amp;amp; Finance Department once, and then uses his Strategic Planning Department. He cannot then take a second Commerce &amp;amp; Finance Action.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: By spending an Action Choice tile, a player can choose to take a different action and activate any of their Departments that correspond to this new action. Then, the Action Choice tile is discarded.&#039;&#039;&#039;&lt;br /&gt;
Players begin the game with a Lobby and 5 Departments, which are described below.&lt;br /&gt;
==== Human Resources ====&lt;br /&gt;
The Human Resources Department allows players to train employees and assign them to different Departments. When choosing this action, a player carries out the following steps, in order:&lt;br /&gt;
# Calculate the total number of possible moves that player’s employees can make. Each active employee in Human Resources provides 3 moves (right arrow symbol). This Department features a permanent active employee (employees may not be activated in this space); thus, each player is always entitled to a minimum of 3 moves.&lt;br /&gt;
# Move employees within the Company (including from the Company’s Lobby and any space that does not contain a Department) up to the total number of possible moves. Each move must be made orthogonally (horizontal or vertical, never diagonal), from Department to Department. Moving an active (standing) employee returns it to an inactive (laying down) state.&lt;br /&gt;
# At the end of a player’s turn, that player can activate (stand up) any inactive (laid down) employees on free spots in any of their Departments. The player must pay any costs associated with those activations.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Inactive (laid down) employees are considered to be “in training”. A player may only activate employees at the end of their turn, after all other actions have been taken.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The total number of possible moves is calculated at the beginning of a player’s turn. Moving an active employee from Human Resources during a turn will not reduce a player’s total number of possible moves for that turn.&lt;br /&gt;
==== Management ====&lt;br /&gt;
At the start of the game, each Company has two Management Departments; these help to generate resources and build new Departments that expand the Company. The first Management Department, &amp;quot;Commerce and Finance,&amp;quot; provides one of the following for each active employee on this space:&lt;br /&gt;
* Receive $3;&lt;br /&gt;
* Receive a goods cube;&lt;br /&gt;
* Send the employee on a Mission and receive $6;&lt;br /&gt;
* Send the employee on a Mission and receive 2 goods cubes.&lt;br /&gt;
The second Management Department, “Strategic Planning,” makes it possible to build new Departments. This Department provides one of the following for each active employee on this space:&lt;br /&gt;
* Pay 1 goods cube and place a new Department on a free space (one that does not already contain a Department) of the player’s Company board; that space must already contain at least one employee;&lt;br /&gt;
* Pay 2 goods cubes and place the new Department on a free space of the player’s Company board.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A Company may never contain two identical Departments.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
The Construction Department allows players to carry out projects in the following areas: Housing, Commerce, Industry, and Public Infrastructure. When this action is chosen, the player who uses this Department:&lt;br /&gt;
# Sends an employee to the Mission area of the region where he wishes to build.&lt;br /&gt;
# Pays 1 or 2 goods cubes, then moves a pawn from one of their tabs onto a construction site in the same region.&lt;br /&gt;
# If a player builds a project in a small city, that player immediately receives a transport bonus according to their position on that region’s transport track.&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* If more than one pawn is available on a project tab, the player must build the one farthest to the right.&lt;br /&gt;
* The project must be built:&lt;br /&gt;
** in the region where the employee was sent on a Mission, AND&lt;br /&gt;
** on a spot matching the chosen project type (with a symbol of Housing, Commerce, Industry or Public Infrastructure), OR in a small town that accepts all types of projects;&lt;br /&gt;
&lt;br /&gt;
==== Research &amp;amp; Development ====&lt;br /&gt;
The R&amp;amp;D Department allows players to develop new construction projects in Housing, Commerce, Industry, Public Infrastructure, and Transport. When this action is chosen, each player will receive study points for each of their active employees in their R&amp;amp;D Departments.&amp;lt;br/&amp;gt;&lt;br /&gt;
Study points can be spent in two different ways:&lt;br /&gt;
* A player may move one of their project tabs one place to the right and place a construction pawn on the tab’s just-revealed space (circle), OR&lt;br /&gt;
* A player may move one of their transport cubes on a regional transport track one space to the right.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player may advance tabs or transport cubes more than one step in a turn. At the end of the turn, any unused study points are lost.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player advances a tab beyond the spaces for construction projects, they will receive the VP indicated on that tab at the end of the game. &lt;br /&gt;
=== End of Round - Activate Employees ===&lt;br /&gt;
At the end of their turn, a player can activate inactive employees in any of their Departments. To do so, the player must pay the cost indicated under an empty Workstation in the employee’s current Department and then stand the employee upright on that Workstation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Once each player has taken their turn, the first player must move the action marker on the Timeline one space to the right, displacing the Timeline marker (gear). Then, the first player must pass the Timeline marker and the locomotive to the next player in clockwise order; a new round can now begin.&lt;br /&gt;
&lt;br /&gt;
=== End of the Game ===&lt;br /&gt;
==== Connections between Major Cities ====&lt;br /&gt;
At the end of the game, players can each earn up to 36 VP for establishing connections between the 4 major cities of New York, Chicago, New Orleans, and San Francisco. To gain these points, a player must have connected at least two major cities through a continuous line of their own construction pawns. Each player counts how many major cities they have connected as part of an uninterrupted line; to earn this bonus, a player must connect at least 2 major cities. If San Francisco is connected to at least one other major city, count it twice.&lt;br /&gt;
Players will earn these points based on the number of major cities connected AND the lowest level of transportation among all regions in which a major city is part of this network.&lt;br /&gt;
This scoring is illustrated on the game board. If a player has two unconnected networks of connections between major cities (for instance, San Francisco to Chicago and New Orleans to New York), only the highest-scoring connection will count for that player’s score.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
Yellow player has reached these levels on transport development tracks:&lt;br /&gt;
* Midwest: Train&lt;br /&gt;
* West: Train&lt;br /&gt;
* South: Stagecoach&amp;lt;br/&amp;gt;&lt;br /&gt;
Different situations can occur for Yellow player :&lt;br /&gt;
* If a link exists between SF and Chicago (2+1 = 3 links - Train), Yellow gets 18 points.  It doesn&#039;t matter if Yellow goes through the South region to make the link between SF and Chicago. In other words, if the connection exists, we only take into account the Transport development track of Regions of connected Major Cities.&lt;br /&gt;
* If a link exists between SF, Chicago and New Orleans (2+1+1 = 4 links - Stagecoach), Yellow gets 18 points.&lt;br /&gt;
* If a link exists between SF and New Orleans (2+1 = 3 links - Stagecoach), Yellow gets 12 points.&lt;br /&gt;
* If a link exists between Chicago and New Orleans (1+1 = 2 links - Stagecoach), Yellow gets 6 points.&lt;br /&gt;
&lt;br /&gt;
==== Final Scoring ====&lt;br /&gt;
The game ends after 20 rounds. Once all 4 action discs have reached the final boxes of their Timelines and all players have finished their actions, victory points (VP) can be tallied as described below. &lt;br /&gt;
Scoring includes:&lt;br /&gt;
* VP earned during the game;&lt;br /&gt;
* 1 VP for each active (standing) employee, to a maximum of 15 VP;&lt;br /&gt;
* Departments built during the game are worth 2 or 3 VP each, depending on their locations. Each Department in a Company’s first line (top) scores 3 VP, while every other Department built during the game scores 2 VP, to a maximum of 24 VP;&lt;br /&gt;
* Any VP earned from project tabs, to a maximum of 42 VP;&lt;br /&gt;
* VP earned from connections between major cities, to a maximum of 36 VP, as explained above;&lt;br /&gt;
* 0-3 VP for each Construction project built in a small, medium or major city (as indicated on the map), with a maximum of 45 VP;&lt;br /&gt;
* VP provided by donations (max. 12 VP per donation).&lt;br /&gt;
* 3 VP for an unused Action Choice tile.&lt;br /&gt;
The player with the most points is the winner of the game. There are no tiebreakers; tied players must shake hands and savor their shared victory.&lt;br /&gt;
&lt;br /&gt;
== Transport Tracks, Donations, and Departments ==&lt;br /&gt;
=== Transportation Development Tracks ===&lt;br /&gt;
Each region of the country has a transport track that players can develop over the course of the game.&amp;lt;br/&amp;gt;&lt;br /&gt;
At the beginning of the game, players’ transport tracks in the South, Midwest, and Far West start at the “Cart” level; in the East, they start at &amp;quot;Stagecoach.&amp;quot; By progressing along each region’s transport track, players can reach “Railroad” level or beyond.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever a player reaches the final box of a transport track, they immediately receive a special reward of 3 goods cubes OR $10.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Only one player may occupy the final box of each transport track.&lt;br /&gt;
==== Transport Bonus ====&lt;br /&gt;
Boxes on transportation tracks that are occupied by players’ transport discs indicate which transport bonuses those players receive every time they recover an employee who has gone on a Mission in the corresponding region.&lt;br /&gt;
=== Donation Chart ===&lt;br /&gt;
As we saw in the “Playing the Game” section, if a donation symbol is present on the space where the active player placed the GEAR timeline token, starting with the first player and going in clockwise order, each player may make one donation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Donations represent players’ support of various financial, material, and technical projects; they help to increase players’ reputations, as well as those of their Companies.&amp;lt;br/&amp;gt;&lt;br /&gt;
To Make a Donation:&lt;br /&gt;
* A player must place a pawn on an unoccupied space of the donation chart (on the top of the game board), then pay:&lt;br /&gt;
** $5 for their 1st donation. Each subsequent donation costs an additional $5, so:&lt;br /&gt;
** $10 for their 2nd donation, &lt;br /&gt;
** $15 for their 3rd donation, and so on.&lt;br /&gt;
At the end of the game, donations earn VP according to certain factors. These may include projects built, actions taken, Company development, and accumulated wealth. A maximum of 12 VP may be earned for each donation.&lt;br /&gt;
=== The Department Board ===&lt;br /&gt;
There are 16 different Departments that players can add to their Companies&lt;br /&gt;
==== Training and Partnerships ====&lt;br /&gt;
This Department is a powerful way to bring more flexibility in allocating employees. It also allows its owner to supplement their financial resources.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then receives any combination of $ and employee moves, to a maximum of 8. (For example, a player could take $2 and 6 employee moves, $4 and 4 employee moves, $7 and 1 employee move, etc., as long at the total is no greater than 8.)&lt;br /&gt;
==== Recruiting ====&lt;br /&gt;
This Department offers a very efficient way to reach the maximum of 15 employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, that player immediately places a new employee from the supply into their Company’s Lobby. This Department has no further effect once the player has recruited all 5 employees from the supply.&lt;br /&gt;
==== Safety and Quality ====&lt;br /&gt;
This Department helps to ensure the quality of manufacturing processes and products, as well as ensuring employees’ safety and well-being.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, the player receives 1 VP for every two active employees in their Company, rounded down.&lt;br /&gt;
==== New Lobby ====&lt;br /&gt;
A new Lobby allows faster access to certain Departments, minimizing the need for moves.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Once this Department has been built, it can hold new recruits and returning employees; employees can be divided between the two Lobbies as desired. This Department has an ongoing effect; it functions without an active employee.&lt;br /&gt;
==== Purchasing ====&lt;br /&gt;
This Department makes it possible to produce a large quantity of goods quickly, and free of charge.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player may then take 3 goods cubes from the supply.&lt;br /&gt;
==== Sales ====&lt;br /&gt;
If a Company produces a lot of goods, this Department can sell them for the best price.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player uses this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $5.&lt;br /&gt;
==== Logistics ====&lt;br /&gt;
This Department improves a Company’s reliability and delivery time.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player uses this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $3 and 1 VP.&lt;br /&gt;
==== Property Management ====&lt;br /&gt;
This Department allows a player to immediately assign an employee to a newly-built Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. When a player adds a new Department to their Company, they may immediately move one of their employees from any Department to the new Department. This employee can be activated at the end of the turn, as normal.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
This Department provides new construction capabilities and reduces building costs.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). That player then pays only 1 goods cube to build a new project (even if it is an Industry or Public Infrastructure project, which normally cost 2 goods cubes).&lt;br /&gt;
==== Construction Outsourcing ====&lt;br /&gt;
This Department allows a player to build without sending an employee on a Mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player uses this Department, they may pay $4 and 1-2 goods cubes to build a new project, depending on the type of project being built.&lt;br /&gt;
==== Supply Chain ====&lt;br /&gt;
This Department makes it possible to buy goods at a reduced cost.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player uses this Department, they may purchase up to 3 goods cubes at a cost of $1 each.&lt;br /&gt;
==== Communications ====&lt;br /&gt;
This Department increases the efficiency of donations.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. The cost of new donations is calculated on the basis of $3 per donation, instead of $5. &lt;br /&gt;
Example: Before building the Communications Department, Thomas had already made 2 donations. The next donation he makes will cost him $9 (3 x $3), instead of $15 (3 x $5).&lt;br /&gt;
==== Advanced Research ====&lt;br /&gt;
This Department is an effective way to accelerate employees’ studies.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then gains 8 study points.&lt;br /&gt;
==== Advanced Design ====&lt;br /&gt;
A new design Department allows improves a Company’s study efficiency.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever this Department is used, its owner gains 4 study points for each active employee.&lt;br /&gt;
==== Charitable Giving ====&lt;br /&gt;
This Department allows a player to duplicate a donation that another player has already made.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). After paying the appropriate donation cost, the player may then place one of their donation pawns on top of another player’s donation pawn, rather than on an unoccupied space; a player may not make the same donation twice.&lt;br /&gt;
==== Telegraph Operators ====&lt;br /&gt;
This Department reduces the costs of transport development.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect – as long as it contains an active employee. The player’s study-point costs to progress along transport tracks are reduced by 1 (to a minimum of 1).&lt;br /&gt;
&lt;br /&gt;
== SOLO mode ==&lt;br /&gt;
In a solo game, Andrew Carnegie himself will be the virtual opponent; it goes without saying that it will be difficult to win against him.&lt;br /&gt;
=== Setup ===&lt;br /&gt;
The player setup is identical to that of the normal game. As in a 2-player game, there are only 16 Departments available to build at the start of the game.&lt;br /&gt;
Once player setup is done, set the game up for Andrew. Andrew does not use employees, VP, money, goods cubes, or study points during the game. He also does not use an individual Company board. Andrew always has enough money, resources, and study points. &lt;br /&gt;
# Andrew starts the game with all of his pawns available for construction. However, Andrew does not place a pawn on the board during setup (as in step 9 of a multiplayer game).&lt;br /&gt;
# Andrew places one pawn on each of the 4 regional transport tracks, as though here were a normal player.&lt;br /&gt;
# The five victory-point cards are aligned in numerical order from left to right, with the 0 VP card on the far left and the 10VP card on the far right.&lt;br /&gt;
# The action cards are shuffled to form a draw pile, which is placed to the left of the 0 VP card.&lt;br /&gt;
# Place the first-player disc face-up (hat visible), next to the VP cards.&lt;br /&gt;
==== Playing the Game against Andrew ====&lt;br /&gt;
During the game, the player and Andrew will alternate in choosing round actions.&lt;br /&gt;
The first-player disc is used to indicate whose turn it is to choose the action for the round. When the “hat” side is visible, the player decides the action for the round; when the black side is visible, Andrew decides. Flip the first-player disc over at the end of each round.&lt;br /&gt;
The player always chooses the action for the first round (hat side visible).&lt;br /&gt;
A round in the solo game is divided into 5 steps:&lt;br /&gt;
* New Action Card: The player takes the top action card for Andrew, and without looking at it, slides it face-down under the 0VP card.&lt;br /&gt;
=== Choice of Action ===&lt;br /&gt;
==== First-player Disc Face-up ====&lt;br /&gt;
If the first-player disc is face-up (hat visible), the player chooses the action for the round. He places the GEAR timeline token on right action line, immediately to the right of the action disc.&lt;br /&gt;
Tip: Before choosing his action, the player should look at:&lt;br /&gt;
* The back of that round’s action card, as it will indicate which action is currently Andrew’s strongest. Avoiding this action can help prevent Andrew from gaining too many points,&lt;br /&gt;
* The top card of the draw pile, which indicates which action Andrew will choose in the next round. This can also be valuable in helping to make a choice.&lt;br /&gt;
==== First-player Disc Face-down ====&lt;br /&gt;
If the first-player disc is face-down (hat not visible), the action symbol (on the back of the action card) indicates which action Andrew has chosen. As in the normal game, the GEAR timeline token is placed on the Timeline to the right of this action’s disc.&lt;br /&gt;
** Note: When an action disc reaches the last space of that action’s Timeline, Andrew will place the GEAR timeline token to the right of the chosen action disc. In addition, Andrew will also turn over the action disc on the line immediately below that of the chosen action (or the top line (Human Resources) if the chosen action is R&amp;amp;D). However, the turned-over action disc must be one that can still move forward. If necessary, turn over the action disc on the next line below, instead. This turned-over action disc triggers an event as though it were the chosen action. At the end of the round, turn this disc face-up and advance it one space along its Timeline.&lt;br /&gt;
=== Andrew’s Turn ===&lt;br /&gt;
Flip the current round’s action card face-up.&lt;br /&gt;
==== Event ====&lt;br /&gt;
* If the hat is placed on a space that represents a region of the United States, nothing happens for Andrew. &lt;br /&gt;
* If the hat is placed on a donation symbol, Andrew puts a pawn on the space indicated at the top of the current round’s action card. If the indicated space is already occupied, Andrew does not place a pawn, and slides his action card one step to the right.&lt;br /&gt;
&lt;br /&gt;
==== Resolve Andrew&#039;s Action ====&lt;br /&gt;
* Human Resources: slide the current round’s action card the indicated number of positions to the right;&lt;br /&gt;
* Management: Andrew takes a tile from each Department whose number appears on the current round’s action card. For each Department that is mentioned on the card but not available on the board, the player slides Andrew&#039;s action card one position to the right;&lt;br /&gt;
* Construction: The player places Andrew&#039;s construction pawns in each city whose name appears on the current round’s action card. These pawns should be placed on house symbols; if no Housing space is available, the pawn is placed on a $ symbol (Commerce), instead. If not available, then place the pawn on a factory (Industry) or, finally, a bridge (Public Infrastructure). For each pawn that cannot be placed, slide the card by one position to the right;&lt;br /&gt;
* R&amp;amp;D: The player moves Andrew’s transport cube in the region indicated on the action card to the right on its track by 1-3 spaces, as indicated on the action card. For each cube’s move that cannot be made, slide the action card by one position to the right.&lt;br /&gt;
Note: Remember that only one player’s cube may occupy the last box of any transport track.&lt;br /&gt;
=== Player’s Turn ===&lt;br /&gt;
The player resolves events as in the normal game: Take Income or Make a Donation. &lt;br /&gt;
Note: As the normal game, if the hat is placed on the last (rightmost) position of the Timeline, the player may choose to do one or both of the following: Take Income and/or Make a Donation.&lt;br /&gt;
The player then performs their action, activating Departments belonging to the same type as the action chosen.&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
The current round’s action card is turned face-down. If the action card has not moved, it is placed to the right of the draw pile, in the &amp;quot;0 VP&amp;quot; position.  If it has moved past the &amp;quot;10 VP&amp;quot; position, it is placed on the &amp;quot;10 VP&amp;quot; position.&lt;br /&gt;
Finally, the first-player disc is turned over.&lt;br /&gt;
&lt;br /&gt;
=== End of Game and Scoring ===&lt;br /&gt;
When the game ends, Andrew&#039;s points are calculated as follows:&lt;br /&gt;
* Each action card is worth from 0 to 10 (VP), depending on its position;&lt;br /&gt;
* All Department tiles that Andrew has acquired are worth 2 VP each.&lt;br /&gt;
* For each of Andrew’s transport cubes that reached the last position of a transport track, Andrew earns 6VP (Andrew does not earn points for connected cities);&lt;br /&gt;
* Andrew’s construction discs are each worth the VP of the city where they are built (from 0 to 3VP, as indicated on the map);&lt;br /&gt;
* Andrew’s donations are scored according to the player’s efforts. In other words, Andrew scores for what the player did. For example, if the player has built 5 buildings in the Far West, Andrew would score 10 VP (5 x 2) if he had placed a donation token that awards 2 VP for each Far West construction.&lt;br /&gt;
Tip: Players may find it unfair that Andrew receives points for what they have done during the game, but businessmen of Andrew’s caliber don’t care. Once Andrew has placed a donation token, the player knows that they can no longer make that particular donation, and may thus wish to avoid taking actions that would reward Andrew.&lt;br /&gt;
Compare Andrew’s score with that of the player; the highest total score wins!&lt;/div&gt;</summary>
		<author><name>Paramesis</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6713</id>
		<title>Gamehelpcarnegie</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6713"/>
		<updated>2021-01-03T15:07:51Z</updated>

		<summary type="html">&lt;p&gt;Paramesis: /* End of Round - Activate Employees */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introducing Carnegie ==&lt;br /&gt;
=== NOTICE ===&lt;br /&gt;
These rules are a WORK IN PROGRESS and are subject to change.  They are intended to enable Alpha testing.  Please do not contact the designer or publisher about the rules posted here.&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This game is inspired by the life of Andrew Carnegie. Carnegie was born in Scotland in 1835; he and his parents emigrated to the United States in 1848. Although Carnegie started his career as a telegraph operator, his role as a major player in the rise of the United States’ steel industry made him one of the richest men in the world and an icon of the American dream.&amp;lt;br/&amp;gt;&lt;br /&gt;
Carnegie was also a benefactor and philanthropist. Upon his death in 1919, more than $350 million of his wealth was bequeathed to various foundations, with another $30 million going to various charities. His endowments created nearly 2,500 free public libraries that bear his name: the Carnegie libraries.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Carnegie, players will recruit employees and expand their businesses by investing in real estate, producing goods, developing transport technology, and creating transport chains across the United States. Perhaps they will even become illustrious benefactors who contribute to the country’s greatness through their deeds and generosity!&amp;lt;br/&amp;gt;&lt;br /&gt;
The game takes place over 20 rounds, with players each having one turn per round. In each round the active player will choose one of four actions, which the other players will follow.&lt;br /&gt;
The success of a player’s Company is represented by their victory points (VP), and the player with the most VP at the end of the game will be declared the winner, known forevermore for their philanthropic works.&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
# Shuffle the 8 Timeline tiles. Draw 4 of these at random and place them in a row on the table. These tiles are double-sided; select sides at random. Add the Start and End tiles to the respective ends of the row, and return the 4 unused Timeline tiles to the box.&lt;br /&gt;
# Place one action disc on each of the 4 starting positions on the far left of the Timeline.&lt;br /&gt;
# Place the Department tiles on the table, next to the main game board.&lt;br /&gt;
# Place the Department tiles on the Department board. With 4 players, use all 32 tiles (2 tiles of each type). With 2 or 3 players, first shuffle these tiles face-down and randomly remove 16 or 8 of them (for 2 or 3 players, respectively) from the game.&lt;br /&gt;
# Create a supply of goods cubes and money tokens near the main game board. &lt;br /&gt;
# Provide each player with:&lt;br /&gt;
##4 Goods cubes and $12.&lt;br /&gt;
##1 Company board and its 4 project tabs. Slide each tab under the right side of the individual game board, with its first (rightmost) spot exposed.&lt;br /&gt;
##15 Employee figurines. Each player places 1 employee standing up on each of their Company board’s 5 Departments, with another 5 employees lying down in the Company&#039;s Lobby. Set the remaining 5 employees aside; they will not be available at the beginning of the game.&lt;br /&gt;
##30 player pawns. Each player places:&lt;br /&gt;
##*1 pawn on the “0” position of the score track&lt;br /&gt;
##*1 pawn on the first space of each of the 4 regional transport tracks&lt;br /&gt;
##*1 pawn on each of the 3 available locations on their project tabs (Housing, Commerce, Industry). &lt;br /&gt;
##*The remaining 22 pawns form the player’s personal supply.&lt;br /&gt;
#In a 4-player game, give each player an Action Choice tile. In a 3-player game, only the third player receives an Action Choice tile. There are no Action Choice tiles in a 2-player game.&lt;br /&gt;
#With 2 or 3 players, take 18 or 9 discs (for 2 or 3 players, respectively) of an unused color. Then shuffle the 20 Action cards for the solo variant. Reveal a random Action card and:&lt;br /&gt;
## Place 1 disc on the donation chart (at the top of the game board) in the location indicated on the top of the card.&lt;br /&gt;
## Place 1 disc on each of the cities indicated on the fourth row of the Action card (2, 3 or 4 cities). In each city, the disc is placed on the left-most free construction site.&lt;br /&gt;
## Repeat this process until all 18 (or 9) discs have been placed.&lt;br /&gt;
#Beginning with the player sitting to the right of the first player and going counter-clockwise, each player will place the project pawn on their Housing tab on a medium or major city on the map.&lt;br /&gt;
#Finally, starting with the first player and going in clockwise order, each player may move their employees up to total 6 steps on their own Company boards. Each movement must be made to an orthogonally adjacent (not diagonal) space. After these movements, employees can be activated.&lt;br /&gt;
&lt;br /&gt;
=== Company Basics ===&lt;br /&gt;
==== Company Organization ====&lt;br /&gt;
Each Company is organized into four different Departments, which correspond to the four different types of actions, as follows:&lt;br /&gt;
* Human Resources: allows players to move employees to different Departments within their Companies.&lt;br /&gt;
* Management: allows players to acquire goods and money, and to build new Departments. Each Company begins the game with two Management Departments.&lt;br /&gt;
* Construction: allows players to build projects developed by their R&amp;amp;D Departments.&lt;br /&gt;
* Research &amp;amp; Development (“R&amp;amp;D”) allows players to design new projects and develop their transport networks.&lt;br /&gt;
At the beginning of the game, each Company has 1 Lobby and 5 Departments. During the game, players will be able to expand their Companies by building new Departments. Each Department may hold 1-3 employees; this is represented by the number of employee spaces illustrated on that Department. A Department cannot be used unless it contains at least one active employee. A Department may be used once for each active employee that it contains.&lt;br /&gt;
==== Recruiting Employees ====&lt;br /&gt;
Employees can be either active (standing) or inactive (lying down).&amp;lt;br/&amp;gt;&lt;br /&gt;
When an employee first enters a Company board, it always does so lying down. When an inactive (laid down) employee moves, it remains inactive. If an active (standing) employee is moved, it must be laid down. A Department may hold any number of inactive employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employee activations always happen at the end of a player’s turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Many employee spaces on department tiles are marked with dollar values, representing the costs of that employee’s salary and training. To activate an employee, a player must pay the cost indicated and then place the employee in an upright (standing) position.&lt;br /&gt;
==== Sending an Employee on a Mission ====&lt;br /&gt;
Some departments require sending an active employee on a &#039;&#039;&#039;Mission&#039;&#039;&#039;.  An employee on a Mission is moved from its Department onto one of the four Mission zones on the map; employees sent on Missions are not considered to be active.&amp;lt;br/&amp;gt;&lt;br /&gt;
A player cannot send an employee on a Mission if they are unable to meet the requirements of that action.&lt;br /&gt;
==== Recovering Employees from Missions ====&lt;br /&gt;
When an employee returns from a Mission it must be placed in its Company’s Lobby, lying down. Returned employees are not immediately active; they must be moved and activated with the Human Resources action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employees return from Missions as action discs advance along the Timeline; this is explained in detail in the next chapter.&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
The game takes place over 20 rounds. Each round consists of four parts, which take place in the following order:&lt;br /&gt;
# Select Action&lt;br /&gt;
# Events&lt;br /&gt;
# Use Departments&lt;br /&gt;
# End of Round – Activate Employees&lt;br /&gt;
=== Select Action ===&lt;br /&gt;
The first player selects the Timeline row that they wish to use: Human Resources, Management, Construction, or R&amp;amp;D, and then places the Timeline marker (gear) immediately to the right of that action’s marker on that Timeline row; doing so will trigger events and determine which Departments players will be able to use.&amp;lt;br/&amp;gt;&lt;br /&gt;
A player may choose any Timeline row, even if that action’s marker has reached the last space of its Timeline. In this case, the first player must still place the Timeline marker to the right of the action marker. Then, the first player must then also turn over the action marker &lt;br /&gt;
on the Timeline row immediately below the chosen row (or Human Resources, if R&amp;amp;D was chosen). The turned-over action marker must be able to move forward along its row. If it cannot do so, instead turn over the action marker on the next row below, continuing row-by-row if necessary. Whenever an action marker is turned face-down, it will trigger the event marked to its right (next space). At the end of the round, turn the marker face-up once again and advance it one space along its row.&lt;br /&gt;
==== Take Income ====&lt;br /&gt;
If the hat is placed on a Timeline space illustrated with a region of the United States, that region becomes the active region. Starting with the first player and going clockwise, each player with one or more employees in the active region’s Mission area may:&lt;br /&gt;
# Return 1 or more of their employees from the active region to their Company’s Lobby. In this case, the player receives income from each project they have already built, from anywhere. These revenues are collected only once per player, per round (even if a player returns more than 1 employee to their Company’s Lobby, they only receive this income once).&lt;br /&gt;
# Generate a transport bonus for each recovered employee, according to how far they have developed their transport in the active region. At the beginning of the game, the transport bonus for each region is $1. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player cannot (or does not want to) return an employee to their Company’s Lobby, that player does not receive any income or transport bonuses for that round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player&#039;s transport bonus corresponds to their level of development in the active region. A player may not choose a bonus lower than that of the level they have reached.&amp;lt;br/&amp;gt;&lt;br /&gt;
==== Make a Donation ====&lt;br /&gt;
If the hat is placed on a “donation” symbol, the first player may choose to Make a Donation. Then, going in clockwise order, the other players may choose to make their own donations.&lt;br /&gt;
A player’s first donation costs $5; each donation that player makes in the future will increase in price by $5 (ex: a second donation will cost $10; a third will cost $15). Donations are explained in more detail below.&lt;br /&gt;
&lt;br /&gt;
=== Use Departments ===&lt;br /&gt;
The first player may use any of their Departments that correspond to their chosen action, in any order. Each Department may be used once for each active (standing) employee present in that Department.&lt;br /&gt;
Then, going in clockwise order, the other players may take the same action. As with the first player, these players may use any of their Departments that correspond to the chosen action once for each active employee in that Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
All uses of a Department must be done as part of a single action; a player cannot return to a Department they have already used on that turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Example: Thomas has two active employees in his Commerce &amp;amp; Finance Department, and one in his Strategic Planning Department. He uses his Commerce &amp;amp; Finance Department once, and then uses his Strategic Planning Department. He cannot then take a second Commerce &amp;amp; Finance Action.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: By spending an Action Choice tile, a player can choose to take a different action and activate any of their Departments that correspond to this new action. Then, the Action Choice tile is discarded.&#039;&#039;&#039;&lt;br /&gt;
Players begin the game with a Lobby and 5 Departments, which are described below.&lt;br /&gt;
==== Human Resources ====&lt;br /&gt;
The Human Resources Department allows players to train employees and assign them to different Departments. When choosing this action, a player carries out the following steps, in order:&lt;br /&gt;
# Calculate the total number of possible moves that player’s employees can make. Each active employee in Human Resources provides 3 moves (right arrow symbol). This Department features a permanent active employee (employees may not be activated in this space); thus, each player is always entitled to a minimum of 3 moves.&lt;br /&gt;
# Move employees within the Company (including from the Company’s Lobby and any space that does not contain a Department) up to the total number of possible moves. Each move must be made orthogonally (horizontal or vertical, never diagonal), from Department to Department. Moving an active (standing) employee returns it to an inactive (laying down) state.&lt;br /&gt;
# At the end of a player’s turn, that player can activate (stand up) any inactive (laid down) employees on free spots in any of their Departments. The player must pay any costs associated with those activations.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Inactive (laid down) employees are considered to be “in training”. A player may only activate employees at the end of their turn, after all other actions have been taken.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The total number of possible moves is calculated at the beginning of a player’s turn. Moving an active employee from Human Resources during a turn will not reduce a player’s total number of possible moves for that turn.&lt;br /&gt;
==== Management ====&lt;br /&gt;
At the start of the game, each Company has two Management Departments; these help to generate resources and build new Departments that expand the Company. The first Management Department, &amp;quot;Commerce and Finance,&amp;quot; provides one of the following for each active employee on this space:&lt;br /&gt;
* Receive $3;&lt;br /&gt;
* Receive a goods cube;&lt;br /&gt;
* Send the employee on a Mission and receive $6;&lt;br /&gt;
* Send the employee on a Mission and receive 2 goods cubes.&lt;br /&gt;
The second Management Department, “Strategic Planning,” makes it possible to build new Departments. This Department provides one of the following for each active employee on this space:&lt;br /&gt;
* Pay 1 goods cube and place a new Department on a free space (one that does not already contain a Department) of the player’s Company board; that space must already contain at least one employee;&lt;br /&gt;
* Pay 2 goods cubes and place the new Department on a free space of the player’s Company board.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A Company may never contain two identical Departments.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
The Construction Department allows players to carry out projects in the following areas: Housing, Commerce, Industry, and Public Infrastructure. When this action is chosen, the player who uses this Department:&lt;br /&gt;
# Sends an employee to the Mission area of the region where he wishes to build.&lt;br /&gt;
# Pays 1 or 2 goods cubes, then moves a pawn from one of their tabs onto a construction site in the same region.&lt;br /&gt;
# If a player builds a project in a small city, that player immediately receives a transport bonus according to their position on that region’s transport track.&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* If more than one pawn is available on a project tab, the player must build the one farthest to the right.&lt;br /&gt;
* The project must be built:&lt;br /&gt;
** in the region where the employee was sent on a Mission, AND&lt;br /&gt;
** on a spot matching the chosen project type (with a symbol of Housing, Commerce, Industry or Public Infrastructure), OR in a small town that accepts all types of projects;&lt;br /&gt;
&lt;br /&gt;
==== Research &amp;amp; Development ====&lt;br /&gt;
The R&amp;amp;D Department allows players to develop new construction projects in Housing, Commerce, Industry, Public Infrastructure, and Transport. When this action is chosen, each player will receive study points for each of their active employees in their R&amp;amp;D Departments.&amp;lt;br/&amp;gt;&lt;br /&gt;
Study points can be spent in two different ways:&lt;br /&gt;
* A player may move one of their project tabs one place to the right and place a construction pawn on the tab’s just-revealed space (circle), OR&lt;br /&gt;
* A player may move one of their transport cubes on a regional transport track one space to the right.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player may advance tabs or transport cubes more than one step in a turn. At the end of the turn, any unused study points are lost.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player advances a tab beyond the spaces for construction projects, they will receive the VP indicated on that tab at the end of the game. &lt;br /&gt;
=== End of Round - Activate Employees ===&lt;br /&gt;
At the end of their turn, a player can activate inactive employees in any of their Departments. To do so, the player must pay the cost indicated under an empty Workstation in the employee’s current Department and then stand the employee upright on that Workstation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Once each player has taken their turn, the first player must move the action marker on the Timeline one space to the right, displacing the Timeline marker (gear). Then, the first player must pass the Timeline marker and the locomotive to the next player in clockwise order; a new round can now begin.&lt;br /&gt;
&lt;br /&gt;
=== End of the Game ===&lt;br /&gt;
==== Connections between Major Cities ====&lt;br /&gt;
At the end of the game, players can each earn up to 36 VP for establishing connections between the 4 major cities of New York, Chicago, New Orleans, and San Francisco. To gain these points, a player must have connected at least two major cities through a continuous line of their own construction pawns. Each player counts how many major cities they have connected as part of an uninterrupted line; to earn this bonus, a player must connect at least 2 major cities. If San Francisco is connected to at least one other major city, count it twice.&lt;br /&gt;
Players will earn these points based on the number of major cities connected AND the lowest level of transportation among all regions in which a major city is part of this network.&lt;br /&gt;
This scoring is illustrated on the game board. If a player has two unconnected networks of connections between major cities (for instance, San Francisco to Chicago and New Orleans to New York), only the highest-scoring connection will count for that player’s score.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
Yellow player has reached these levels on transport development tracks:&lt;br /&gt;
* Midwest: Train&lt;br /&gt;
* West: Train&lt;br /&gt;
* South: Stagecoach&amp;lt;br/&amp;gt;&lt;br /&gt;
Different situations can occur for Yellow player :&lt;br /&gt;
* If a link exists between SF and Chicago (2+1 = 3 links - Train), Yellow gets 18 points.  It doesn&#039;t matter if Yellow goes through the South region to make the link between SF and Chicago. In other words, if the connection exists, we only take into account the Transport development track of Regions of connected Major Cities.&lt;br /&gt;
* If a link exists between SF, Chicago and New Orleans (2+1+1 = 4 links - Stagecoach), Yellow gets 18 points.&lt;br /&gt;
* If a link exists between SF and New Orleans (2+1 = 3 links - Stagecoach), Yellow gets 12 points.&lt;br /&gt;
* If a link exists between Chicago and New Orleans (1+1 = 2 links - Stagecoach), Yellow gets 6 points.&lt;br /&gt;
&lt;br /&gt;
==== Final Scoring ====&lt;br /&gt;
The game ends after 20 rounds. Once all 4 action discs have reached the final boxes of their Timelines and all players have finished their actions, victory points (VP) can be tallied as described below. &lt;br /&gt;
Scoring includes:&lt;br /&gt;
* VP earned during the game;&lt;br /&gt;
* 1 VP for each active (standing) employee, to a maximum of 15 VP;&lt;br /&gt;
* Departments built during the game are worth 2 or 3 VP each, depending on their locations. Each Department in a Company’s first line (top) scores 3 VP, while every other Department built during the game scores 2 VP, to a maximum of 24 VP;&lt;br /&gt;
* Any VP earned from project tabs, to a maximum of 42 VP;&lt;br /&gt;
* VP earned from connections between major cities, to a maximum of 36 VP, as explained above;&lt;br /&gt;
* 0-3 VP for each Construction project built in a small, medium or major city (as indicated on the map), with a maximum of 45 VP;&lt;br /&gt;
* VP provided by donations (max. 12 VP per donation).&lt;br /&gt;
* 3 VP for an unused Action Choice tile.&lt;br /&gt;
The player with the most points is the winner of the game. There are no tiebreakers; tied players must shake hands and savor their shared victory.&lt;br /&gt;
&lt;br /&gt;
== Transport Tracks, Donations, and Departments ==&lt;br /&gt;
=== Transportation Development Tracks ===&lt;br /&gt;
Each region of the country has a transport track that players can develop over the course of the game.&amp;lt;br/&amp;gt;&lt;br /&gt;
At the beginning of the game, players’ transport tracks in the South, Midwest, and Far West start at the “Cart” level; in the East, they start at &amp;quot;Stagecoach.&amp;quot; By progressing along each region’s transport track, players can reach “Railroad” level or beyond.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever a player reaches the final box of a transport track, they immediately receive a special reward of 3 goods cubes OR $10.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Only one player may occupy the final box of each transport track.&lt;br /&gt;
==== Transport Bonus ====&lt;br /&gt;
Boxes on transportation tracks that are occupied by players’ transport discs indicate which transport bonuses those players receive every time they recover an employee who has gone on a Mission in the corresponding region.&lt;br /&gt;
=== Donation Chart ===&lt;br /&gt;
As we saw in the “Playing the Game” section, if a donation symbol is present on the space where the active player placed the GEAR timeline token, starting with the first player and going in clockwise order, each player may make one donation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Donations represent players’ support of various financial, material, and technical projects; they help to increase players’ reputations, as well as those of their Companies.&amp;lt;br/&amp;gt;&lt;br /&gt;
To Make a Donation:&lt;br /&gt;
* A player must place a pawn on an unoccupied space of the donation chart (on the top of the game board), then pay:&lt;br /&gt;
** $5 for their 1st donation. Each subsequent donation costs an additional $5, so:&lt;br /&gt;
** $10 for their 2nd donation, &lt;br /&gt;
** $15 for their 3rd donation, and so on.&lt;br /&gt;
At the end of the game, donations earn VP according to certain factors. These may include projects built, actions taken, Company development, and accumulated wealth. A maximum of 12 VP may be earned for each donation.&lt;br /&gt;
=== The Department Board ===&lt;br /&gt;
There are 16 different Departments that players can add to their Companies&lt;br /&gt;
==== Training and Partnerships ====&lt;br /&gt;
This Department is a powerful way to bring more flexibility in allocating employees. It also allows its owner to supplement their financial resources.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then receives any combination of $ and employee moves, to a maximum of 8. (For example, a player could take $2 and 6 employee moves, $4 and 4 employee moves, $7 and 1 employee move, etc., as long at the total is no greater than 8.)&lt;br /&gt;
==== Recruiting ====&lt;br /&gt;
This Department offers a very efficient way to reach the maximum of 15 employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, that player immediately places a new employee from the supply into their Company’s Lobby. This Department has no further effect once the player has recruited all 5 employees from the supply.&lt;br /&gt;
==== Safety and Quality ====&lt;br /&gt;
This Department helps to ensure the quality of manufacturing processes and products, as well as ensuring employees’ safety and well-being.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, the player receives 1 VP for every two active employees in their Company, rounded down.&lt;br /&gt;
==== New Lobby ====&lt;br /&gt;
A new Lobby allows faster access to certain Departments, minimizing the need for moves.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Once this Department has been built, it can hold new recruits and returning employees; employees can be divided between the two Lobbies as desired. This Department has an ongoing effect; it functions without an active employee.&lt;br /&gt;
==== Purchasing ====&lt;br /&gt;
This Department makes it possible to produce a large quantity of goods quickly, and free of charge.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player may then take 3 goods cubes from the supply.&lt;br /&gt;
==== Sales ====&lt;br /&gt;
If a Company produces a lot of goods, this Department can sell them for the best price.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player uses this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $5.&lt;br /&gt;
==== Logistics ====&lt;br /&gt;
This Department improves a Company’s reliability and delivery time.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player uses this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $3 and 1 VP.&lt;br /&gt;
==== Property Management ====&lt;br /&gt;
This Department allows a player to immediately assign an employee to a newly-built Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. When a player adds a new Department to their Company, they may immediately move one of their employees from any Department to the new Department. This employee can be activated at the end of the turn, as normal.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
This Department provides new construction capabilities and reduces building costs.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). That player then pays only 1 goods cube to build a new project (even if it is an Industry or Public Infrastructure project, which normally cost 2 goods cubes).&lt;br /&gt;
==== Construction Outsourcing ====&lt;br /&gt;
This Department allows a player to build without sending an employee on a Mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player uses this Department, they may pay $4 and 1-2 goods cubes to build a new project, depending on the type of project being built.&lt;br /&gt;
==== Supply Chain ====&lt;br /&gt;
This Department makes it possible to buy goods at a reduced cost.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player uses this Department, they may purchase up to 3 goods cubes at a cost of $1 each.&lt;br /&gt;
==== Communications ====&lt;br /&gt;
This Department increases the efficiency of donations.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. The cost of new donations is calculated on the basis of $3 per donation, instead of $5. &lt;br /&gt;
Example: Before building the Communications Department, Thomas had already made 2 donations. The next donation he makes will cost him $9 (3 x $3), instead of $15 (3 x $5).&lt;br /&gt;
==== Advanced Research ====&lt;br /&gt;
This Department is an effective way to accelerate employees’ studies.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then gains 8 study points.&lt;br /&gt;
==== Advanced Design ====&lt;br /&gt;
A new design Department allows improves a Company’s study efficiency.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever this Department is used, its owner gains 4 study points for each active employee.&lt;br /&gt;
==== Charitable Giving ====&lt;br /&gt;
This Department allows a player to duplicate a donation that another player has already made.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). After paying the appropriate donation cost, the player may then place one of their donation pawns on top of another player’s donation pawn, rather than on an unoccupied space; a player may not make the same donation twice.&lt;br /&gt;
==== Telegraph Operators ====&lt;br /&gt;
This Department reduces the costs of transport development.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect – as long as it contains an active employee. The player’s study-point costs to progress along transport tracks are reduced by 1 (to a minimum of 1).&lt;br /&gt;
&lt;br /&gt;
== SOLO mode ==&lt;br /&gt;
In a solo game, Andrew Carnegie himself will be the virtual opponent; it goes without saying that it will be difficult to win against him.&lt;br /&gt;
=== Setup ===&lt;br /&gt;
The player setup is identical to that of the normal game. As in a 2-player game, there are only 16 Departments available to build at the start of the game.&lt;br /&gt;
Once player setup is done, set the game up for Andrew. Andrew does not use employees, VP, money, goods cubes, or study points during the game. He also does not use an individual Company board. Andrew always has enough money, resources, and study points. &lt;br /&gt;
# Andrew starts the game with all of his pawns available for construction. However, Andrew does not place a pawn on the board during setup (as in step 9 of a multiplayer game).&lt;br /&gt;
# Andrew places one pawn on each of the 4 regional transport tracks, as though here were a normal player.&lt;br /&gt;
# The five victory-point cards are aligned in numerical order from left to right, with the 0 VP card on the far left and the 10VP card on the far right.&lt;br /&gt;
# The action cards are shuffled to form a draw pile, which is placed to the left of the 0 VP card.&lt;br /&gt;
# Place the first-player disc face-up (hat visible), next to the VP cards.&lt;br /&gt;
==== Playing the Game against Andrew ====&lt;br /&gt;
During the game, the player and Andrew will alternate in choosing round actions.&lt;br /&gt;
The first-player disc is used to indicate whose turn it is to choose the action for the round. When the “hat” side is visible, the player decides the action for the round; when the black side is visible, Andrew decides. Flip the first-player disc over at the end of each round.&lt;br /&gt;
The player always chooses the action for the first round (hat side visible).&lt;br /&gt;
A round in the solo game is divided into 5 steps:&lt;br /&gt;
* New Action Card: The player takes the top action card for Andrew, and without looking at it, slides it face-down under the 0VP card.&lt;br /&gt;
=== Choice of Action ===&lt;br /&gt;
==== First-player Disc Face-up ====&lt;br /&gt;
If the first-player disc is face-up (hat visible), the player chooses the action for the round. He places the GEAR timeline token on right action line, immediately to the right of the action disc.&lt;br /&gt;
Tip: Before choosing his action, the player should look at:&lt;br /&gt;
* The back of that round’s action card, as it will indicate which action is currently Andrew’s strongest. Avoiding this action can help prevent Andrew from gaining too many points,&lt;br /&gt;
* The top card of the draw pile, which indicates which action Andrew will choose in the next round. This can also be valuable in helping to make a choice.&lt;br /&gt;
==== First-player Disc Face-down ====&lt;br /&gt;
If the first-player disc is face-down (hat not visible), the action symbol (on the back of the action card) indicates which action Andrew has chosen. As in the normal game, the GEAR timeline token is placed on the Timeline to the right of this action’s disc.&lt;br /&gt;
** Note: When an action disc reaches the last space of that action’s Timeline, Andrew will place the GEAR timeline token to the right of the chosen action disc. In addition, Andrew will also turn over the action disc on the line immediately below that of the chosen action (or the top line (Human Resources) if the chosen action is R&amp;amp;D). However, the turned-over action disc must be one that can still move forward. If necessary, turn over the action disc on the next line below, instead. This turned-over action disc triggers an event as though it were the chosen action. At the end of the round, turn this disc face-up and advance it one space along its Timeline.&lt;br /&gt;
=== Andrew’s Turn ===&lt;br /&gt;
Flip the current round’s action card face-up.&lt;br /&gt;
==== Event ====&lt;br /&gt;
* If the hat is placed on a space that represents a region of the United States, nothing happens for Andrew. &lt;br /&gt;
* If the hat is placed on a donation symbol, Andrew puts a pawn on the space indicated at the top of the current round’s action card. If the indicated space is already occupied, Andrew does not place a pawn, and slides his action card one step to the right.&lt;br /&gt;
&lt;br /&gt;
==== Resolve Andrew&#039;s Action ====&lt;br /&gt;
* Human Resources: slide the current round’s action card the indicated number of positions to the right;&lt;br /&gt;
* Management: Andrew takes a tile from each Department whose number appears on the current round’s action card. For each Department that is mentioned on the card but not available on the board, the player slides Andrew&#039;s action card one position to the right;&lt;br /&gt;
* Construction: The player places Andrew&#039;s construction pawns in each city whose name appears on the current round’s action card. These pawns should be placed on house symbols; if no Housing space is available, the pawn is placed on a $ symbol (Commerce), instead. If not available, then place the pawn on a factory (Industry) or, finally, a bridge (Public Infrastructure). For each pawn that cannot be placed, slide the card by one position to the right;&lt;br /&gt;
* R&amp;amp;D: The player moves Andrew’s transport cube in the region indicated on the action card to the right on its track by 1-3 spaces, as indicated on the action card. For each cube’s move that cannot be made, slide the action card by one position to the right.&lt;br /&gt;
Note: Remember that only one player’s cube may occupy the last box of any transport track.&lt;br /&gt;
=== Player’s Turn ===&lt;br /&gt;
The player resolves events as in the normal game: Take Income or Make a Donation. &lt;br /&gt;
Note: As the normal game, if the hat is placed on the last (rightmost) position of the Timeline, the player may choose to do one or both of the following: Take Income and/or Make a Donation.&lt;br /&gt;
The player then performs their action, activating Departments belonging to the same type as the action chosen.&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
The current round’s action card is turned face-down. If the action card has not moved, it is placed to the right of the draw pile, in the &amp;quot;0 VP&amp;quot; position.  If it has moved past the &amp;quot;10 VP&amp;quot; position, it is placed on the &amp;quot;10 VP&amp;quot; position.&lt;br /&gt;
Finally, the first-player disc is turned over.&lt;br /&gt;
&lt;br /&gt;
=== End of Game and Scoring ===&lt;br /&gt;
When the game ends, Andrew&#039;s points are calculated as follows:&lt;br /&gt;
* Each action card is worth from 0 to 10 (VP), depending on its position;&lt;br /&gt;
* All Department tiles that Andrew has acquired are worth 2 VP each.&lt;br /&gt;
* For each of Andrew’s transport cubes that reached the last position of a transport track, Andrew earns 6VP (Andrew does not earn points for connected cities);&lt;br /&gt;
* Andrew’s construction discs are each worth the VP of the city where they are built (from 0 to 3VP, as indicated on the map);&lt;br /&gt;
* Andrew’s donations are scored according to the player’s efforts. In other words, Andrew scores for what the player did. For example, if the player has built 5 buildings in the Far West, Andrew would score 10 VP (5 x 2) if he had placed a donation token that awards 2 VP for each Far West construction.&lt;br /&gt;
Tip: Players may find it unfair that Andrew receives points for what they have done during the game, but businessmen of Andrew’s caliber don’t care. Once Andrew has placed a donation token, the player knows that they can no longer make that particular donation, and may thus wish to avoid taking actions that would reward Andrew.&lt;br /&gt;
Compare Andrew’s score with that of the player; the highest total score wins!&lt;/div&gt;</summary>
		<author><name>Paramesis</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6710</id>
		<title>Gamehelpcarnegie</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6710"/>
		<updated>2021-01-03T04:41:56Z</updated>

		<summary type="html">&lt;p&gt;Paramesis: /* Select Action */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introducing Carnegie ==&lt;br /&gt;
=== NOTICE ===&lt;br /&gt;
These rules are a WORK IN PROGRESS and are subject to change.  They are intended to enable Alpha testing.  Please do not contact the designer or publisher about the rules posted here.&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This game is inspired by the life of Andrew Carnegie. Carnegie was born in Scotland in 1835; he and his parents emigrated to the United States in 1848. Although Carnegie started his career as a telegraph operator, his role as a major player in the rise of the United States’ steel industry made him one of the richest men in the world and an icon of the American dream.&amp;lt;br/&amp;gt;&lt;br /&gt;
Carnegie was also a benefactor and philanthropist. Upon his death in 1919, more than $350 million of his wealth was bequeathed to various foundations, with another $30 million going to various charities. His endowments created nearly 2,500 free public libraries that bear his name: the Carnegie libraries.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Carnegie, players will recruit employees and expand their businesses by investing in real estate, producing goods, developing transport technology, and creating transport chains across the United States. Perhaps they will even become illustrious benefactors who contribute to the country’s greatness through their deeds and generosity!&amp;lt;br/&amp;gt;&lt;br /&gt;
The game takes place over 20 rounds, with players each having one turn per round. In each round the active player will choose one of four actions, which the other players will follow.&lt;br /&gt;
The success of a player’s Company is represented by their victory points (VP), and the player with the most VP at the end of the game will be declared the winner, known forevermore for their philanthropic works.&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
# Shuffle the 8 Timeline tiles. Draw 4 of these at random and place them in a row on the table. These tiles are double-sided; select sides at random. Add the Start and End tiles to the respective ends of the row, and return the 4 unused Timeline tiles to the box.&lt;br /&gt;
# Place one action disc on each of the 4 starting positions on the far left of the Timeline.&lt;br /&gt;
# Place the Department tiles on the table, next to the main game board.&lt;br /&gt;
# Place the Department tiles on the Department board. With 4 players, use all 32 tiles (2 tiles of each type). With 2 or 3 players, first shuffle these tiles face-down and randomly remove 16 or 8 of them (for 2 or 3 players, respectively) from the game.&lt;br /&gt;
# Create a supply of goods cubes and money tokens near the main game board. &lt;br /&gt;
# Provide each player with:&lt;br /&gt;
##4 Goods cubes and $12.&lt;br /&gt;
##1 Company board and its 4 project tabs. Slide each tab under the right side of the individual game board, with its first (rightmost) spot exposed.&lt;br /&gt;
##15 Employee figurines. Each player places 1 employee standing up on each of their Company board’s 5 Departments, with another 5 employees lying down in the Company&#039;s Lobby. Set the remaining 5 employees aside; they will not be available at the beginning of the game.&lt;br /&gt;
##30 player pawns. Each player places:&lt;br /&gt;
##*1 pawn on the “0” position of the score track&lt;br /&gt;
##*1 pawn on the first space of each of the 4 regional transport tracks&lt;br /&gt;
##*1 pawn on each of the 3 available locations on their project tabs (Housing, Commerce, Industry). &lt;br /&gt;
##*The remaining 22 pawns form the player’s personal supply.&lt;br /&gt;
#In a 4-player game, give each player an Action Choice tile. In a 3-player game, only the third player receives an Action Choice tile. There are no Action Choice tiles in a 2-player game.&lt;br /&gt;
#With 2 or 3 players, take 18 or 9 discs (for 2 or 3 players, respectively) of an unused color. Then shuffle the 20 Action cards for the solo variant. Reveal a random Action card and:&lt;br /&gt;
## Place 1 disc on the donation chart (at the top of the game board) in the location indicated on the top of the card.&lt;br /&gt;
## Place 1 disc on each of the cities indicated on the fourth row of the Action card (2, 3 or 4 cities). In each city, the disc is placed on the left-most free construction site.&lt;br /&gt;
## Repeat this process until all 18 (or 9) discs have been placed.&lt;br /&gt;
#Beginning with the player sitting to the right of the first player and going counter-clockwise, each player will place the project pawn on their Housing tab on a medium or major city on the map.&lt;br /&gt;
#Finally, starting with the first player and going in clockwise order, each player may move their employees up to total 6 steps on their own Company boards. Each movement must be made to an orthogonally adjacent (not diagonal) space. After these movements, employees can be activated.&lt;br /&gt;
&lt;br /&gt;
=== Company Basics ===&lt;br /&gt;
==== Company Organization ====&lt;br /&gt;
Each Company is organized into four different Departments, which correspond to the four different types of actions, as follows:&lt;br /&gt;
* Human Resources: allows players to move employees to different Departments within their Companies.&lt;br /&gt;
* Management: allows players to acquire goods and money, and to build new Departments. Each Company begins the game with two Management Departments.&lt;br /&gt;
* Construction: allows players to build projects developed by their R&amp;amp;D Departments.&lt;br /&gt;
* Research &amp;amp; Development (“R&amp;amp;D”) allows players to design new projects and develop their transport networks.&lt;br /&gt;
At the beginning of the game, each Company has 1 Lobby and 5 Departments. During the game, players will be able to expand their Companies by building new Departments. Each Department may hold 1-3 employees; this is represented by the number of employee spaces illustrated on that Department. A Department cannot be used unless it contains at least one active employee. A Department may be used once for each active employee that it contains.&lt;br /&gt;
==== Recruiting Employees ====&lt;br /&gt;
Employees can be either active (standing) or inactive (lying down).&amp;lt;br/&amp;gt;&lt;br /&gt;
When an employee first enters a Company board, it always does so lying down. When an inactive (laid down) employee moves, it remains inactive. If an active (standing) employee is moved, it must be laid down. A Department may hold any number of inactive employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employee activations always happen at the end of a player’s turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Many employee spaces on department tiles are marked with dollar values, representing the costs of that employee’s salary and training. To activate an employee, a player must pay the cost indicated and then place the employee in an upright (standing) position.&lt;br /&gt;
==== Sending an Employee on a Mission ====&lt;br /&gt;
Some departments require sending an active employee on a &#039;&#039;&#039;Mission&#039;&#039;&#039;.  An employee on a Mission is moved from its Department onto one of the four Mission zones on the map; employees sent on Missions are not considered to be active.&amp;lt;br/&amp;gt;&lt;br /&gt;
A player cannot send an employee on a Mission if they are unable to meet the requirements of that action.&lt;br /&gt;
==== Recovering Employees from Missions ====&lt;br /&gt;
When an employee returns from a Mission it must be placed in its Company’s Lobby, lying down. Returned employees are not immediately active; they must be moved and activated with the Human Resources action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employees return from Missions as action discs advance along the Timeline; this is explained in detail in the next chapter.&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
The game takes place over 20 rounds. Each round consists of four parts, which take place in the following order:&lt;br /&gt;
# Select Action&lt;br /&gt;
# Events&lt;br /&gt;
# Use Departments&lt;br /&gt;
# End of Round – Activate Employees&lt;br /&gt;
=== Select Action ===&lt;br /&gt;
The first player selects the Timeline row that they wish to use: Human Resources, Management, Construction, or R&amp;amp;D, and then places the Timeline marker (gear) immediately to the right of that action’s marker on that Timeline row; doing so will trigger events and determine which Departments players will be able to use.&amp;lt;br/&amp;gt;&lt;br /&gt;
A player may choose any Timeline row, even if that action’s marker has reached the last space of its Timeline. In this case, the first player must still place the Timeline marker to the right of the action marker. Then, the first player must then also turn over the action marker &lt;br /&gt;
on the Timeline row immediately below the chosen row (or Human Resources, if R&amp;amp;D was chosen). The turned-over action marker must be able to move forward along its row. If it cannot do so, instead turn over the action marker on the next row below, continuing row-by-row if necessary. Whenever an action marker is turned face-down, it will trigger the event marked to its right (next space). At the end of the round, turn the marker face-up once again and advance it one space along its row.&lt;br /&gt;
==== Take Income ====&lt;br /&gt;
If the hat is placed on a Timeline space illustrated with a region of the United States, that region becomes the active region. Starting with the first player and going clockwise, each player with one or more employees in the active region’s Mission area may:&lt;br /&gt;
# Return 1 or more of their employees from the active region to their Company’s Lobby. In this case, the player receives income from each project they have already built, from anywhere. These revenues are collected only once per player, per round (even if a player returns more than 1 employee to their Company’s Lobby, they only receive this income once).&lt;br /&gt;
# Generate a transport bonus for each recovered employee, according to how far they have developed their transport in the active region. At the beginning of the game, the transport bonus for each region is $1. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player cannot (or does not want to) return an employee to their Company’s Lobby, that player does not receive any income or transport bonuses for that round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player&#039;s transport bonus corresponds to their level of development in the active region. A player may not choose a bonus lower than that of the level they have reached.&amp;lt;br/&amp;gt;&lt;br /&gt;
==== Make a Donation ====&lt;br /&gt;
If the hat is placed on a “donation” symbol, the first player may choose to Make a Donation. Then, going in clockwise order, the other players may choose to make their own donations.&lt;br /&gt;
A player’s first donation costs $5; each donation that player makes in the future will increase in price by $5 (ex: a second donation will cost $10; a third will cost $15). Donations are explained in more detail below.&lt;br /&gt;
&lt;br /&gt;
=== Use Departments ===&lt;br /&gt;
The first player may use any of their Departments that correspond to their chosen action, in any order. Each Department may be used once for each active (standing) employee present in that Department.&lt;br /&gt;
Then, going in clockwise order, the other players may take the same action. As with the first player, these players may use any of their Departments that correspond to the chosen action once for each active employee in that Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
All uses of a Department must be done as part of a single action; a player cannot return to a Department they have already used on that turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Example: Thomas has two active employees in his Commerce &amp;amp; Finance Department, and one in his Strategic Planning Department. He uses his Commerce &amp;amp; Finance Department once, and then uses his Strategic Planning Department. He cannot then take a second Commerce &amp;amp; Finance Action.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: By spending an Action Choice tile, a player can choose to take a different action and activate any of their Departments that correspond to this new action. Then, the Action Choice tile is discarded.&#039;&#039;&#039;&lt;br /&gt;
Players begin the game with a Lobby and 5 Departments, which are described below.&lt;br /&gt;
==== Human Resources ====&lt;br /&gt;
The Human Resources Department allows players to train employees and assign them to different Departments. When choosing this action, a player carries out the following steps, in order:&lt;br /&gt;
# Calculate the total number of possible moves that player’s employees can make. Each active employee in Human Resources provides 3 moves (right arrow symbol). This Department features a permanent active employee (employees may not be activated in this space); thus, each player is always entitled to a minimum of 3 moves.&lt;br /&gt;
# Move employees within the Company (including from the Company’s Lobby and any space that does not contain a Department) up to the total number of possible moves. Each move must be made orthogonally (horizontal or vertical, never diagonal), from Department to Department. Moving an active (standing) employee returns it to an inactive (laying down) state.&lt;br /&gt;
# At the end of a player’s turn, that player can activate (stand up) any inactive (laid down) employees on free spots in any of their Departments. The player must pay any costs associated with those activations.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Inactive (laid down) employees are considered to be “in training”. A player may only activate employees at the end of their turn, after all other actions have been taken.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The total number of possible moves is calculated at the beginning of a player’s turn. Moving an active employee from Human Resources during a turn will not reduce a player’s total number of possible moves for that turn.&lt;br /&gt;
==== Management ====&lt;br /&gt;
At the start of the game, each Company has two Management Departments; these help to generate resources and build new Departments that expand the Company. The first Management Department, &amp;quot;Commerce and Finance,&amp;quot; provides one of the following for each active employee on this space:&lt;br /&gt;
* Receive $3;&lt;br /&gt;
* Receive a goods cube;&lt;br /&gt;
* Send the employee on a Mission and receive $6;&lt;br /&gt;
* Send the employee on a Mission and receive 2 goods cubes.&lt;br /&gt;
The second Management Department, “Strategic Planning,” makes it possible to build new Departments. This Department provides one of the following for each active employee on this space:&lt;br /&gt;
* Pay 1 goods cube and place a new Department on a free space (one that does not already contain a Department) of the player’s Company board; that space must already contain at least one employee;&lt;br /&gt;
* Pay 2 goods cubes and place the new Department on a free space of the player’s Company board.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A Company may never contain two identical Departments.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
The Construction Department allows players to carry out projects in the following areas: Housing, Commerce, Industry, and Public Infrastructure. When this action is chosen, the player who uses this Department:&lt;br /&gt;
# Sends an employee to the Mission area of the region where he wishes to build.&lt;br /&gt;
# Pays 1 or 2 goods cubes, then moves a pawn from one of their tabs onto a construction site in the same region.&lt;br /&gt;
# If a player builds a project in a small city, that player immediately receives a transport bonus according to their position on that region’s transport track.&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* If more than one pawn is available on a project tab, the player must build the one farthest to the right.&lt;br /&gt;
* The project must be built:&lt;br /&gt;
** in the region where the employee was sent on a Mission, AND&lt;br /&gt;
** on a spot matching the chosen project type (with a symbol of Housing, Commerce, Industry or Public Infrastructure), OR in a small town that accepts all types of projects;&lt;br /&gt;
&lt;br /&gt;
==== Research &amp;amp; Development ====&lt;br /&gt;
The R&amp;amp;D Department allows players to develop new construction projects in Housing, Commerce, Industry, Public Infrastructure, and Transport. When this action is chosen, each player will receive study points for each of their active employees in their R&amp;amp;D Departments.&amp;lt;br/&amp;gt;&lt;br /&gt;
Study points can be spent in two different ways:&lt;br /&gt;
* A player may move one of their project tabs one place to the right and place a construction pawn on the tab’s just-revealed space (circle), OR&lt;br /&gt;
* A player may move one of their transport cubes on a regional transport track one space to the right.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player may advance tabs or transport cubes more than one step in a turn. At the end of the turn, any unused study points are lost.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player advances a tab beyond the spaces for construction projects, they will receive the VP indicated on that tab at the end of the game. &lt;br /&gt;
=== End of Round - Activate Employees ===&lt;br /&gt;
At the end of each player’s turn, that player can activate inactive employees in any of their Departments; any associated activation costs must be paid at this time.&amp;lt;br/&amp;gt;&lt;br /&gt;
Once each player has taken a turn, the first player must move the action disc on the Timeline one space to the right (displacing the GEAR timeline token). Then, the first player must pass the GEAR timeline token and first-player marker to the next player in clockwise order. A new round can now begin.&lt;br /&gt;
=== End of the Game ===&lt;br /&gt;
==== Connections between Major Cities ====&lt;br /&gt;
At the end of the game, players can each earn up to 36 VP for establishing connections between the 4 major cities of New York, Chicago, New Orleans, and San Francisco. To gain these points, a player must have connected at least two major cities through a continuous line of their own construction pawns. Each player counts how many major cities they have connected as part of an uninterrupted line; to earn this bonus, a player must connect at least 2 major cities. If San Francisco is connected to at least one other major city, count it twice.&lt;br /&gt;
Players will earn these points based on the number of major cities connected AND the lowest level of transportation among all regions in which a major city is part of this network.&lt;br /&gt;
This scoring is illustrated on the game board. If a player has two unconnected networks of connections between major cities (for instance, San Francisco to Chicago and New Orleans to New York), only the highest-scoring connection will count for that player’s score.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
Yellow player has reached these levels on transport development tracks:&lt;br /&gt;
* Midwest: Train&lt;br /&gt;
* West: Train&lt;br /&gt;
* South: Stagecoach&amp;lt;br/&amp;gt;&lt;br /&gt;
Different situations can occur for Yellow player :&lt;br /&gt;
* If a link exists between SF and Chicago (2+1 = 3 links - Train), Yellow gets 18 points.  It doesn&#039;t matter if Yellow goes through the South region to make the link between SF and Chicago. In other words, if the connection exists, we only take into account the Transport development track of Regions of connected Major Cities.&lt;br /&gt;
* If a link exists between SF, Chicago and New Orleans (2+1+1 = 4 links - Stagecoach), Yellow gets 18 points.&lt;br /&gt;
* If a link exists between SF and New Orleans (2+1 = 3 links - Stagecoach), Yellow gets 12 points.&lt;br /&gt;
* If a link exists between Chicago and New Orleans (1+1 = 2 links - Stagecoach), Yellow gets 6 points.&lt;br /&gt;
&lt;br /&gt;
==== Final Scoring ====&lt;br /&gt;
The game ends after 20 rounds. Once all 4 action discs have reached the final boxes of their Timelines and all players have finished their actions, victory points (VP) can be tallied as described below. &lt;br /&gt;
Scoring includes:&lt;br /&gt;
* VP earned during the game;&lt;br /&gt;
* 1 VP for each active (standing) employee, to a maximum of 15 VP;&lt;br /&gt;
* Departments built during the game are worth 2 or 3 VP each, depending on their locations. Each Department in a Company’s first line (top) scores 3 VP, while every other Department built during the game scores 2 VP, to a maximum of 24 VP;&lt;br /&gt;
* Any VP earned from project tabs, to a maximum of 42 VP;&lt;br /&gt;
* VP earned from connections between major cities, to a maximum of 36 VP, as explained above;&lt;br /&gt;
* 0-3 VP for each Construction project built in a small, medium or major city (as indicated on the map), with a maximum of 45 VP;&lt;br /&gt;
* VP provided by donations (max. 12 VP per donation).&lt;br /&gt;
* 3 VP for an unused Action Choice tile.&lt;br /&gt;
The player with the most points is the winner of the game. There are no tiebreakers; tied players must shake hands and savor their shared victory.&lt;br /&gt;
&lt;br /&gt;
== Transport Tracks, Donations, and Departments ==&lt;br /&gt;
=== Transportation Development Tracks ===&lt;br /&gt;
Each region of the country has a transport track that players can develop over the course of the game.&amp;lt;br/&amp;gt;&lt;br /&gt;
At the beginning of the game, players’ transport tracks in the South, Midwest, and Far West start at the “Cart” level; in the East, they start at &amp;quot;Stagecoach.&amp;quot; By progressing along each region’s transport track, players can reach “Railroad” level or beyond.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever a player reaches the final box of a transport track, they immediately receive a special reward of 3 goods cubes OR $10.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Only one player may occupy the final box of each transport track.&lt;br /&gt;
==== Transport Bonus ====&lt;br /&gt;
Boxes on transportation tracks that are occupied by players’ transport discs indicate which transport bonuses those players receive every time they recover an employee who has gone on a Mission in the corresponding region.&lt;br /&gt;
=== Donation Chart ===&lt;br /&gt;
As we saw in the “Playing the Game” section, if a donation symbol is present on the space where the active player placed the GEAR timeline token, starting with the first player and going in clockwise order, each player may make one donation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Donations represent players’ support of various financial, material, and technical projects; they help to increase players’ reputations, as well as those of their Companies.&amp;lt;br/&amp;gt;&lt;br /&gt;
To Make a Donation:&lt;br /&gt;
* A player must place a pawn on an unoccupied space of the donation chart (on the top of the game board), then pay:&lt;br /&gt;
** $5 for their 1st donation. Each subsequent donation costs an additional $5, so:&lt;br /&gt;
** $10 for their 2nd donation, &lt;br /&gt;
** $15 for their 3rd donation, and so on.&lt;br /&gt;
At the end of the game, donations earn VP according to certain factors. These may include projects built, actions taken, Company development, and accumulated wealth. A maximum of 12 VP may be earned for each donation.&lt;br /&gt;
=== The Department Board ===&lt;br /&gt;
There are 16 different Departments that players can add to their Companies&lt;br /&gt;
==== Training and Partnerships ====&lt;br /&gt;
This Department is a powerful way to bring more flexibility in allocating employees. It also allows its owner to supplement their financial resources.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then receives any combination of $ and employee moves, to a maximum of 8. (For example, a player could take $2 and 6 employee moves, $4 and 4 employee moves, $7 and 1 employee move, etc., as long at the total is no greater than 8.)&lt;br /&gt;
==== Recruiting ====&lt;br /&gt;
This Department offers a very efficient way to reach the maximum of 15 employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, that player immediately places a new employee from the supply into their Company’s Lobby. This Department has no further effect once the player has recruited all 5 employees from the supply.&lt;br /&gt;
==== Safety and Quality ====&lt;br /&gt;
This Department helps to ensure the quality of manufacturing processes and products, as well as ensuring employees’ safety and well-being.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, the player receives 1 VP for every two active employees in their Company, rounded down.&lt;br /&gt;
==== New Lobby ====&lt;br /&gt;
A new Lobby allows faster access to certain Departments, minimizing the need for moves.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Once this Department has been built, it can hold new recruits and returning employees; employees can be divided between the two Lobbies as desired. This Department has an ongoing effect; it functions without an active employee.&lt;br /&gt;
==== Purchasing ====&lt;br /&gt;
This Department makes it possible to produce a large quantity of goods quickly, and free of charge.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player may then take 3 goods cubes from the supply.&lt;br /&gt;
==== Sales ====&lt;br /&gt;
If a Company produces a lot of goods, this Department can sell them for the best price.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player uses this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $5.&lt;br /&gt;
==== Logistics ====&lt;br /&gt;
This Department improves a Company’s reliability and delivery time.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player uses this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $3 and 1 VP.&lt;br /&gt;
==== Property Management ====&lt;br /&gt;
This Department allows a player to immediately assign an employee to a newly-built Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. When a player adds a new Department to their Company, they may immediately move one of their employees from any Department to the new Department. This employee can be activated at the end of the turn, as normal.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
This Department provides new construction capabilities and reduces building costs.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). That player then pays only 1 goods cube to build a new project (even if it is an Industry or Public Infrastructure project, which normally cost 2 goods cubes).&lt;br /&gt;
==== Construction Outsourcing ====&lt;br /&gt;
This Department allows a player to build without sending an employee on a Mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player uses this Department, they may pay $4 and 1-2 goods cubes to build a new project, depending on the type of project being built.&lt;br /&gt;
==== Supply Chain ====&lt;br /&gt;
This Department makes it possible to buy goods at a reduced cost.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player uses this Department, they may purchase up to 3 goods cubes at a cost of $1 each.&lt;br /&gt;
==== Communications ====&lt;br /&gt;
This Department increases the efficiency of donations.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. The cost of new donations is calculated on the basis of $3 per donation, instead of $5. &lt;br /&gt;
Example: Before building the Communications Department, Thomas had already made 2 donations. The next donation he makes will cost him $9 (3 x $3), instead of $15 (3 x $5).&lt;br /&gt;
==== Advanced Research ====&lt;br /&gt;
This Department is an effective way to accelerate employees’ studies.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then gains 8 study points.&lt;br /&gt;
==== Advanced Design ====&lt;br /&gt;
A new design Department allows improves a Company’s study efficiency.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever this Department is used, its owner gains 4 study points for each active employee.&lt;br /&gt;
==== Charitable Giving ====&lt;br /&gt;
This Department allows a player to duplicate a donation that another player has already made.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). After paying the appropriate donation cost, the player may then place one of their donation pawns on top of another player’s donation pawn, rather than on an unoccupied space; a player may not make the same donation twice.&lt;br /&gt;
==== Telegraph Operators ====&lt;br /&gt;
This Department reduces the costs of transport development.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect – as long as it contains an active employee. The player’s study-point costs to progress along transport tracks are reduced by 1 (to a minimum of 1).&lt;br /&gt;
&lt;br /&gt;
== SOLO mode ==&lt;br /&gt;
In a solo game, Andrew Carnegie himself will be the virtual opponent; it goes without saying that it will be difficult to win against him.&lt;br /&gt;
=== Setup ===&lt;br /&gt;
The player setup is identical to that of the normal game. As in a 2-player game, there are only 16 Departments available to build at the start of the game.&lt;br /&gt;
Once player setup is done, set the game up for Andrew. Andrew does not use employees, VP, money, goods cubes, or study points during the game. He also does not use an individual Company board. Andrew always has enough money, resources, and study points. &lt;br /&gt;
# Andrew starts the game with all of his pawns available for construction. However, Andrew does not place a pawn on the board during setup (as in step 9 of a multiplayer game).&lt;br /&gt;
# Andrew places one pawn on each of the 4 regional transport tracks, as though here were a normal player.&lt;br /&gt;
# The five victory-point cards are aligned in numerical order from left to right, with the 0 VP card on the far left and the 10VP card on the far right.&lt;br /&gt;
# The action cards are shuffled to form a draw pile, which is placed to the left of the 0 VP card.&lt;br /&gt;
# Place the first-player disc face-up (hat visible), next to the VP cards.&lt;br /&gt;
==== Playing the Game against Andrew ====&lt;br /&gt;
During the game, the player and Andrew will alternate in choosing round actions.&lt;br /&gt;
The first-player disc is used to indicate whose turn it is to choose the action for the round. When the “hat” side is visible, the player decides the action for the round; when the black side is visible, Andrew decides. Flip the first-player disc over at the end of each round.&lt;br /&gt;
The player always chooses the action for the first round (hat side visible).&lt;br /&gt;
A round in the solo game is divided into 5 steps:&lt;br /&gt;
* New Action Card: The player takes the top action card for Andrew, and without looking at it, slides it face-down under the 0VP card.&lt;br /&gt;
=== Choice of Action ===&lt;br /&gt;
==== First-player Disc Face-up ====&lt;br /&gt;
If the first-player disc is face-up (hat visible), the player chooses the action for the round. He places the GEAR timeline token on right action line, immediately to the right of the action disc.&lt;br /&gt;
Tip: Before choosing his action, the player should look at:&lt;br /&gt;
* The back of that round’s action card, as it will indicate which action is currently Andrew’s strongest. Avoiding this action can help prevent Andrew from gaining too many points,&lt;br /&gt;
* The top card of the draw pile, which indicates which action Andrew will choose in the next round. This can also be valuable in helping to make a choice.&lt;br /&gt;
==== First-player Disc Face-down ====&lt;br /&gt;
If the first-player disc is face-down (hat not visible), the action symbol (on the back of the action card) indicates which action Andrew has chosen. As in the normal game, the GEAR timeline token is placed on the Timeline to the right of this action’s disc.&lt;br /&gt;
** Note: When an action disc reaches the last space of that action’s Timeline, Andrew will place the GEAR timeline token to the right of the chosen action disc. In addition, Andrew will also turn over the action disc on the line immediately below that of the chosen action (or the top line (Human Resources) if the chosen action is R&amp;amp;D). However, the turned-over action disc must be one that can still move forward. If necessary, turn over the action disc on the next line below, instead. This turned-over action disc triggers an event as though it were the chosen action. At the end of the round, turn this disc face-up and advance it one space along its Timeline.&lt;br /&gt;
=== Andrew’s Turn ===&lt;br /&gt;
Flip the current round’s action card face-up.&lt;br /&gt;
==== Event ====&lt;br /&gt;
* If the hat is placed on a space that represents a region of the United States, nothing happens for Andrew. &lt;br /&gt;
* If the hat is placed on a donation symbol, Andrew puts a pawn on the space indicated at the top of the current round’s action card. If the indicated space is already occupied, Andrew does not place a pawn, and slides his action card one step to the right.&lt;br /&gt;
&lt;br /&gt;
==== Resolve Andrew&#039;s Action ====&lt;br /&gt;
* Human Resources: slide the current round’s action card the indicated number of positions to the right;&lt;br /&gt;
* Management: Andrew takes a tile from each Department whose number appears on the current round’s action card. For each Department that is mentioned on the card but not available on the board, the player slides Andrew&#039;s action card one position to the right;&lt;br /&gt;
* Construction: The player places Andrew&#039;s construction pawns in each city whose name appears on the current round’s action card. These pawns should be placed on house symbols; if no Housing space is available, the pawn is placed on a $ symbol (Commerce), instead. If not available, then place the pawn on a factory (Industry) or, finally, a bridge (Public Infrastructure). For each pawn that cannot be placed, slide the card by one position to the right;&lt;br /&gt;
* R&amp;amp;D: The player moves Andrew’s transport cube in the region indicated on the action card to the right on its track by 1-3 spaces, as indicated on the action card. For each cube’s move that cannot be made, slide the action card by one position to the right.&lt;br /&gt;
Note: Remember that only one player’s cube may occupy the last box of any transport track.&lt;br /&gt;
=== Player’s Turn ===&lt;br /&gt;
The player resolves events as in the normal game: Take Income or Make a Donation. &lt;br /&gt;
Note: As the normal game, if the hat is placed on the last (rightmost) position of the Timeline, the player may choose to do one or both of the following: Take Income and/or Make a Donation.&lt;br /&gt;
The player then performs their action, activating Departments belonging to the same type as the action chosen.&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
The current round’s action card is turned face-down. If the action card has not moved, it is placed to the right of the draw pile, in the &amp;quot;0 VP&amp;quot; position.  If it has moved past the &amp;quot;10 VP&amp;quot; position, it is placed on the &amp;quot;10 VP&amp;quot; position.&lt;br /&gt;
Finally, the first-player disc is turned over.&lt;br /&gt;
&lt;br /&gt;
=== End of Game and Scoring ===&lt;br /&gt;
When the game ends, Andrew&#039;s points are calculated as follows:&lt;br /&gt;
* Each action card is worth from 0 to 10 (VP), depending on its position;&lt;br /&gt;
* All Department tiles that Andrew has acquired are worth 2 VP each.&lt;br /&gt;
* For each of Andrew’s transport cubes that reached the last position of a transport track, Andrew earns 6VP (Andrew does not earn points for connected cities);&lt;br /&gt;
* Andrew’s construction discs are each worth the VP of the city where they are built (from 0 to 3VP, as indicated on the map);&lt;br /&gt;
* Andrew’s donations are scored according to the player’s efforts. In other words, Andrew scores for what the player did. For example, if the player has built 5 buildings in the Far West, Andrew would score 10 VP (5 x 2) if he had placed a donation token that awards 2 VP for each Far West construction.&lt;br /&gt;
Tip: Players may find it unfair that Andrew receives points for what they have done during the game, but businessmen of Andrew’s caliber don’t care. Once Andrew has placed a donation token, the player knows that they can no longer make that particular donation, and may thus wish to avoid taking actions that would reward Andrew.&lt;br /&gt;
Compare Andrew’s score with that of the player; the highest total score wins!&lt;/div&gt;</summary>
		<author><name>Paramesis</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6709</id>
		<title>Gamehelpcarnegie</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6709"/>
		<updated>2021-01-03T04:39:51Z</updated>

		<summary type="html">&lt;p&gt;Paramesis: /* Telegraph Operators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introducing Carnegie ==&lt;br /&gt;
=== NOTICE ===&lt;br /&gt;
These rules are a WORK IN PROGRESS and are subject to change.  They are intended to enable Alpha testing.  Please do not contact the designer or publisher about the rules posted here.&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This game is inspired by the life of Andrew Carnegie. Carnegie was born in Scotland in 1835; he and his parents emigrated to the United States in 1848. Although Carnegie started his career as a telegraph operator, his role as a major player in the rise of the United States’ steel industry made him one of the richest men in the world and an icon of the American dream.&amp;lt;br/&amp;gt;&lt;br /&gt;
Carnegie was also a benefactor and philanthropist. Upon his death in 1919, more than $350 million of his wealth was bequeathed to various foundations, with another $30 million going to various charities. His endowments created nearly 2,500 free public libraries that bear his name: the Carnegie libraries.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Carnegie, players will recruit employees and expand their businesses by investing in real estate, producing goods, developing transport technology, and creating transport chains across the United States. Perhaps they will even become illustrious benefactors who contribute to the country’s greatness through their deeds and generosity!&amp;lt;br/&amp;gt;&lt;br /&gt;
The game takes place over 20 rounds, with players each having one turn per round. In each round the active player will choose one of four actions, which the other players will follow.&lt;br /&gt;
The success of a player’s Company is represented by their victory points (VP), and the player with the most VP at the end of the game will be declared the winner, known forevermore for their philanthropic works.&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
# Shuffle the 8 Timeline tiles. Draw 4 of these at random and place them in a row on the table. These tiles are double-sided; select sides at random. Add the Start and End tiles to the respective ends of the row, and return the 4 unused Timeline tiles to the box.&lt;br /&gt;
# Place one action disc on each of the 4 starting positions on the far left of the Timeline.&lt;br /&gt;
# Place the Department tiles on the table, next to the main game board.&lt;br /&gt;
# Place the Department tiles on the Department board. With 4 players, use all 32 tiles (2 tiles of each type). With 2 or 3 players, first shuffle these tiles face-down and randomly remove 16 or 8 of them (for 2 or 3 players, respectively) from the game.&lt;br /&gt;
# Create a supply of goods cubes and money tokens near the main game board. &lt;br /&gt;
# Provide each player with:&lt;br /&gt;
##4 Goods cubes and $12.&lt;br /&gt;
##1 Company board and its 4 project tabs. Slide each tab under the right side of the individual game board, with its first (rightmost) spot exposed.&lt;br /&gt;
##15 Employee figurines. Each player places 1 employee standing up on each of their Company board’s 5 Departments, with another 5 employees lying down in the Company&#039;s Lobby. Set the remaining 5 employees aside; they will not be available at the beginning of the game.&lt;br /&gt;
##30 player pawns. Each player places:&lt;br /&gt;
##*1 pawn on the “0” position of the score track&lt;br /&gt;
##*1 pawn on the first space of each of the 4 regional transport tracks&lt;br /&gt;
##*1 pawn on each of the 3 available locations on their project tabs (Housing, Commerce, Industry). &lt;br /&gt;
##*The remaining 22 pawns form the player’s personal supply.&lt;br /&gt;
#In a 4-player game, give each player an Action Choice tile. In a 3-player game, only the third player receives an Action Choice tile. There are no Action Choice tiles in a 2-player game.&lt;br /&gt;
#With 2 or 3 players, take 18 or 9 discs (for 2 or 3 players, respectively) of an unused color. Then shuffle the 20 Action cards for the solo variant. Reveal a random Action card and:&lt;br /&gt;
## Place 1 disc on the donation chart (at the top of the game board) in the location indicated on the top of the card.&lt;br /&gt;
## Place 1 disc on each of the cities indicated on the fourth row of the Action card (2, 3 or 4 cities). In each city, the disc is placed on the left-most free construction site.&lt;br /&gt;
## Repeat this process until all 18 (or 9) discs have been placed.&lt;br /&gt;
#Beginning with the player sitting to the right of the first player and going counter-clockwise, each player will place the project pawn on their Housing tab on a medium or major city on the map.&lt;br /&gt;
#Finally, starting with the first player and going in clockwise order, each player may move their employees up to total 6 steps on their own Company boards. Each movement must be made to an orthogonally adjacent (not diagonal) space. After these movements, employees can be activated.&lt;br /&gt;
&lt;br /&gt;
=== Company Basics ===&lt;br /&gt;
==== Company Organization ====&lt;br /&gt;
Each Company is organized into four different Departments, which correspond to the four different types of actions, as follows:&lt;br /&gt;
* Human Resources: allows players to move employees to different Departments within their Companies.&lt;br /&gt;
* Management: allows players to acquire goods and money, and to build new Departments. Each Company begins the game with two Management Departments.&lt;br /&gt;
* Construction: allows players to build projects developed by their R&amp;amp;D Departments.&lt;br /&gt;
* Research &amp;amp; Development (“R&amp;amp;D”) allows players to design new projects and develop their transport networks.&lt;br /&gt;
At the beginning of the game, each Company has 1 Lobby and 5 Departments. During the game, players will be able to expand their Companies by building new Departments. Each Department may hold 1-3 employees; this is represented by the number of employee spaces illustrated on that Department. A Department cannot be used unless it contains at least one active employee. A Department may be used once for each active employee that it contains.&lt;br /&gt;
==== Recruiting Employees ====&lt;br /&gt;
Employees can be either active (standing) or inactive (lying down).&amp;lt;br/&amp;gt;&lt;br /&gt;
When an employee first enters a Company board, it always does so lying down. When an inactive (laid down) employee moves, it remains inactive. If an active (standing) employee is moved, it must be laid down. A Department may hold any number of inactive employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employee activations always happen at the end of a player’s turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Many employee spaces on department tiles are marked with dollar values, representing the costs of that employee’s salary and training. To activate an employee, a player must pay the cost indicated and then place the employee in an upright (standing) position.&lt;br /&gt;
==== Sending an Employee on a Mission ====&lt;br /&gt;
Some departments require sending an active employee on a &#039;&#039;&#039;Mission&#039;&#039;&#039;.  An employee on a Mission is moved from its Department onto one of the four Mission zones on the map; employees sent on Missions are not considered to be active.&amp;lt;br/&amp;gt;&lt;br /&gt;
A player cannot send an employee on a Mission if they are unable to meet the requirements of that action.&lt;br /&gt;
==== Recovering Employees from Missions ====&lt;br /&gt;
When an employee returns from a Mission it must be placed in its Company’s Lobby, lying down. Returned employees are not immediately active; they must be moved and activated with the Human Resources action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employees return from Missions as action discs advance along the Timeline; this is explained in detail in the next chapter.&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
The game takes place over 20 rounds. Each round consists of four parts, which take place in the following order:&lt;br /&gt;
# Select Action&lt;br /&gt;
# Events&lt;br /&gt;
# Use Departments&lt;br /&gt;
# End of Round – Activate Employees&lt;br /&gt;
=== Select Action ===&lt;br /&gt;
The first player selects the action they wish to perform: Human Resources, Management, Construction, or R&amp;amp;D, and then places the GEAR timeline token on that action’s row on the Timeline, immediately to the right of that row’s action disc.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: A player may choose any action, even if that action’s disc has reached the last space of its Timeline.&#039;&#039;&#039; In this case, the first player must still place the GEAR timeline token to the right of the chosen action disc. The first player must then also turn another action disc face-down; that action disc must still be able to move forward. When an action disc is turned face-down, it triggers an event as though it were the chosen action. At the end of the round, this second disc is turned face-up again and advanced along its Timeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Placing the hat will trigger an event. There are two possible events: Take Income or Make a Donation.&lt;br /&gt;
==== Take Income ====&lt;br /&gt;
If the hat is placed on a Timeline space illustrated with a region of the United States, that region becomes the active region. Starting with the first player and going clockwise, each player with one or more employees in the active region’s Mission area may:&lt;br /&gt;
# Return 1 or more of their employees from the active region to their Company’s Lobby. In this case, the player receives income from each project they have already built, from anywhere. These revenues are collected only once per player, per round (even if a player returns more than 1 employee to their Company’s Lobby, they only receive this income once).&lt;br /&gt;
# Generate a transport bonus for each recovered employee, according to how far they have developed their transport in the active region. At the beginning of the game, the transport bonus for each region is $1. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player cannot (or does not want to) return an employee to their Company’s Lobby, that player does not receive any income or transport bonuses for that round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player&#039;s transport bonus corresponds to their level of development in the active region. A player may not choose a bonus lower than that of the level they have reached.&amp;lt;br/&amp;gt;&lt;br /&gt;
==== Make a Donation ====&lt;br /&gt;
If the hat is placed on a “donation” symbol, the first player may choose to Make a Donation. Then, going in clockwise order, the other players may choose to make their own donations.&lt;br /&gt;
A player’s first donation costs $5; each donation that player makes in the future will increase in price by $5 (ex: a second donation will cost $10; a third will cost $15). Donations are explained in more detail below.&lt;br /&gt;
=== Use Departments ===&lt;br /&gt;
The first player may use any of their Departments that correspond to their chosen action, in any order. Each Department may be used once for each active (standing) employee present in that Department.&lt;br /&gt;
Then, going in clockwise order, the other players may take the same action. As with the first player, these players may use any of their Departments that correspond to the chosen action once for each active employee in that Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
All uses of a Department must be done as part of a single action; a player cannot return to a Department they have already used on that turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Example: Thomas has two active employees in his Commerce &amp;amp; Finance Department, and one in his Strategic Planning Department. He uses his Commerce &amp;amp; Finance Department once, and then uses his Strategic Planning Department. He cannot then take a second Commerce &amp;amp; Finance Action.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: By spending an Action Choice tile, a player can choose to take a different action and activate any of their Departments that correspond to this new action. Then, the Action Choice tile is discarded.&#039;&#039;&#039;&lt;br /&gt;
Players begin the game with a Lobby and 5 Departments, which are described below.&lt;br /&gt;
==== Human Resources ====&lt;br /&gt;
The Human Resources Department allows players to train employees and assign them to different Departments. When choosing this action, a player carries out the following steps, in order:&lt;br /&gt;
# Calculate the total number of possible moves that player’s employees can make. Each active employee in Human Resources provides 3 moves (right arrow symbol). This Department features a permanent active employee (employees may not be activated in this space); thus, each player is always entitled to a minimum of 3 moves.&lt;br /&gt;
# Move employees within the Company (including from the Company’s Lobby and any space that does not contain a Department) up to the total number of possible moves. Each move must be made orthogonally (horizontal or vertical, never diagonal), from Department to Department. Moving an active (standing) employee returns it to an inactive (laying down) state.&lt;br /&gt;
# At the end of a player’s turn, that player can activate (stand up) any inactive (laid down) employees on free spots in any of their Departments. The player must pay any costs associated with those activations.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Inactive (laid down) employees are considered to be “in training”. A player may only activate employees at the end of their turn, after all other actions have been taken.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The total number of possible moves is calculated at the beginning of a player’s turn. Moving an active employee from Human Resources during a turn will not reduce a player’s total number of possible moves for that turn.&lt;br /&gt;
==== Management ====&lt;br /&gt;
At the start of the game, each Company has two Management Departments; these help to generate resources and build new Departments that expand the Company. The first Management Department, &amp;quot;Commerce and Finance,&amp;quot; provides one of the following for each active employee on this space:&lt;br /&gt;
* Receive $3;&lt;br /&gt;
* Receive a goods cube;&lt;br /&gt;
* Send the employee on a Mission and receive $6;&lt;br /&gt;
* Send the employee on a Mission and receive 2 goods cubes.&lt;br /&gt;
The second Management Department, “Strategic Planning,” makes it possible to build new Departments. This Department provides one of the following for each active employee on this space:&lt;br /&gt;
* Pay 1 goods cube and place a new Department on a free space (one that does not already contain a Department) of the player’s Company board; that space must already contain at least one employee;&lt;br /&gt;
* Pay 2 goods cubes and place the new Department on a free space of the player’s Company board.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A Company may never contain two identical Departments.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
The Construction Department allows players to carry out projects in the following areas: Housing, Commerce, Industry, and Public Infrastructure. When this action is chosen, the player who uses this Department:&lt;br /&gt;
# Sends an employee to the Mission area of the region where he wishes to build.&lt;br /&gt;
# Pays 1 or 2 goods cubes, then moves a pawn from one of their tabs onto a construction site in the same region.&lt;br /&gt;
# If a player builds a project in a small city, that player immediately receives a transport bonus according to their position on that region’s transport track.&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* If more than one pawn is available on a project tab, the player must build the one farthest to the right.&lt;br /&gt;
* The project must be built:&lt;br /&gt;
** in the region where the employee was sent on a Mission, AND&lt;br /&gt;
** on a spot matching the chosen project type (with a symbol of Housing, Commerce, Industry or Public Infrastructure), OR in a small town that accepts all types of projects;&lt;br /&gt;
&lt;br /&gt;
==== Research &amp;amp; Development ====&lt;br /&gt;
The R&amp;amp;D Department allows players to develop new construction projects in Housing, Commerce, Industry, Public Infrastructure, and Transport. When this action is chosen, each player will receive study points for each of their active employees in their R&amp;amp;D Departments.&amp;lt;br/&amp;gt;&lt;br /&gt;
Study points can be spent in two different ways:&lt;br /&gt;
* A player may move one of their project tabs one place to the right and place a construction pawn on the tab’s just-revealed space (circle), OR&lt;br /&gt;
* A player may move one of their transport cubes on a regional transport track one space to the right.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player may advance tabs or transport cubes more than one step in a turn. At the end of the turn, any unused study points are lost.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player advances a tab beyond the spaces for construction projects, they will receive the VP indicated on that tab at the end of the game. &lt;br /&gt;
=== End of Round - Activate Employees ===&lt;br /&gt;
At the end of each player’s turn, that player can activate inactive employees in any of their Departments; any associated activation costs must be paid at this time.&amp;lt;br/&amp;gt;&lt;br /&gt;
Once each player has taken a turn, the first player must move the action disc on the Timeline one space to the right (displacing the GEAR timeline token). Then, the first player must pass the GEAR timeline token and first-player marker to the next player in clockwise order. A new round can now begin.&lt;br /&gt;
=== End of the Game ===&lt;br /&gt;
==== Connections between Major Cities ====&lt;br /&gt;
At the end of the game, players can each earn up to 36 VP for establishing connections between the 4 major cities of New York, Chicago, New Orleans, and San Francisco. To gain these points, a player must have connected at least two major cities through a continuous line of their own construction pawns. Each player counts how many major cities they have connected as part of an uninterrupted line; to earn this bonus, a player must connect at least 2 major cities. If San Francisco is connected to at least one other major city, count it twice.&lt;br /&gt;
Players will earn these points based on the number of major cities connected AND the lowest level of transportation among all regions in which a major city is part of this network.&lt;br /&gt;
This scoring is illustrated on the game board. If a player has two unconnected networks of connections between major cities (for instance, San Francisco to Chicago and New Orleans to New York), only the highest-scoring connection will count for that player’s score.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
Yellow player has reached these levels on transport development tracks:&lt;br /&gt;
* Midwest: Train&lt;br /&gt;
* West: Train&lt;br /&gt;
* South: Stagecoach&amp;lt;br/&amp;gt;&lt;br /&gt;
Different situations can occur for Yellow player :&lt;br /&gt;
* If a link exists between SF and Chicago (2+1 = 3 links - Train), Yellow gets 18 points.  It doesn&#039;t matter if Yellow goes through the South region to make the link between SF and Chicago. In other words, if the connection exists, we only take into account the Transport development track of Regions of connected Major Cities.&lt;br /&gt;
* If a link exists between SF, Chicago and New Orleans (2+1+1 = 4 links - Stagecoach), Yellow gets 18 points.&lt;br /&gt;
* If a link exists between SF and New Orleans (2+1 = 3 links - Stagecoach), Yellow gets 12 points.&lt;br /&gt;
* If a link exists between Chicago and New Orleans (1+1 = 2 links - Stagecoach), Yellow gets 6 points.&lt;br /&gt;
&lt;br /&gt;
==== Final Scoring ====&lt;br /&gt;
The game ends after 20 rounds. Once all 4 action discs have reached the final boxes of their Timelines and all players have finished their actions, victory points (VP) can be tallied as described below. &lt;br /&gt;
Scoring includes:&lt;br /&gt;
* VP earned during the game;&lt;br /&gt;
* 1 VP for each active (standing) employee, to a maximum of 15 VP;&lt;br /&gt;
* Departments built during the game are worth 2 or 3 VP each, depending on their locations. Each Department in a Company’s first line (top) scores 3 VP, while every other Department built during the game scores 2 VP, to a maximum of 24 VP;&lt;br /&gt;
* Any VP earned from project tabs, to a maximum of 42 VP;&lt;br /&gt;
* VP earned from connections between major cities, to a maximum of 36 VP, as explained above;&lt;br /&gt;
* 0-3 VP for each Construction project built in a small, medium or major city (as indicated on the map), with a maximum of 45 VP;&lt;br /&gt;
* VP provided by donations (max. 12 VP per donation).&lt;br /&gt;
* 3 VP for an unused Action Choice tile.&lt;br /&gt;
The player with the most points is the winner of the game. There are no tiebreakers; tied players must shake hands and savor their shared victory.&lt;br /&gt;
&lt;br /&gt;
== Transport Tracks, Donations, and Departments ==&lt;br /&gt;
=== Transportation Development Tracks ===&lt;br /&gt;
Each region of the country has a transport track that players can develop over the course of the game.&amp;lt;br/&amp;gt;&lt;br /&gt;
At the beginning of the game, players’ transport tracks in the South, Midwest, and Far West start at the “Cart” level; in the East, they start at &amp;quot;Stagecoach.&amp;quot; By progressing along each region’s transport track, players can reach “Railroad” level or beyond.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever a player reaches the final box of a transport track, they immediately receive a special reward of 3 goods cubes OR $10.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Only one player may occupy the final box of each transport track.&lt;br /&gt;
==== Transport Bonus ====&lt;br /&gt;
Boxes on transportation tracks that are occupied by players’ transport discs indicate which transport bonuses those players receive every time they recover an employee who has gone on a Mission in the corresponding region.&lt;br /&gt;
=== Donation Chart ===&lt;br /&gt;
As we saw in the “Playing the Game” section, if a donation symbol is present on the space where the active player placed the GEAR timeline token, starting with the first player and going in clockwise order, each player may make one donation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Donations represent players’ support of various financial, material, and technical projects; they help to increase players’ reputations, as well as those of their Companies.&amp;lt;br/&amp;gt;&lt;br /&gt;
To Make a Donation:&lt;br /&gt;
* A player must place a pawn on an unoccupied space of the donation chart (on the top of the game board), then pay:&lt;br /&gt;
** $5 for their 1st donation. Each subsequent donation costs an additional $5, so:&lt;br /&gt;
** $10 for their 2nd donation, &lt;br /&gt;
** $15 for their 3rd donation, and so on.&lt;br /&gt;
At the end of the game, donations earn VP according to certain factors. These may include projects built, actions taken, Company development, and accumulated wealth. A maximum of 12 VP may be earned for each donation.&lt;br /&gt;
=== The Department Board ===&lt;br /&gt;
There are 16 different Departments that players can add to their Companies&lt;br /&gt;
==== Training and Partnerships ====&lt;br /&gt;
This Department is a powerful way to bring more flexibility in allocating employees. It also allows its owner to supplement their financial resources.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then receives any combination of $ and employee moves, to a maximum of 8. (For example, a player could take $2 and 6 employee moves, $4 and 4 employee moves, $7 and 1 employee move, etc., as long at the total is no greater than 8.)&lt;br /&gt;
==== Recruiting ====&lt;br /&gt;
This Department offers a very efficient way to reach the maximum of 15 employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, that player immediately places a new employee from the supply into their Company’s Lobby. This Department has no further effect once the player has recruited all 5 employees from the supply.&lt;br /&gt;
==== Safety and Quality ====&lt;br /&gt;
This Department helps to ensure the quality of manufacturing processes and products, as well as ensuring employees’ safety and well-being.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, the player receives 1 VP for every two active employees in their Company, rounded down.&lt;br /&gt;
==== New Lobby ====&lt;br /&gt;
A new Lobby allows faster access to certain Departments, minimizing the need for moves.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Once this Department has been built, it can hold new recruits and returning employees; employees can be divided between the two Lobbies as desired. This Department has an ongoing effect; it functions without an active employee.&lt;br /&gt;
==== Purchasing ====&lt;br /&gt;
This Department makes it possible to produce a large quantity of goods quickly, and free of charge.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player may then take 3 goods cubes from the supply.&lt;br /&gt;
==== Sales ====&lt;br /&gt;
If a Company produces a lot of goods, this Department can sell them for the best price.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player uses this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $5.&lt;br /&gt;
==== Logistics ====&lt;br /&gt;
This Department improves a Company’s reliability and delivery time.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player uses this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $3 and 1 VP.&lt;br /&gt;
==== Property Management ====&lt;br /&gt;
This Department allows a player to immediately assign an employee to a newly-built Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. When a player adds a new Department to their Company, they may immediately move one of their employees from any Department to the new Department. This employee can be activated at the end of the turn, as normal.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
This Department provides new construction capabilities and reduces building costs.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). That player then pays only 1 goods cube to build a new project (even if it is an Industry or Public Infrastructure project, which normally cost 2 goods cubes).&lt;br /&gt;
==== Construction Outsourcing ====&lt;br /&gt;
This Department allows a player to build without sending an employee on a Mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player uses this Department, they may pay $4 and 1-2 goods cubes to build a new project, depending on the type of project being built.&lt;br /&gt;
==== Supply Chain ====&lt;br /&gt;
This Department makes it possible to buy goods at a reduced cost.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player uses this Department, they may purchase up to 3 goods cubes at a cost of $1 each.&lt;br /&gt;
==== Communications ====&lt;br /&gt;
This Department increases the efficiency of donations.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. The cost of new donations is calculated on the basis of $3 per donation, instead of $5. &lt;br /&gt;
Example: Before building the Communications Department, Thomas had already made 2 donations. The next donation he makes will cost him $9 (3 x $3), instead of $15 (3 x $5).&lt;br /&gt;
==== Advanced Research ====&lt;br /&gt;
This Department is an effective way to accelerate employees’ studies.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then gains 8 study points.&lt;br /&gt;
==== Advanced Design ====&lt;br /&gt;
A new design Department allows improves a Company’s study efficiency.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever this Department is used, its owner gains 4 study points for each active employee.&lt;br /&gt;
==== Charitable Giving ====&lt;br /&gt;
This Department allows a player to duplicate a donation that another player has already made.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). After paying the appropriate donation cost, the player may then place one of their donation pawns on top of another player’s donation pawn, rather than on an unoccupied space; a player may not make the same donation twice.&lt;br /&gt;
==== Telegraph Operators ====&lt;br /&gt;
This Department reduces the costs of transport development.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect – as long as it contains an active employee. The player’s study-point costs to progress along transport tracks are reduced by 1 (to a minimum of 1).&lt;br /&gt;
&lt;br /&gt;
== SOLO mode ==&lt;br /&gt;
In a solo game, Andrew Carnegie himself will be the virtual opponent; it goes without saying that it will be difficult to win against him.&lt;br /&gt;
=== Setup ===&lt;br /&gt;
The player setup is identical to that of the normal game. As in a 2-player game, there are only 16 Departments available to build at the start of the game.&lt;br /&gt;
Once player setup is done, set the game up for Andrew. Andrew does not use employees, VP, money, goods cubes, or study points during the game. He also does not use an individual Company board. Andrew always has enough money, resources, and study points. &lt;br /&gt;
# Andrew starts the game with all of his pawns available for construction. However, Andrew does not place a pawn on the board during setup (as in step 9 of a multiplayer game).&lt;br /&gt;
# Andrew places one pawn on each of the 4 regional transport tracks, as though here were a normal player.&lt;br /&gt;
# The five victory-point cards are aligned in numerical order from left to right, with the 0 VP card on the far left and the 10VP card on the far right.&lt;br /&gt;
# The action cards are shuffled to form a draw pile, which is placed to the left of the 0 VP card.&lt;br /&gt;
# Place the first-player disc face-up (hat visible), next to the VP cards.&lt;br /&gt;
==== Playing the Game against Andrew ====&lt;br /&gt;
During the game, the player and Andrew will alternate in choosing round actions.&lt;br /&gt;
The first-player disc is used to indicate whose turn it is to choose the action for the round. When the “hat” side is visible, the player decides the action for the round; when the black side is visible, Andrew decides. Flip the first-player disc over at the end of each round.&lt;br /&gt;
The player always chooses the action for the first round (hat side visible).&lt;br /&gt;
A round in the solo game is divided into 5 steps:&lt;br /&gt;
* New Action Card: The player takes the top action card for Andrew, and without looking at it, slides it face-down under the 0VP card.&lt;br /&gt;
=== Choice of Action ===&lt;br /&gt;
==== First-player Disc Face-up ====&lt;br /&gt;
If the first-player disc is face-up (hat visible), the player chooses the action for the round. He places the GEAR timeline token on right action line, immediately to the right of the action disc.&lt;br /&gt;
Tip: Before choosing his action, the player should look at:&lt;br /&gt;
* The back of that round’s action card, as it will indicate which action is currently Andrew’s strongest. Avoiding this action can help prevent Andrew from gaining too many points,&lt;br /&gt;
* The top card of the draw pile, which indicates which action Andrew will choose in the next round. This can also be valuable in helping to make a choice.&lt;br /&gt;
==== First-player Disc Face-down ====&lt;br /&gt;
If the first-player disc is face-down (hat not visible), the action symbol (on the back of the action card) indicates which action Andrew has chosen. As in the normal game, the GEAR timeline token is placed on the Timeline to the right of this action’s disc.&lt;br /&gt;
** Note: When an action disc reaches the last space of that action’s Timeline, Andrew will place the GEAR timeline token to the right of the chosen action disc. In addition, Andrew will also turn over the action disc on the line immediately below that of the chosen action (or the top line (Human Resources) if the chosen action is R&amp;amp;D). However, the turned-over action disc must be one that can still move forward. If necessary, turn over the action disc on the next line below, instead. This turned-over action disc triggers an event as though it were the chosen action. At the end of the round, turn this disc face-up and advance it one space along its Timeline.&lt;br /&gt;
=== Andrew’s Turn ===&lt;br /&gt;
Flip the current round’s action card face-up.&lt;br /&gt;
==== Event ====&lt;br /&gt;
* If the hat is placed on a space that represents a region of the United States, nothing happens for Andrew. &lt;br /&gt;
* If the hat is placed on a donation symbol, Andrew puts a pawn on the space indicated at the top of the current round’s action card. If the indicated space is already occupied, Andrew does not place a pawn, and slides his action card one step to the right.&lt;br /&gt;
&lt;br /&gt;
==== Resolve Andrew&#039;s Action ====&lt;br /&gt;
* Human Resources: slide the current round’s action card the indicated number of positions to the right;&lt;br /&gt;
* Management: Andrew takes a tile from each Department whose number appears on the current round’s action card. For each Department that is mentioned on the card but not available on the board, the player slides Andrew&#039;s action card one position to the right;&lt;br /&gt;
* Construction: The player places Andrew&#039;s construction pawns in each city whose name appears on the current round’s action card. These pawns should be placed on house symbols; if no Housing space is available, the pawn is placed on a $ symbol (Commerce), instead. If not available, then place the pawn on a factory (Industry) or, finally, a bridge (Public Infrastructure). For each pawn that cannot be placed, slide the card by one position to the right;&lt;br /&gt;
* R&amp;amp;D: The player moves Andrew’s transport cube in the region indicated on the action card to the right on its track by 1-3 spaces, as indicated on the action card. For each cube’s move that cannot be made, slide the action card by one position to the right.&lt;br /&gt;
Note: Remember that only one player’s cube may occupy the last box of any transport track.&lt;br /&gt;
=== Player’s Turn ===&lt;br /&gt;
The player resolves events as in the normal game: Take Income or Make a Donation. &lt;br /&gt;
Note: As the normal game, if the hat is placed on the last (rightmost) position of the Timeline, the player may choose to do one or both of the following: Take Income and/or Make a Donation.&lt;br /&gt;
The player then performs their action, activating Departments belonging to the same type as the action chosen.&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
The current round’s action card is turned face-down. If the action card has not moved, it is placed to the right of the draw pile, in the &amp;quot;0 VP&amp;quot; position.  If it has moved past the &amp;quot;10 VP&amp;quot; position, it is placed on the &amp;quot;10 VP&amp;quot; position.&lt;br /&gt;
Finally, the first-player disc is turned over.&lt;br /&gt;
&lt;br /&gt;
=== End of Game and Scoring ===&lt;br /&gt;
When the game ends, Andrew&#039;s points are calculated as follows:&lt;br /&gt;
* Each action card is worth from 0 to 10 (VP), depending on its position;&lt;br /&gt;
* All Department tiles that Andrew has acquired are worth 2 VP each.&lt;br /&gt;
* For each of Andrew’s transport cubes that reached the last position of a transport track, Andrew earns 6VP (Andrew does not earn points for connected cities);&lt;br /&gt;
* Andrew’s construction discs are each worth the VP of the city where they are built (from 0 to 3VP, as indicated on the map);&lt;br /&gt;
* Andrew’s donations are scored according to the player’s efforts. In other words, Andrew scores for what the player did. For example, if the player has built 5 buildings in the Far West, Andrew would score 10 VP (5 x 2) if he had placed a donation token that awards 2 VP for each Far West construction.&lt;br /&gt;
Tip: Players may find it unfair that Andrew receives points for what they have done during the game, but businessmen of Andrew’s caliber don’t care. Once Andrew has placed a donation token, the player knows that they can no longer make that particular donation, and may thus wish to avoid taking actions that would reward Andrew.&lt;br /&gt;
Compare Andrew’s score with that of the player; the highest total score wins!&lt;/div&gt;</summary>
		<author><name>Paramesis</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6708</id>
		<title>Gamehelpcarnegie</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6708"/>
		<updated>2021-01-03T04:39:04Z</updated>

		<summary type="html">&lt;p&gt;Paramesis: /* End of Round */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introducing Carnegie ==&lt;br /&gt;
=== NOTICE ===&lt;br /&gt;
These rules are a WORK IN PROGRESS and are subject to change.  They are intended to enable Alpha testing.  Please do not contact the designer or publisher about the rules posted here.&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This game is inspired by the life of Andrew Carnegie. Carnegie was born in Scotland in 1835; he and his parents emigrated to the United States in 1848. Although Carnegie started his career as a telegraph operator, his role as a major player in the rise of the United States’ steel industry made him one of the richest men in the world and an icon of the American dream.&amp;lt;br/&amp;gt;&lt;br /&gt;
Carnegie was also a benefactor and philanthropist. Upon his death in 1919, more than $350 million of his wealth was bequeathed to various foundations, with another $30 million going to various charities. His endowments created nearly 2,500 free public libraries that bear his name: the Carnegie libraries.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Carnegie, players will recruit employees and expand their businesses by investing in real estate, producing goods, developing transport technology, and creating transport chains across the United States. Perhaps they will even become illustrious benefactors who contribute to the country’s greatness through their deeds and generosity!&amp;lt;br/&amp;gt;&lt;br /&gt;
The game takes place over 20 rounds, with players each having one turn per round. In each round the active player will choose one of four actions, which the other players will follow.&lt;br /&gt;
The success of a player’s Company is represented by their victory points (VP), and the player with the most VP at the end of the game will be declared the winner, known forevermore for their philanthropic works.&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
# Shuffle the 8 Timeline tiles. Draw 4 of these at random and place them in a row on the table. These tiles are double-sided; select sides at random. Add the Start and End tiles to the respective ends of the row, and return the 4 unused Timeline tiles to the box.&lt;br /&gt;
# Place one action disc on each of the 4 starting positions on the far left of the Timeline.&lt;br /&gt;
# Place the Department tiles on the table, next to the main game board.&lt;br /&gt;
# Place the Department tiles on the Department board. With 4 players, use all 32 tiles (2 tiles of each type). With 2 or 3 players, first shuffle these tiles face-down and randomly remove 16 or 8 of them (for 2 or 3 players, respectively) from the game.&lt;br /&gt;
# Create a supply of goods cubes and money tokens near the main game board. &lt;br /&gt;
# Provide each player with:&lt;br /&gt;
##4 Goods cubes and $12.&lt;br /&gt;
##1 Company board and its 4 project tabs. Slide each tab under the right side of the individual game board, with its first (rightmost) spot exposed.&lt;br /&gt;
##15 Employee figurines. Each player places 1 employee standing up on each of their Company board’s 5 Departments, with another 5 employees lying down in the Company&#039;s Lobby. Set the remaining 5 employees aside; they will not be available at the beginning of the game.&lt;br /&gt;
##30 player pawns. Each player places:&lt;br /&gt;
##*1 pawn on the “0” position of the score track&lt;br /&gt;
##*1 pawn on the first space of each of the 4 regional transport tracks&lt;br /&gt;
##*1 pawn on each of the 3 available locations on their project tabs (Housing, Commerce, Industry). &lt;br /&gt;
##*The remaining 22 pawns form the player’s personal supply.&lt;br /&gt;
#In a 4-player game, give each player an Action Choice tile. In a 3-player game, only the third player receives an Action Choice tile. There are no Action Choice tiles in a 2-player game.&lt;br /&gt;
#With 2 or 3 players, take 18 or 9 discs (for 2 or 3 players, respectively) of an unused color. Then shuffle the 20 Action cards for the solo variant. Reveal a random Action card and:&lt;br /&gt;
## Place 1 disc on the donation chart (at the top of the game board) in the location indicated on the top of the card.&lt;br /&gt;
## Place 1 disc on each of the cities indicated on the fourth row of the Action card (2, 3 or 4 cities). In each city, the disc is placed on the left-most free construction site.&lt;br /&gt;
## Repeat this process until all 18 (or 9) discs have been placed.&lt;br /&gt;
#Beginning with the player sitting to the right of the first player and going counter-clockwise, each player will place the project pawn on their Housing tab on a medium or major city on the map.&lt;br /&gt;
#Finally, starting with the first player and going in clockwise order, each player may move their employees up to total 6 steps on their own Company boards. Each movement must be made to an orthogonally adjacent (not diagonal) space. After these movements, employees can be activated.&lt;br /&gt;
&lt;br /&gt;
=== Company Basics ===&lt;br /&gt;
==== Company Organization ====&lt;br /&gt;
Each Company is organized into four different Departments, which correspond to the four different types of actions, as follows:&lt;br /&gt;
* Human Resources: allows players to move employees to different Departments within their Companies.&lt;br /&gt;
* Management: allows players to acquire goods and money, and to build new Departments. Each Company begins the game with two Management Departments.&lt;br /&gt;
* Construction: allows players to build projects developed by their R&amp;amp;D Departments.&lt;br /&gt;
* Research &amp;amp; Development (“R&amp;amp;D”) allows players to design new projects and develop their transport networks.&lt;br /&gt;
At the beginning of the game, each Company has 1 Lobby and 5 Departments. During the game, players will be able to expand their Companies by building new Departments. Each Department may hold 1-3 employees; this is represented by the number of employee spaces illustrated on that Department. A Department cannot be used unless it contains at least one active employee. A Department may be used once for each active employee that it contains.&lt;br /&gt;
==== Recruiting Employees ====&lt;br /&gt;
Employees can be either active (standing) or inactive (lying down).&amp;lt;br/&amp;gt;&lt;br /&gt;
When an employee first enters a Company board, it always does so lying down. When an inactive (laid down) employee moves, it remains inactive. If an active (standing) employee is moved, it must be laid down. A Department may hold any number of inactive employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employee activations always happen at the end of a player’s turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Many employee spaces on department tiles are marked with dollar values, representing the costs of that employee’s salary and training. To activate an employee, a player must pay the cost indicated and then place the employee in an upright (standing) position.&lt;br /&gt;
==== Sending an Employee on a Mission ====&lt;br /&gt;
Some departments require sending an active employee on a &#039;&#039;&#039;Mission&#039;&#039;&#039;.  An employee on a Mission is moved from its Department onto one of the four Mission zones on the map; employees sent on Missions are not considered to be active.&amp;lt;br/&amp;gt;&lt;br /&gt;
A player cannot send an employee on a Mission if they are unable to meet the requirements of that action.&lt;br /&gt;
==== Recovering Employees from Missions ====&lt;br /&gt;
When an employee returns from a Mission it must be placed in its Company’s Lobby, lying down. Returned employees are not immediately active; they must be moved and activated with the Human Resources action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employees return from Missions as action discs advance along the Timeline; this is explained in detail in the next chapter.&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
The game takes place over 20 rounds. Each round consists of four parts, which take place in the following order:&lt;br /&gt;
# Select Action&lt;br /&gt;
# Events&lt;br /&gt;
# Use Departments&lt;br /&gt;
# End of Round – Activate Employees&lt;br /&gt;
=== Select Action ===&lt;br /&gt;
The first player selects the action they wish to perform: Human Resources, Management, Construction, or R&amp;amp;D, and then places the GEAR timeline token on that action’s row on the Timeline, immediately to the right of that row’s action disc.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: A player may choose any action, even if that action’s disc has reached the last space of its Timeline.&#039;&#039;&#039; In this case, the first player must still place the GEAR timeline token to the right of the chosen action disc. The first player must then also turn another action disc face-down; that action disc must still be able to move forward. When an action disc is turned face-down, it triggers an event as though it were the chosen action. At the end of the round, this second disc is turned face-up again and advanced along its Timeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Placing the hat will trigger an event. There are two possible events: Take Income or Make a Donation.&lt;br /&gt;
==== Take Income ====&lt;br /&gt;
If the hat is placed on a Timeline space illustrated with a region of the United States, that region becomes the active region. Starting with the first player and going clockwise, each player with one or more employees in the active region’s Mission area may:&lt;br /&gt;
# Return 1 or more of their employees from the active region to their Company’s Lobby. In this case, the player receives income from each project they have already built, from anywhere. These revenues are collected only once per player, per round (even if a player returns more than 1 employee to their Company’s Lobby, they only receive this income once).&lt;br /&gt;
# Generate a transport bonus for each recovered employee, according to how far they have developed their transport in the active region. At the beginning of the game, the transport bonus for each region is $1. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player cannot (or does not want to) return an employee to their Company’s Lobby, that player does not receive any income or transport bonuses for that round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player&#039;s transport bonus corresponds to their level of development in the active region. A player may not choose a bonus lower than that of the level they have reached.&amp;lt;br/&amp;gt;&lt;br /&gt;
==== Make a Donation ====&lt;br /&gt;
If the hat is placed on a “donation” symbol, the first player may choose to Make a Donation. Then, going in clockwise order, the other players may choose to make their own donations.&lt;br /&gt;
A player’s first donation costs $5; each donation that player makes in the future will increase in price by $5 (ex: a second donation will cost $10; a third will cost $15). Donations are explained in more detail below.&lt;br /&gt;
=== Use Departments ===&lt;br /&gt;
The first player may use any of their Departments that correspond to their chosen action, in any order. Each Department may be used once for each active (standing) employee present in that Department.&lt;br /&gt;
Then, going in clockwise order, the other players may take the same action. As with the first player, these players may use any of their Departments that correspond to the chosen action once for each active employee in that Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
All uses of a Department must be done as part of a single action; a player cannot return to a Department they have already used on that turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Example: Thomas has two active employees in his Commerce &amp;amp; Finance Department, and one in his Strategic Planning Department. He uses his Commerce &amp;amp; Finance Department once, and then uses his Strategic Planning Department. He cannot then take a second Commerce &amp;amp; Finance Action.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: By spending an Action Choice tile, a player can choose to take a different action and activate any of their Departments that correspond to this new action. Then, the Action Choice tile is discarded.&#039;&#039;&#039;&lt;br /&gt;
Players begin the game with a Lobby and 5 Departments, which are described below.&lt;br /&gt;
==== Human Resources ====&lt;br /&gt;
The Human Resources Department allows players to train employees and assign them to different Departments. When choosing this action, a player carries out the following steps, in order:&lt;br /&gt;
# Calculate the total number of possible moves that player’s employees can make. Each active employee in Human Resources provides 3 moves (right arrow symbol). This Department features a permanent active employee (employees may not be activated in this space); thus, each player is always entitled to a minimum of 3 moves.&lt;br /&gt;
# Move employees within the Company (including from the Company’s Lobby and any space that does not contain a Department) up to the total number of possible moves. Each move must be made orthogonally (horizontal or vertical, never diagonal), from Department to Department. Moving an active (standing) employee returns it to an inactive (laying down) state.&lt;br /&gt;
# At the end of a player’s turn, that player can activate (stand up) any inactive (laid down) employees on free spots in any of their Departments. The player must pay any costs associated with those activations.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Inactive (laid down) employees are considered to be “in training”. A player may only activate employees at the end of their turn, after all other actions have been taken.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The total number of possible moves is calculated at the beginning of a player’s turn. Moving an active employee from Human Resources during a turn will not reduce a player’s total number of possible moves for that turn.&lt;br /&gt;
==== Management ====&lt;br /&gt;
At the start of the game, each Company has two Management Departments; these help to generate resources and build new Departments that expand the Company. The first Management Department, &amp;quot;Commerce and Finance,&amp;quot; provides one of the following for each active employee on this space:&lt;br /&gt;
* Receive $3;&lt;br /&gt;
* Receive a goods cube;&lt;br /&gt;
* Send the employee on a Mission and receive $6;&lt;br /&gt;
* Send the employee on a Mission and receive 2 goods cubes.&lt;br /&gt;
The second Management Department, “Strategic Planning,” makes it possible to build new Departments. This Department provides one of the following for each active employee on this space:&lt;br /&gt;
* Pay 1 goods cube and place a new Department on a free space (one that does not already contain a Department) of the player’s Company board; that space must already contain at least one employee;&lt;br /&gt;
* Pay 2 goods cubes and place the new Department on a free space of the player’s Company board.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A Company may never contain two identical Departments.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
The Construction Department allows players to carry out projects in the following areas: Housing, Commerce, Industry, and Public Infrastructure. When this action is chosen, the player who uses this Department:&lt;br /&gt;
# Sends an employee to the Mission area of the region where he wishes to build.&lt;br /&gt;
# Pays 1 or 2 goods cubes, then moves a pawn from one of their tabs onto a construction site in the same region.&lt;br /&gt;
# If a player builds a project in a small city, that player immediately receives a transport bonus according to their position on that region’s transport track.&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* If more than one pawn is available on a project tab, the player must build the one farthest to the right.&lt;br /&gt;
* The project must be built:&lt;br /&gt;
** in the region where the employee was sent on a Mission, AND&lt;br /&gt;
** on a spot matching the chosen project type (with a symbol of Housing, Commerce, Industry or Public Infrastructure), OR in a small town that accepts all types of projects;&lt;br /&gt;
&lt;br /&gt;
==== Research &amp;amp; Development ====&lt;br /&gt;
The R&amp;amp;D Department allows players to develop new construction projects in Housing, Commerce, Industry, Public Infrastructure, and Transport. When this action is chosen, each player will receive study points for each of their active employees in their R&amp;amp;D Departments.&amp;lt;br/&amp;gt;&lt;br /&gt;
Study points can be spent in two different ways:&lt;br /&gt;
* A player may move one of their project tabs one place to the right and place a construction pawn on the tab’s just-revealed space (circle), OR&lt;br /&gt;
* A player may move one of their transport cubes on a regional transport track one space to the right.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player may advance tabs or transport cubes more than one step in a turn. At the end of the turn, any unused study points are lost.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player advances a tab beyond the spaces for construction projects, they will receive the VP indicated on that tab at the end of the game. &lt;br /&gt;
=== End of Round - Activate Employees ===&lt;br /&gt;
At the end of each player’s turn, that player can activate inactive employees in any of their Departments; any associated activation costs must be paid at this time.&amp;lt;br/&amp;gt;&lt;br /&gt;
Once each player has taken a turn, the first player must move the action disc on the Timeline one space to the right (displacing the GEAR timeline token). Then, the first player must pass the GEAR timeline token and first-player marker to the next player in clockwise order. A new round can now begin.&lt;br /&gt;
=== End of the Game ===&lt;br /&gt;
==== Connections between Major Cities ====&lt;br /&gt;
At the end of the game, players can each earn up to 36 VP for establishing connections between the 4 major cities of New York, Chicago, New Orleans, and San Francisco. To gain these points, a player must have connected at least two major cities through a continuous line of their own construction pawns. Each player counts how many major cities they have connected as part of an uninterrupted line; to earn this bonus, a player must connect at least 2 major cities. If San Francisco is connected to at least one other major city, count it twice.&lt;br /&gt;
Players will earn these points based on the number of major cities connected AND the lowest level of transportation among all regions in which a major city is part of this network.&lt;br /&gt;
This scoring is illustrated on the game board. If a player has two unconnected networks of connections between major cities (for instance, San Francisco to Chicago and New Orleans to New York), only the highest-scoring connection will count for that player’s score.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
Yellow player has reached these levels on transport development tracks:&lt;br /&gt;
* Midwest: Train&lt;br /&gt;
* West: Train&lt;br /&gt;
* South: Stagecoach&amp;lt;br/&amp;gt;&lt;br /&gt;
Different situations can occur for Yellow player :&lt;br /&gt;
* If a link exists between SF and Chicago (2+1 = 3 links - Train), Yellow gets 18 points.  It doesn&#039;t matter if Yellow goes through the South region to make the link between SF and Chicago. In other words, if the connection exists, we only take into account the Transport development track of Regions of connected Major Cities.&lt;br /&gt;
* If a link exists between SF, Chicago and New Orleans (2+1+1 = 4 links - Stagecoach), Yellow gets 18 points.&lt;br /&gt;
* If a link exists between SF and New Orleans (2+1 = 3 links - Stagecoach), Yellow gets 12 points.&lt;br /&gt;
* If a link exists between Chicago and New Orleans (1+1 = 2 links - Stagecoach), Yellow gets 6 points.&lt;br /&gt;
&lt;br /&gt;
==== Final Scoring ====&lt;br /&gt;
The game ends after 20 rounds. Once all 4 action discs have reached the final boxes of their Timelines and all players have finished their actions, victory points (VP) can be tallied as described below. &lt;br /&gt;
Scoring includes:&lt;br /&gt;
* VP earned during the game;&lt;br /&gt;
* 1 VP for each active (standing) employee, to a maximum of 15 VP;&lt;br /&gt;
* Departments built during the game are worth 2 or 3 VP each, depending on their locations. Each Department in a Company’s first line (top) scores 3 VP, while every other Department built during the game scores 2 VP, to a maximum of 24 VP;&lt;br /&gt;
* Any VP earned from project tabs, to a maximum of 42 VP;&lt;br /&gt;
* VP earned from connections between major cities, to a maximum of 36 VP, as explained above;&lt;br /&gt;
* 0-3 VP for each Construction project built in a small, medium or major city (as indicated on the map), with a maximum of 45 VP;&lt;br /&gt;
* VP provided by donations (max. 12 VP per donation).&lt;br /&gt;
* 3 VP for an unused Action Choice tile.&lt;br /&gt;
The player with the most points is the winner of the game. There are no tiebreakers; tied players must shake hands and savor their shared victory.&lt;br /&gt;
&lt;br /&gt;
== Transport Tracks, Donations, and Departments ==&lt;br /&gt;
=== Transportation Development Tracks ===&lt;br /&gt;
Each region of the country has a transport track that players can develop over the course of the game.&amp;lt;br/&amp;gt;&lt;br /&gt;
At the beginning of the game, players’ transport tracks in the South, Midwest, and Far West start at the “Cart” level; in the East, they start at &amp;quot;Stagecoach.&amp;quot; By progressing along each region’s transport track, players can reach “Railroad” level or beyond.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever a player reaches the final box of a transport track, they immediately receive a special reward of 3 goods cubes OR $10.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Only one player may occupy the final box of each transport track.&lt;br /&gt;
==== Transport Bonus ====&lt;br /&gt;
Boxes on transportation tracks that are occupied by players’ transport discs indicate which transport bonuses those players receive every time they recover an employee who has gone on a Mission in the corresponding region.&lt;br /&gt;
=== Donation Chart ===&lt;br /&gt;
As we saw in the “Playing the Game” section, if a donation symbol is present on the space where the active player placed the GEAR timeline token, starting with the first player and going in clockwise order, each player may make one donation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Donations represent players’ support of various financial, material, and technical projects; they help to increase players’ reputations, as well as those of their Companies.&amp;lt;br/&amp;gt;&lt;br /&gt;
To Make a Donation:&lt;br /&gt;
* A player must place a pawn on an unoccupied space of the donation chart (on the top of the game board), then pay:&lt;br /&gt;
** $5 for their 1st donation. Each subsequent donation costs an additional $5, so:&lt;br /&gt;
** $10 for their 2nd donation, &lt;br /&gt;
** $15 for their 3rd donation, and so on.&lt;br /&gt;
At the end of the game, donations earn VP according to certain factors. These may include projects built, actions taken, Company development, and accumulated wealth. A maximum of 12 VP may be earned for each donation.&lt;br /&gt;
=== The Department Board ===&lt;br /&gt;
There are 16 different Departments that players can add to their Companies&lt;br /&gt;
==== Training and Partnerships ====&lt;br /&gt;
This Department is a powerful way to bring more flexibility in allocating employees. It also allows its owner to supplement their financial resources.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then receives any combination of $ and employee moves, to a maximum of 8. (For example, a player could take $2 and 6 employee moves, $4 and 4 employee moves, $7 and 1 employee move, etc., as long at the total is no greater than 8.)&lt;br /&gt;
==== Recruiting ====&lt;br /&gt;
This Department offers a very efficient way to reach the maximum of 15 employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, that player immediately places a new employee from the supply into their Company’s Lobby. This Department has no further effect once the player has recruited all 5 employees from the supply.&lt;br /&gt;
==== Safety and Quality ====&lt;br /&gt;
This Department helps to ensure the quality of manufacturing processes and products, as well as ensuring employees’ safety and well-being.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, the player receives 1 VP for every two active employees in their Company, rounded down.&lt;br /&gt;
==== New Lobby ====&lt;br /&gt;
A new Lobby allows faster access to certain Departments, minimizing the need for moves.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Once this Department has been built, it can hold new recruits and returning employees; employees can be divided between the two Lobbies as desired. This Department has an ongoing effect; it functions without an active employee.&lt;br /&gt;
==== Purchasing ====&lt;br /&gt;
This Department makes it possible to produce a large quantity of goods quickly, and free of charge.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player may then take 3 goods cubes from the supply.&lt;br /&gt;
==== Sales ====&lt;br /&gt;
If a Company produces a lot of goods, this Department can sell them for the best price.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player uses this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $5.&lt;br /&gt;
==== Logistics ====&lt;br /&gt;
This Department improves a Company’s reliability and delivery time.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player uses this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $3 and 1 VP.&lt;br /&gt;
==== Property Management ====&lt;br /&gt;
This Department allows a player to immediately assign an employee to a newly-built Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. When a player adds a new Department to their Company, they may immediately move one of their employees from any Department to the new Department. This employee can be activated at the end of the turn, as normal.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
This Department provides new construction capabilities and reduces building costs.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). That player then pays only 1 goods cube to build a new project (even if it is an Industry or Public Infrastructure project, which normally cost 2 goods cubes).&lt;br /&gt;
==== Construction Outsourcing ====&lt;br /&gt;
This Department allows a player to build without sending an employee on a Mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player uses this Department, they may pay $4 and 1-2 goods cubes to build a new project, depending on the type of project being built.&lt;br /&gt;
==== Supply Chain ====&lt;br /&gt;
This Department makes it possible to buy goods at a reduced cost.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player uses this Department, they may purchase up to 3 goods cubes at a cost of $1 each.&lt;br /&gt;
==== Communications ====&lt;br /&gt;
This Department increases the efficiency of donations.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. The cost of new donations is calculated on the basis of $3 per donation, instead of $5. &lt;br /&gt;
Example: Before building the Communications Department, Thomas had already made 2 donations. The next donation he makes will cost him $9 (3 x $3), instead of $15 (3 x $5).&lt;br /&gt;
==== Advanced Research ====&lt;br /&gt;
This Department is an effective way to accelerate employees’ studies.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then gains 8 study points.&lt;br /&gt;
==== Advanced Design ====&lt;br /&gt;
A new design Department allows improves a Company’s study efficiency.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever this Department is used, its owner gains 4 study points for each active employee.&lt;br /&gt;
==== Charitable Giving ====&lt;br /&gt;
This Department allows a player to duplicate a donation that another player has already made.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). After paying the appropriate donation cost, the player may then place one of their donation pawns on top of another player’s donation pawn, rather than on an unoccupied space; a player may not make the same donation twice.&lt;br /&gt;
==== Telegraph Operators ====&lt;br /&gt;
This Department reduces the costs of transport development.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect – as long as it contains an active employee. The player’s study-point costs to progress along transport tracks are reduced by 1 (to a minimum of 0).&lt;br /&gt;
&lt;br /&gt;
== SOLO mode ==&lt;br /&gt;
In a solo game, Andrew Carnegie himself will be the virtual opponent; it goes without saying that it will be difficult to win against him.&lt;br /&gt;
=== Setup ===&lt;br /&gt;
The player setup is identical to that of the normal game. As in a 2-player game, there are only 16 Departments available to build at the start of the game.&lt;br /&gt;
Once player setup is done, set the game up for Andrew. Andrew does not use employees, VP, money, goods cubes, or study points during the game. He also does not use an individual Company board. Andrew always has enough money, resources, and study points. &lt;br /&gt;
# Andrew starts the game with all of his pawns available for construction. However, Andrew does not place a pawn on the board during setup (as in step 9 of a multiplayer game).&lt;br /&gt;
# Andrew places one pawn on each of the 4 regional transport tracks, as though here were a normal player.&lt;br /&gt;
# The five victory-point cards are aligned in numerical order from left to right, with the 0 VP card on the far left and the 10VP card on the far right.&lt;br /&gt;
# The action cards are shuffled to form a draw pile, which is placed to the left of the 0 VP card.&lt;br /&gt;
# Place the first-player disc face-up (hat visible), next to the VP cards.&lt;br /&gt;
==== Playing the Game against Andrew ====&lt;br /&gt;
During the game, the player and Andrew will alternate in choosing round actions.&lt;br /&gt;
The first-player disc is used to indicate whose turn it is to choose the action for the round. When the “hat” side is visible, the player decides the action for the round; when the black side is visible, Andrew decides. Flip the first-player disc over at the end of each round.&lt;br /&gt;
The player always chooses the action for the first round (hat side visible).&lt;br /&gt;
A round in the solo game is divided into 5 steps:&lt;br /&gt;
* New Action Card: The player takes the top action card for Andrew, and without looking at it, slides it face-down under the 0VP card.&lt;br /&gt;
=== Choice of Action ===&lt;br /&gt;
==== First-player Disc Face-up ====&lt;br /&gt;
If the first-player disc is face-up (hat visible), the player chooses the action for the round. He places the GEAR timeline token on right action line, immediately to the right of the action disc.&lt;br /&gt;
Tip: Before choosing his action, the player should look at:&lt;br /&gt;
* The back of that round’s action card, as it will indicate which action is currently Andrew’s strongest. Avoiding this action can help prevent Andrew from gaining too many points,&lt;br /&gt;
* The top card of the draw pile, which indicates which action Andrew will choose in the next round. This can also be valuable in helping to make a choice.&lt;br /&gt;
==== First-player Disc Face-down ====&lt;br /&gt;
If the first-player disc is face-down (hat not visible), the action symbol (on the back of the action card) indicates which action Andrew has chosen. As in the normal game, the GEAR timeline token is placed on the Timeline to the right of this action’s disc.&lt;br /&gt;
** Note: When an action disc reaches the last space of that action’s Timeline, Andrew will place the GEAR timeline token to the right of the chosen action disc. In addition, Andrew will also turn over the action disc on the line immediately below that of the chosen action (or the top line (Human Resources) if the chosen action is R&amp;amp;D). However, the turned-over action disc must be one that can still move forward. If necessary, turn over the action disc on the next line below, instead. This turned-over action disc triggers an event as though it were the chosen action. At the end of the round, turn this disc face-up and advance it one space along its Timeline.&lt;br /&gt;
=== Andrew’s Turn ===&lt;br /&gt;
Flip the current round’s action card face-up.&lt;br /&gt;
==== Event ====&lt;br /&gt;
* If the hat is placed on a space that represents a region of the United States, nothing happens for Andrew. &lt;br /&gt;
* If the hat is placed on a donation symbol, Andrew puts a pawn on the space indicated at the top of the current round’s action card. If the indicated space is already occupied, Andrew does not place a pawn, and slides his action card one step to the right.&lt;br /&gt;
&lt;br /&gt;
==== Resolve Andrew&#039;s Action ====&lt;br /&gt;
* Human Resources: slide the current round’s action card the indicated number of positions to the right;&lt;br /&gt;
* Management: Andrew takes a tile from each Department whose number appears on the current round’s action card. For each Department that is mentioned on the card but not available on the board, the player slides Andrew&#039;s action card one position to the right;&lt;br /&gt;
* Construction: The player places Andrew&#039;s construction pawns in each city whose name appears on the current round’s action card. These pawns should be placed on house symbols; if no Housing space is available, the pawn is placed on a $ symbol (Commerce), instead. If not available, then place the pawn on a factory (Industry) or, finally, a bridge (Public Infrastructure). For each pawn that cannot be placed, slide the card by one position to the right;&lt;br /&gt;
* R&amp;amp;D: The player moves Andrew’s transport cube in the region indicated on the action card to the right on its track by 1-3 spaces, as indicated on the action card. For each cube’s move that cannot be made, slide the action card by one position to the right.&lt;br /&gt;
Note: Remember that only one player’s cube may occupy the last box of any transport track.&lt;br /&gt;
=== Player’s Turn ===&lt;br /&gt;
The player resolves events as in the normal game: Take Income or Make a Donation. &lt;br /&gt;
Note: As the normal game, if the hat is placed on the last (rightmost) position of the Timeline, the player may choose to do one or both of the following: Take Income and/or Make a Donation.&lt;br /&gt;
The player then performs their action, activating Departments belonging to the same type as the action chosen.&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
The current round’s action card is turned face-down. If the action card has not moved, it is placed to the right of the draw pile, in the &amp;quot;0 VP&amp;quot; position.  If it has moved past the &amp;quot;10 VP&amp;quot; position, it is placed on the &amp;quot;10 VP&amp;quot; position.&lt;br /&gt;
Finally, the first-player disc is turned over.&lt;br /&gt;
&lt;br /&gt;
=== End of Game and Scoring ===&lt;br /&gt;
When the game ends, Andrew&#039;s points are calculated as follows:&lt;br /&gt;
* Each action card is worth from 0 to 10 (VP), depending on its position;&lt;br /&gt;
* All Department tiles that Andrew has acquired are worth 2 VP each.&lt;br /&gt;
* For each of Andrew’s transport cubes that reached the last position of a transport track, Andrew earns 6VP (Andrew does not earn points for connected cities);&lt;br /&gt;
* Andrew’s construction discs are each worth the VP of the city where they are built (from 0 to 3VP, as indicated on the map);&lt;br /&gt;
* Andrew’s donations are scored according to the player’s efforts. In other words, Andrew scores for what the player did. For example, if the player has built 5 buildings in the Far West, Andrew would score 10 VP (5 x 2) if he had placed a donation token that awards 2 VP for each Far West construction.&lt;br /&gt;
Tip: Players may find it unfair that Andrew receives points for what they have done during the game, but businessmen of Andrew’s caliber don’t care. Once Andrew has placed a donation token, the player knows that they can no longer make that particular donation, and may thus wish to avoid taking actions that would reward Andrew.&lt;br /&gt;
Compare Andrew’s score with that of the player; the highest total score wins!&lt;/div&gt;</summary>
		<author><name>Paramesis</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6707</id>
		<title>Gamehelpcarnegie</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6707"/>
		<updated>2021-01-03T04:38:03Z</updated>

		<summary type="html">&lt;p&gt;Paramesis: /* Event */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introducing Carnegie ==&lt;br /&gt;
=== NOTICE ===&lt;br /&gt;
These rules are a WORK IN PROGRESS and are subject to change.  They are intended to enable Alpha testing.  Please do not contact the designer or publisher about the rules posted here.&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This game is inspired by the life of Andrew Carnegie. Carnegie was born in Scotland in 1835; he and his parents emigrated to the United States in 1848. Although Carnegie started his career as a telegraph operator, his role as a major player in the rise of the United States’ steel industry made him one of the richest men in the world and an icon of the American dream.&amp;lt;br/&amp;gt;&lt;br /&gt;
Carnegie was also a benefactor and philanthropist. Upon his death in 1919, more than $350 million of his wealth was bequeathed to various foundations, with another $30 million going to various charities. His endowments created nearly 2,500 free public libraries that bear his name: the Carnegie libraries.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Carnegie, players will recruit employees and expand their businesses by investing in real estate, producing goods, developing transport technology, and creating transport chains across the United States. Perhaps they will even become illustrious benefactors who contribute to the country’s greatness through their deeds and generosity!&amp;lt;br/&amp;gt;&lt;br /&gt;
The game takes place over 20 rounds, with players each having one turn per round. In each round the active player will choose one of four actions, which the other players will follow.&lt;br /&gt;
The success of a player’s Company is represented by their victory points (VP), and the player with the most VP at the end of the game will be declared the winner, known forevermore for their philanthropic works.&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
# Shuffle the 8 Timeline tiles. Draw 4 of these at random and place them in a row on the table. These tiles are double-sided; select sides at random. Add the Start and End tiles to the respective ends of the row, and return the 4 unused Timeline tiles to the box.&lt;br /&gt;
# Place one action disc on each of the 4 starting positions on the far left of the Timeline.&lt;br /&gt;
# Place the Department tiles on the table, next to the main game board.&lt;br /&gt;
# Place the Department tiles on the Department board. With 4 players, use all 32 tiles (2 tiles of each type). With 2 or 3 players, first shuffle these tiles face-down and randomly remove 16 or 8 of them (for 2 or 3 players, respectively) from the game.&lt;br /&gt;
# Create a supply of goods cubes and money tokens near the main game board. &lt;br /&gt;
# Provide each player with:&lt;br /&gt;
##4 Goods cubes and $12.&lt;br /&gt;
##1 Company board and its 4 project tabs. Slide each tab under the right side of the individual game board, with its first (rightmost) spot exposed.&lt;br /&gt;
##15 Employee figurines. Each player places 1 employee standing up on each of their Company board’s 5 Departments, with another 5 employees lying down in the Company&#039;s Lobby. Set the remaining 5 employees aside; they will not be available at the beginning of the game.&lt;br /&gt;
##30 player pawns. Each player places:&lt;br /&gt;
##*1 pawn on the “0” position of the score track&lt;br /&gt;
##*1 pawn on the first space of each of the 4 regional transport tracks&lt;br /&gt;
##*1 pawn on each of the 3 available locations on their project tabs (Housing, Commerce, Industry). &lt;br /&gt;
##*The remaining 22 pawns form the player’s personal supply.&lt;br /&gt;
#In a 4-player game, give each player an Action Choice tile. In a 3-player game, only the third player receives an Action Choice tile. There are no Action Choice tiles in a 2-player game.&lt;br /&gt;
#With 2 or 3 players, take 18 or 9 discs (for 2 or 3 players, respectively) of an unused color. Then shuffle the 20 Action cards for the solo variant. Reveal a random Action card and:&lt;br /&gt;
## Place 1 disc on the donation chart (at the top of the game board) in the location indicated on the top of the card.&lt;br /&gt;
## Place 1 disc on each of the cities indicated on the fourth row of the Action card (2, 3 or 4 cities). In each city, the disc is placed on the left-most free construction site.&lt;br /&gt;
## Repeat this process until all 18 (or 9) discs have been placed.&lt;br /&gt;
#Beginning with the player sitting to the right of the first player and going counter-clockwise, each player will place the project pawn on their Housing tab on a medium or major city on the map.&lt;br /&gt;
#Finally, starting with the first player and going in clockwise order, each player may move their employees up to total 6 steps on their own Company boards. Each movement must be made to an orthogonally adjacent (not diagonal) space. After these movements, employees can be activated.&lt;br /&gt;
&lt;br /&gt;
=== Company Basics ===&lt;br /&gt;
==== Company Organization ====&lt;br /&gt;
Each Company is organized into four different Departments, which correspond to the four different types of actions, as follows:&lt;br /&gt;
* Human Resources: allows players to move employees to different Departments within their Companies.&lt;br /&gt;
* Management: allows players to acquire goods and money, and to build new Departments. Each Company begins the game with two Management Departments.&lt;br /&gt;
* Construction: allows players to build projects developed by their R&amp;amp;D Departments.&lt;br /&gt;
* Research &amp;amp; Development (“R&amp;amp;D”) allows players to design new projects and develop their transport networks.&lt;br /&gt;
At the beginning of the game, each Company has 1 Lobby and 5 Departments. During the game, players will be able to expand their Companies by building new Departments. Each Department may hold 1-3 employees; this is represented by the number of employee spaces illustrated on that Department. A Department cannot be used unless it contains at least one active employee. A Department may be used once for each active employee that it contains.&lt;br /&gt;
==== Recruiting Employees ====&lt;br /&gt;
Employees can be either active (standing) or inactive (lying down).&amp;lt;br/&amp;gt;&lt;br /&gt;
When an employee first enters a Company board, it always does so lying down. When an inactive (laid down) employee moves, it remains inactive. If an active (standing) employee is moved, it must be laid down. A Department may hold any number of inactive employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employee activations always happen at the end of a player’s turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Many employee spaces on department tiles are marked with dollar values, representing the costs of that employee’s salary and training. To activate an employee, a player must pay the cost indicated and then place the employee in an upright (standing) position.&lt;br /&gt;
==== Sending an Employee on a Mission ====&lt;br /&gt;
Some departments require sending an active employee on a &#039;&#039;&#039;Mission&#039;&#039;&#039;.  An employee on a Mission is moved from its Department onto one of the four Mission zones on the map; employees sent on Missions are not considered to be active.&amp;lt;br/&amp;gt;&lt;br /&gt;
A player cannot send an employee on a Mission if they are unable to meet the requirements of that action.&lt;br /&gt;
==== Recovering Employees from Missions ====&lt;br /&gt;
When an employee returns from a Mission it must be placed in its Company’s Lobby, lying down. Returned employees are not immediately active; they must be moved and activated with the Human Resources action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employees return from Missions as action discs advance along the Timeline; this is explained in detail in the next chapter.&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
The game takes place over 20 rounds. Each round consists of four parts, which take place in the following order:&lt;br /&gt;
# Select Action&lt;br /&gt;
# Events&lt;br /&gt;
# Use Departments&lt;br /&gt;
# End of Round – Activate Employees&lt;br /&gt;
=== Select Action ===&lt;br /&gt;
The first player selects the action they wish to perform: Human Resources, Management, Construction, or R&amp;amp;D, and then places the GEAR timeline token on that action’s row on the Timeline, immediately to the right of that row’s action disc.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: A player may choose any action, even if that action’s disc has reached the last space of its Timeline.&#039;&#039;&#039; In this case, the first player must still place the GEAR timeline token to the right of the chosen action disc. The first player must then also turn another action disc face-down; that action disc must still be able to move forward. When an action disc is turned face-down, it triggers an event as though it were the chosen action. At the end of the round, this second disc is turned face-up again and advanced along its Timeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Placing the hat will trigger an event. There are two possible events: Take Income or Make a Donation.&lt;br /&gt;
==== Take Income ====&lt;br /&gt;
If the hat is placed on a Timeline space illustrated with a region of the United States, that region becomes the active region. Starting with the first player and going clockwise, each player with one or more employees in the active region’s Mission area may:&lt;br /&gt;
# Return 1 or more of their employees from the active region to their Company’s Lobby. In this case, the player receives income from each project they have already built, from anywhere. These revenues are collected only once per player, per round (even if a player returns more than 1 employee to their Company’s Lobby, they only receive this income once).&lt;br /&gt;
# Generate a transport bonus for each recovered employee, according to how far they have developed their transport in the active region. At the beginning of the game, the transport bonus for each region is $1. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player cannot (or does not want to) return an employee to their Company’s Lobby, that player does not receive any income or transport bonuses for that round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player&#039;s transport bonus corresponds to their level of development in the active region. A player may not choose a bonus lower than that of the level they have reached.&amp;lt;br/&amp;gt;&lt;br /&gt;
==== Make a Donation ====&lt;br /&gt;
If the hat is placed on a “donation” symbol, the first player may choose to Make a Donation. Then, going in clockwise order, the other players may choose to make their own donations.&lt;br /&gt;
A player’s first donation costs $5; each donation that player makes in the future will increase in price by $5 (ex: a second donation will cost $10; a third will cost $15). Donations are explained in more detail below.&lt;br /&gt;
=== Use Departments ===&lt;br /&gt;
The first player may use any of their Departments that correspond to their chosen action, in any order. Each Department may be used once for each active (standing) employee present in that Department.&lt;br /&gt;
Then, going in clockwise order, the other players may take the same action. As with the first player, these players may use any of their Departments that correspond to the chosen action once for each active employee in that Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
All uses of a Department must be done as part of a single action; a player cannot return to a Department they have already used on that turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Example: Thomas has two active employees in his Commerce &amp;amp; Finance Department, and one in his Strategic Planning Department. He uses his Commerce &amp;amp; Finance Department once, and then uses his Strategic Planning Department. He cannot then take a second Commerce &amp;amp; Finance Action.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: By spending an Action Choice tile, a player can choose to take a different action and activate any of their Departments that correspond to this new action. Then, the Action Choice tile is discarded.&#039;&#039;&#039;&lt;br /&gt;
Players begin the game with a Lobby and 5 Departments, which are described below.&lt;br /&gt;
==== Human Resources ====&lt;br /&gt;
The Human Resources Department allows players to train employees and assign them to different Departments. When choosing this action, a player carries out the following steps, in order:&lt;br /&gt;
# Calculate the total number of possible moves that player’s employees can make. Each active employee in Human Resources provides 3 moves (right arrow symbol). This Department features a permanent active employee (employees may not be activated in this space); thus, each player is always entitled to a minimum of 3 moves.&lt;br /&gt;
# Move employees within the Company (including from the Company’s Lobby and any space that does not contain a Department) up to the total number of possible moves. Each move must be made orthogonally (horizontal or vertical, never diagonal), from Department to Department. Moving an active (standing) employee returns it to an inactive (laying down) state.&lt;br /&gt;
# At the end of a player’s turn, that player can activate (stand up) any inactive (laid down) employees on free spots in any of their Departments. The player must pay any costs associated with those activations.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Inactive (laid down) employees are considered to be “in training”. A player may only activate employees at the end of their turn, after all other actions have been taken.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The total number of possible moves is calculated at the beginning of a player’s turn. Moving an active employee from Human Resources during a turn will not reduce a player’s total number of possible moves for that turn.&lt;br /&gt;
==== Management ====&lt;br /&gt;
At the start of the game, each Company has two Management Departments; these help to generate resources and build new Departments that expand the Company. The first Management Department, &amp;quot;Commerce and Finance,&amp;quot; provides one of the following for each active employee on this space:&lt;br /&gt;
* Receive $3;&lt;br /&gt;
* Receive a goods cube;&lt;br /&gt;
* Send the employee on a Mission and receive $6;&lt;br /&gt;
* Send the employee on a Mission and receive 2 goods cubes.&lt;br /&gt;
The second Management Department, “Strategic Planning,” makes it possible to build new Departments. This Department provides one of the following for each active employee on this space:&lt;br /&gt;
* Pay 1 goods cube and place a new Department on a free space (one that does not already contain a Department) of the player’s Company board; that space must already contain at least one employee;&lt;br /&gt;
* Pay 2 goods cubes and place the new Department on a free space of the player’s Company board.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A Company may never contain two identical Departments.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
The Construction Department allows players to carry out projects in the following areas: Housing, Commerce, Industry, and Public Infrastructure. When this action is chosen, the player who uses this Department:&lt;br /&gt;
# Sends an employee to the Mission area of the region where he wishes to build.&lt;br /&gt;
# Pays 1 or 2 goods cubes, then moves a pawn from one of their tabs onto a construction site in the same region.&lt;br /&gt;
# If a player builds a project in a small city, that player immediately receives a transport bonus according to their position on that region’s transport track.&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* If more than one pawn is available on a project tab, the player must build the one farthest to the right.&lt;br /&gt;
* The project must be built:&lt;br /&gt;
** in the region where the employee was sent on a Mission, AND&lt;br /&gt;
** on a spot matching the chosen project type (with a symbol of Housing, Commerce, Industry or Public Infrastructure), OR in a small town that accepts all types of projects;&lt;br /&gt;
&lt;br /&gt;
==== Research &amp;amp; Development ====&lt;br /&gt;
The R&amp;amp;D Department allows players to develop new construction projects in Housing, Commerce, Industry, Public Infrastructure, and Transport. When this action is chosen, each player will receive study points for each of their active employees in their R&amp;amp;D Departments.&amp;lt;br/&amp;gt;&lt;br /&gt;
Study points can be spent in two different ways:&lt;br /&gt;
* A player may move one of their project tabs one place to the right and place a construction pawn on the tab’s just-revealed space (circle), OR&lt;br /&gt;
* A player may move one of their transport cubes on a regional transport track one space to the right.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player may advance tabs or transport cubes more than one step in a turn. At the end of the turn, any unused study points are lost.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player advances a tab beyond the spaces for construction projects, they will receive the VP indicated on that tab at the end of the game. &lt;br /&gt;
=== End of Round - Activate Employees ===&lt;br /&gt;
At the end of each player’s turn, that player can activate inactive employees in any of their Departments; any associated activation costs must be paid at this time.&amp;lt;br/&amp;gt;&lt;br /&gt;
Once each player has taken a turn, the first player must move the action disc on the Timeline one space to the right (displacing the GEAR timeline token). Then, the first player must pass the GEAR timeline token and first-player marker to the next player in clockwise order. A new round can now begin.&lt;br /&gt;
=== End of the Game ===&lt;br /&gt;
==== Connections between Major Cities ====&lt;br /&gt;
At the end of the game, players can each earn up to 36 VP for establishing connections between the 4 major cities of New York, Chicago, New Orleans, and San Francisco. To gain these points, a player must have connected at least two major cities through a continuous line of their own construction pawns. Each player counts how many major cities they have connected as part of an uninterrupted line; to earn this bonus, a player must connect at least 2 major cities. If San Francisco is connected to at least one other major city, count it twice.&lt;br /&gt;
Players will earn these points based on the number of major cities connected AND the lowest level of transportation among all regions in which a major city is part of this network.&lt;br /&gt;
This scoring is illustrated on the game board. If a player has two unconnected networks of connections between major cities (for instance, San Francisco to Chicago and New Orleans to New York), only the highest-scoring connection will count for that player’s score.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
Yellow player has reached these levels on transport development tracks:&lt;br /&gt;
* Midwest: Train&lt;br /&gt;
* West: Train&lt;br /&gt;
* South: Stagecoach&amp;lt;br/&amp;gt;&lt;br /&gt;
Different situations can occur for Yellow player :&lt;br /&gt;
* If a link exists between SF and Chicago (2+1 = 3 links - Train), Yellow gets 18 points.  It doesn&#039;t matter if Yellow goes through the South region to make the link between SF and Chicago. In other words, if the connection exists, we only take into account the Transport development track of Regions of connected Major Cities.&lt;br /&gt;
* If a link exists between SF, Chicago and New Orleans (2+1+1 = 4 links - Stagecoach), Yellow gets 18 points.&lt;br /&gt;
* If a link exists between SF and New Orleans (2+1 = 3 links - Stagecoach), Yellow gets 12 points.&lt;br /&gt;
* If a link exists between Chicago and New Orleans (1+1 = 2 links - Stagecoach), Yellow gets 6 points.&lt;br /&gt;
&lt;br /&gt;
==== Final Scoring ====&lt;br /&gt;
The game ends after 20 rounds. Once all 4 action discs have reached the final boxes of their Timelines and all players have finished their actions, victory points (VP) can be tallied as described below. &lt;br /&gt;
Scoring includes:&lt;br /&gt;
* VP earned during the game;&lt;br /&gt;
* 1 VP for each active (standing) employee, to a maximum of 15 VP;&lt;br /&gt;
* Departments built during the game are worth 2 or 3 VP each, depending on their locations. Each Department in a Company’s first line (top) scores 3 VP, while every other Department built during the game scores 2 VP, to a maximum of 24 VP;&lt;br /&gt;
* Any VP earned from project tabs, to a maximum of 42 VP;&lt;br /&gt;
* VP earned from connections between major cities, to a maximum of 36 VP, as explained above;&lt;br /&gt;
* 0-3 VP for each Construction project built in a small, medium or major city (as indicated on the map), with a maximum of 45 VP;&lt;br /&gt;
* VP provided by donations (max. 12 VP per donation).&lt;br /&gt;
* 3 VP for an unused Action Choice tile.&lt;br /&gt;
The player with the most points is the winner of the game. There are no tiebreakers; tied players must shake hands and savor their shared victory.&lt;br /&gt;
&lt;br /&gt;
== Transport Tracks, Donations, and Departments ==&lt;br /&gt;
=== Transportation Development Tracks ===&lt;br /&gt;
Each region of the country has a transport track that players can develop over the course of the game.&amp;lt;br/&amp;gt;&lt;br /&gt;
At the beginning of the game, players’ transport tracks in the South, Midwest, and Far West start at the “Cart” level; in the East, they start at &amp;quot;Stagecoach.&amp;quot; By progressing along each region’s transport track, players can reach “Railroad” level or beyond.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever a player reaches the final box of a transport track, they immediately receive a special reward of 3 goods cubes OR $10.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Only one player may occupy the final box of each transport track.&lt;br /&gt;
==== Transport Bonus ====&lt;br /&gt;
Boxes on transportation tracks that are occupied by players’ transport discs indicate which transport bonuses those players receive every time they recover an employee who has gone on a Mission in the corresponding region.&lt;br /&gt;
=== Donation Chart ===&lt;br /&gt;
As we saw in the “Playing the Game” section, if a donation symbol is present on the space where the active player placed the GEAR timeline token, starting with the first player and going in clockwise order, each player may make one donation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Donations represent players’ support of various financial, material, and technical projects; they help to increase players’ reputations, as well as those of their Companies.&amp;lt;br/&amp;gt;&lt;br /&gt;
To Make a Donation:&lt;br /&gt;
* A player must place a pawn on an unoccupied space of the donation chart (on the top of the game board), then pay:&lt;br /&gt;
** $5 for their 1st donation. Each subsequent donation costs an additional $5, so:&lt;br /&gt;
** $10 for their 2nd donation, &lt;br /&gt;
** $15 for their 3rd donation, and so on.&lt;br /&gt;
At the end of the game, donations earn VP according to certain factors. These may include projects built, actions taken, Company development, and accumulated wealth. A maximum of 12 VP may be earned for each donation.&lt;br /&gt;
=== The Department Board ===&lt;br /&gt;
There are 16 different Departments that players can add to their Companies&lt;br /&gt;
==== Training and Partnerships ====&lt;br /&gt;
This Department is a powerful way to bring more flexibility in allocating employees. It also allows its owner to supplement their financial resources.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then receives any combination of $ and employee moves, to a maximum of 8. (For example, a player could take $2 and 6 employee moves, $4 and 4 employee moves, $7 and 1 employee move, etc., as long at the total is no greater than 8.)&lt;br /&gt;
==== Recruiting ====&lt;br /&gt;
This Department offers a very efficient way to reach the maximum of 15 employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, that player immediately places a new employee from the supply into their Company’s Lobby. This Department has no further effect once the player has recruited all 5 employees from the supply.&lt;br /&gt;
==== Safety and Quality ====&lt;br /&gt;
This Department helps to ensure the quality of manufacturing processes and products, as well as ensuring employees’ safety and well-being.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, the player receives 1 VP for every two active employees in their Company, rounded down.&lt;br /&gt;
==== New Lobby ====&lt;br /&gt;
A new Lobby allows faster access to certain Departments, minimizing the need for moves.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Once this Department has been built, it can hold new recruits and returning employees; employees can be divided between the two Lobbies as desired. This Department has an ongoing effect; it functions without an active employee.&lt;br /&gt;
==== Purchasing ====&lt;br /&gt;
This Department makes it possible to produce a large quantity of goods quickly, and free of charge.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player may then take 3 goods cubes from the supply.&lt;br /&gt;
==== Sales ====&lt;br /&gt;
If a Company produces a lot of goods, this Department can sell them for the best price.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player uses this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $5.&lt;br /&gt;
==== Logistics ====&lt;br /&gt;
This Department improves a Company’s reliability and delivery time.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player uses this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $3 and 1 VP.&lt;br /&gt;
==== Property Management ====&lt;br /&gt;
This Department allows a player to immediately assign an employee to a newly-built Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. When a player adds a new Department to their Company, they may immediately move one of their employees from any Department to the new Department. This employee can be activated at the end of the turn, as normal.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
This Department provides new construction capabilities and reduces building costs.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). That player then pays only 1 goods cube to build a new project (even if it is an Industry or Public Infrastructure project, which normally cost 2 goods cubes).&lt;br /&gt;
==== Construction Outsourcing ====&lt;br /&gt;
This Department allows a player to build without sending an employee on a Mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player uses this Department, they may pay $4 and 1-2 goods cubes to build a new project, depending on the type of project being built.&lt;br /&gt;
==== Supply Chain ====&lt;br /&gt;
This Department makes it possible to buy goods at a reduced cost.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player uses this Department, they may purchase up to 3 goods cubes at a cost of $1 each.&lt;br /&gt;
==== Communications ====&lt;br /&gt;
This Department increases the efficiency of donations.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. The cost of new donations is calculated on the basis of $3 per donation, instead of $5. &lt;br /&gt;
Example: Before building the Communications Department, Thomas had already made 2 donations. The next donation he makes will cost him $9 (3 x $3), instead of $15 (3 x $5).&lt;br /&gt;
==== Advanced Research ====&lt;br /&gt;
This Department is an effective way to accelerate employees’ studies.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then gains 8 study points.&lt;br /&gt;
==== Advanced Design ====&lt;br /&gt;
A new design Department allows improves a Company’s study efficiency.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever this Department is used, its owner gains 4 study points for each active employee.&lt;br /&gt;
==== Charitable Giving ====&lt;br /&gt;
This Department allows a player to duplicate a donation that another player has already made.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). After paying the appropriate donation cost, the player may then place one of their donation pawns on top of another player’s donation pawn, rather than on an unoccupied space; a player may not make the same donation twice.&lt;br /&gt;
==== Telegraph Operators ====&lt;br /&gt;
This Department reduces the costs of transport development.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect – as long as it contains an active employee. The player’s study-point costs to progress along transport tracks are reduced by 1 (to a minimum of 0).&lt;br /&gt;
&lt;br /&gt;
== SOLO mode ==&lt;br /&gt;
In a solo game, Andrew Carnegie himself will be the virtual opponent; it goes without saying that it will be difficult to win against him.&lt;br /&gt;
=== Setup ===&lt;br /&gt;
The player setup is identical to that of the normal game. As in a 2-player game, there are only 16 Departments available to build at the start of the game.&lt;br /&gt;
Once player setup is done, set the game up for Andrew. Andrew does not use employees, VP, money, goods cubes, or study points during the game. He also does not use an individual Company board. Andrew always has enough money, resources, and study points. &lt;br /&gt;
# Andrew starts the game with all of his pawns available for construction. However, Andrew does not place a pawn on the board during setup (as in step 9 of a multiplayer game).&lt;br /&gt;
# Andrew places one pawn on each of the 4 regional transport tracks, as though here were a normal player.&lt;br /&gt;
# The five victory-point cards are aligned in numerical order from left to right, with the 0 VP card on the far left and the 10VP card on the far right.&lt;br /&gt;
# The action cards are shuffled to form a draw pile, which is placed to the left of the 0 VP card.&lt;br /&gt;
# Place the first-player disc face-up (hat visible), next to the VP cards.&lt;br /&gt;
==== Playing the Game against Andrew ====&lt;br /&gt;
During the game, the player and Andrew will alternate in choosing round actions.&lt;br /&gt;
The first-player disc is used to indicate whose turn it is to choose the action for the round. When the “hat” side is visible, the player decides the action for the round; when the black side is visible, Andrew decides. Flip the first-player disc over at the end of each round.&lt;br /&gt;
The player always chooses the action for the first round (hat side visible).&lt;br /&gt;
A round in the solo game is divided into 5 steps:&lt;br /&gt;
* New Action Card: The player takes the top action card for Andrew, and without looking at it, slides it face-down under the 0VP card.&lt;br /&gt;
=== Choice of Action ===&lt;br /&gt;
==== First-player Disc Face-up ====&lt;br /&gt;
If the first-player disc is face-up (hat visible), the player chooses the action for the round. He places the GEAR timeline token on right action line, immediately to the right of the action disc.&lt;br /&gt;
Tip: Before choosing his action, the player should look at:&lt;br /&gt;
* The back of that round’s action card, as it will indicate which action is currently Andrew’s strongest. Avoiding this action can help prevent Andrew from gaining too many points,&lt;br /&gt;
* The top card of the draw pile, which indicates which action Andrew will choose in the next round. This can also be valuable in helping to make a choice.&lt;br /&gt;
==== First-player Disc Face-down ====&lt;br /&gt;
If the first-player disc is face-down (hat not visible), the action symbol (on the back of the action card) indicates which action Andrew has chosen. As in the normal game, the GEAR timeline token is placed on the Timeline to the right of this action’s disc.&lt;br /&gt;
** Note: When an action disc reaches the last space of that action’s Timeline, Andrew will place the GEAR timeline token to the right of the chosen action disc. In addition, Andrew will also turn over the action disc on the line immediately below that of the chosen action (or the top line (Human Resources) if the chosen action is R&amp;amp;D). However, the turned-over action disc must be one that can still move forward. If necessary, turn over the action disc on the next line below, instead. This turned-over action disc triggers an event as though it were the chosen action. At the end of the round, turn this disc face-up and advance it one space along its Timeline.&lt;br /&gt;
=== Andrew’s Turn ===&lt;br /&gt;
Flip the current round’s action card face-up.&lt;br /&gt;
==== Event ====&lt;br /&gt;
* If the hat is placed on a space that represents a region of the United States, nothing happens for Andrew. &lt;br /&gt;
* If the hat is placed on a donation symbol, Andrew puts a pawn on the space indicated at the top of the current round’s action card. If the indicated space is already occupied, Andrew does not place a pawn, and slides his action card one step to the right.&lt;br /&gt;
&lt;br /&gt;
==== Resolve Andrew&#039;s Action ====&lt;br /&gt;
* Human Resources: slide the current round’s action card the indicated number of positions to the right;&lt;br /&gt;
* Management: Andrew takes a tile from each Department whose number appears on the current round’s action card. For each Department that is mentioned on the card but not available on the board, the player slides Andrew&#039;s action card one position to the right;&lt;br /&gt;
* Construction: The player places Andrew&#039;s construction pawns in each city whose name appears on the current round’s action card. These pawns should be placed on house symbols; if no Housing space is available, the pawn is placed on a $ symbol (Commerce), instead. If not available, then place the pawn on a factory (Industry) or, finally, a bridge (Public Infrastructure). For each pawn that cannot be placed, slide the card by one position to the right;&lt;br /&gt;
* R&amp;amp;D: The player moves Andrew’s transport cube in the region indicated on the action card to the right on its track by 1-3 spaces, as indicated on the action card. For each cube’s move that cannot be made, slide the action card by one position to the right.&lt;br /&gt;
Note: Remember that only one player’s cube may occupy the last box of any transport track.&lt;br /&gt;
=== Player’s Turn ===&lt;br /&gt;
The player resolves events as in the normal game: Take Income or Make a Donation. &lt;br /&gt;
Note: As the normal game, if the hat is placed on the last (rightmost) position of the Timeline, the player may choose to do one or both of the following: Take Income and/or Make a Donation.&lt;br /&gt;
The player then performs their action, activating Departments belonging to the same type as the action chosen.&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
The current round’s action card is turned face-down. If the action card has not moved, it is placed to the right of the draw pile, in the &amp;quot;0 VP&amp;quot; position. &lt;br /&gt;
Finally, the first-player disc is turned over.&lt;br /&gt;
=== End of Game and Scoring ===&lt;br /&gt;
When the game ends, Andrew&#039;s points are calculated as follows:&lt;br /&gt;
* Each action card is worth from 0 to 10 (VP), depending on its position;&lt;br /&gt;
* All Department tiles that Andrew has acquired are worth 2 VP each.&lt;br /&gt;
* For each of Andrew’s transport cubes that reached the last position of a transport track, Andrew earns 6VP (Andrew does not earn points for connected cities);&lt;br /&gt;
* Andrew’s construction discs are each worth the VP of the city where they are built (from 0 to 3VP, as indicated on the map);&lt;br /&gt;
* Andrew’s donations are scored according to the player’s efforts. In other words, Andrew scores for what the player did. For example, if the player has built 5 buildings in the Far West, Andrew would score 10 VP (5 x 2) if he had placed a donation token that awards 2 VP for each Far West construction.&lt;br /&gt;
Tip: Players may find it unfair that Andrew receives points for what they have done during the game, but businessmen of Andrew’s caliber don’t care. Once Andrew has placed a donation token, the player knows that they can no longer make that particular donation, and may thus wish to avoid taking actions that would reward Andrew.&lt;br /&gt;
Compare Andrew’s score with that of the player; the highest total score wins!&lt;/div&gt;</summary>
		<author><name>Paramesis</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6338</id>
		<title>Gamehelpcarnegie</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6338"/>
		<updated>2020-12-02T23:07:49Z</updated>

		<summary type="html">&lt;p&gt;Paramesis: /* Game Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introducing Carnegie ==&lt;br /&gt;
=== NOTICE ===&lt;br /&gt;
These rules are a WORK IN PROGRESS and are subject to change.  They are intended to enable Alpha testing.  Please do not contact the designer or publisher about the rules posted here.&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This game is inspired by the life of Andrew Carnegie. Carnegie was born in Scotland in 1835; he and his parents emigrated to the United States in 1848. Although Carnegie started his career as a telegraph operator, his role as a major player in the rise of the United States’ steel industry made him one of the richest men in the world and an icon of the American dream.&amp;lt;br/&amp;gt;&lt;br /&gt;
Carnegie was also a benefactor and philanthropist. Upon his death in 1919, more than $350 million of his wealth was bequeathed to various foundations, with another $30 million going to various charities. His endowments created nearly 2,500 free public libraries that bear his name: the Carnegie libraries.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Carnegie, players will recruit employees and expand their businesses by investing in real estate, producing goods, developing transport technology, and creating transport chains across the United States. Perhaps they will even become illustrious benefactors who contribute to the country’s greatness through their deeds and generosity!&amp;lt;br/&amp;gt;&lt;br /&gt;
The game takes place over 20 rounds, with players each having one turn per round. In each round the active player will choose one of four actions, which the other players will follow.&lt;br /&gt;
The success of a player’s Company is represented by their victory points (VP), and the player with the most VP at the end of the game will be declared the winner, known forevermore for their philanthropic works.&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
# Shuffle the 8 Timeline tiles. Draw 4 of these at random and place them in a row on the table. These tiles are double-sided; select sides at random. Add the Start and End tiles to the respective ends of the row, and return the 4 unused Timeline tiles to the box.&lt;br /&gt;
# Place one action disc on each of the 4 starting positions on the far left of the Timeline.&lt;br /&gt;
# Place the Department tiles on the table, next to the main game board.&lt;br /&gt;
# Place the Department tiles on the Department board. With 4 players, use all 32 tiles (2 tiles of each type). With 2 or 3 players, first shuffle these tiles face-down and randomly remove 16 or 8 of them (for 2 or 3 players, respectively) from the game.&lt;br /&gt;
# Create a supply of goods cubes and money tokens near the main game board. &lt;br /&gt;
# Provide each player with:&lt;br /&gt;
##4 Goods cubes and $12.&lt;br /&gt;
##1 Company board and its 4 project tabs. Slide each tab under the right side of the individual game board, with its first (rightmost) spot exposed.&lt;br /&gt;
##15 Employee figurines. Each player places 1 employee standing up on each of their Company board’s 5 Departments, with another 5 employees lying down in the Company&#039;s Lobby. Set the remaining 5 employees aside; they will not be available at the beginning of the game.&lt;br /&gt;
##30 player pawns. Each player places:&lt;br /&gt;
##*1 pawn on the “0” position of the score track&lt;br /&gt;
##*1 pawn on the first space of each of the 4 regional transport tracks&lt;br /&gt;
##*1 pawn on each of the 3 available locations on their project tabs (Housing, Commerce, Industry). &lt;br /&gt;
##*The remaining 22 pawns form the player’s personal supply.&lt;br /&gt;
#In a 4-player game, give each player an Action Choice tile. In a 3-player game, only the third player receives an Action Choice tile. There are no Action Choice tiles in a 2-player game.&lt;br /&gt;
#With 2 or 3 players, take 18 or 9 discs (for 2 or 3 players, respectively) of an unused color. Then shuffle the 20 Action cards for the solo variant. Reveal a random Action card and:&lt;br /&gt;
## Place 1 disc on the donation chart (at the top of the game board) in the location indicated on the top of the card.&lt;br /&gt;
## Place 1 disc on each of the cities indicated on the fourth row of the Action card (2, 3 or 4 cities). In each city, the disc is placed on the left-most free construction site.&lt;br /&gt;
## Repeat this process until all 18 (or 9) discs have been placed.&lt;br /&gt;
#Beginning with the player sitting to the right of the first player and going counter-clockwise, each player will place the project pawn on their Housing tab on a medium or major city on the map.&lt;br /&gt;
#Finally, starting with the first player and going in clockwise order, each player may move their employees up to total 6 steps on their own Company boards. Each movement must be made to an orthogonally adjacent (not diagonal) space. After these movements, employees can be activated.&lt;br /&gt;
&lt;br /&gt;
=== Company Basics ===&lt;br /&gt;
==== Company Organization ====&lt;br /&gt;
Each Company is organized into four different Departments, which correspond to the four different types of actions, as follows:&lt;br /&gt;
* Human Resources: allows players to move employees to different Departments within their Companies.&lt;br /&gt;
* Management: allows players to acquire goods and money, and to build new Departments. Each Company begins the game with two Management Departments.&lt;br /&gt;
* Construction: allows players to build projects developed by their R&amp;amp;D Departments.&lt;br /&gt;
* Research &amp;amp; Development (“R&amp;amp;D”) allows players to design new projects and develop their transport networks.&lt;br /&gt;
At the beginning of the game, each Company has 1 Lobby and 5 Departments. During the game, players will be able to expand their Companies by building new Departments. Each Department may hold 1-3 employees; this is represented by the number of employee spaces illustrated on that Department. A Department cannot be used unless it contains at least one active employee. A Department may be used once for each active employee that it contains.&lt;br /&gt;
==== Recruiting Employees ====&lt;br /&gt;
Employees can be either active (standing) or inactive (lying down).&amp;lt;br/&amp;gt;&lt;br /&gt;
When an employee first enters a Company board, it always does so lying down. When an inactive (laid down) employee moves, it remains inactive. If an active (standing) employee is moved, it must be laid down. A Department may hold any number of inactive employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employee activations always happen at the end of a player’s turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Many employee spaces on department tiles are marked with dollar values, representing the costs of that employee’s salary and training. To activate an employee, a player must pay the cost indicated and then place the employee in an upright (standing) position.&lt;br /&gt;
==== Sending an Employee on a Mission ====&lt;br /&gt;
Some departments require sending an active employee on a &#039;&#039;&#039;Mission&#039;&#039;&#039;.  An employee on a Mission is moved from its Department onto one of the four Mission zones on the map; employees sent on Missions are not considered to be active.&amp;lt;br/&amp;gt;&lt;br /&gt;
A player cannot send an employee on a Mission if they are unable to meet the requirements of that action.&lt;br /&gt;
==== Recovering Employees from Missions ====&lt;br /&gt;
When an employee returns from a Mission it must be placed in its Company’s Lobby, lying down. Returned employees are not immediately active; they must be moved and activated with the Human Resources action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employees return from Missions as action discs advance along the Timeline; this is explained in detail in the next chapter.&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
The game takes place over 20 rounds. Each round consists of four parts, which take place in the following order:&lt;br /&gt;
# Select Action&lt;br /&gt;
# Events&lt;br /&gt;
# Use Departments&lt;br /&gt;
# End of Round – Activate Employees&lt;br /&gt;
=== Select Action ===&lt;br /&gt;
The first player selects the action they wish to perform: Human Resources, Management, Construction, or R&amp;amp;D, and then places the GEAR timeline token on that action’s row on the Timeline, immediately to the right of that row’s action disc.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: A player may choose any action, even if that action’s disc has reached the last space of its Timeline.&#039;&#039;&#039; In this case, the first player must still place the GEAR timeline token to the right of the chosen action disc. The first player must then also turn another action disc face-down; that action disc must still be able to move forward. When an action disc is turned face-down, it triggers an event as though it were the chosen action. At the end of the round, this second disc is turned face-up again and advanced along its Timeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Placing the hat will trigger an event. There are two possible events: Take Income or Make a Donation.&lt;br /&gt;
==== Take Income ====&lt;br /&gt;
If the hat is placed on a Timeline space illustrated with a region of the United States, that region becomes the active region. Starting with the first player and going clockwise, each player with one or more employees in the active region’s Mission area may:&lt;br /&gt;
# Return 1 or more of their employees from the active region to their Company’s Lobby. In this case, the player receives income from each project they have already built, from anywhere. These revenues are collected only once per player, per round (even if a player returns more than 1 employee to their Company’s Lobby, they only receive this income once).&lt;br /&gt;
# Generate a transport bonus for each recovered employee, according to how far they have developed their transport in the active region. At the beginning of the game, the transport bonus for each region is $1. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player cannot (or does not want to) return an employee to their Company’s Lobby, that player does not receive any income or transport bonuses for that round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player&#039;s transport bonus corresponds to their level of development in the active region. A player may not choose a bonus lower than that of the level they have reached.&amp;lt;br/&amp;gt;&lt;br /&gt;
==== Make a Donation ====&lt;br /&gt;
If the hat is placed on a “donation” symbol, the first player may choose to Make a Donation. Then, going in clockwise order, the other players may choose to make their own donations.&lt;br /&gt;
A player’s first donation costs $5; each donation that player makes in the future will increase in price by $5 (ex: a second donation will cost $10; a third will cost $15). Donations are explained in more detail below.&lt;br /&gt;
=== Use Departments ===&lt;br /&gt;
The first player may use any of their Departments that correspond to their chosen action, in any order. Each Department may be used once for each active (standing) employee present in that Department.&lt;br /&gt;
Then, going in clockwise order, the other players may take the same action. As with the first player, these players may use any of their Departments that correspond to the chosen action once for each active employee in that Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
All uses of a Department must be done as part of a single action; a player cannot return to a Department they have already used on that turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Example: Thomas has two active employees in his Commerce &amp;amp; Finance Department, and one in his Strategic Planning Department. He uses his Commerce &amp;amp; Finance Department once, and then uses his Strategic Planning Department. He cannot then take a second Commerce &amp;amp; Finance Action.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: By spending an Action Choice tile, a player can choose to take a different action and activate any of their Departments that correspond to this new action. Then, the Action Choice tile is discarded.&#039;&#039;&#039;&lt;br /&gt;
Players begin the game with a Lobby and 5 Departments, which are described below.&lt;br /&gt;
==== Human Resources ====&lt;br /&gt;
The Human Resources Department allows players to train employees and assign them to different Departments. When choosing this action, a player carries out the following steps, in order:&lt;br /&gt;
# Calculate the total number of possible moves that player’s employees can make. Each active employee in Human Resources provides 3 moves (right arrow symbol). This Department features a permanent active employee (employees may not be activated in this space); thus, each player is always entitled to a minimum of 3 moves.&lt;br /&gt;
# Move employees within the Company (including from the Company’s Lobby and any space that does not contain a Department) up to the total number of possible moves. Each move must be made orthogonally (horizontal or vertical, never diagonal), from Department to Department. Moving an active (standing) employee returns it to an inactive (laying down) state.&lt;br /&gt;
# At the end of a player’s turn, that player can activate (stand up) any inactive (laid down) employees on free spots in any of their Departments. The player must pay any costs associated with those activations.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Inactive (laid down) employees are considered to be “in training”. A player may only activate employees at the end of their turn, after all other actions have been taken.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The total number of possible moves is calculated at the beginning of a player’s turn. Moving an active employee from Human Resources during a turn will not reduce a player’s total number of possible moves for that turn.&lt;br /&gt;
==== Management ====&lt;br /&gt;
At the start of the game, each Company has two Management Departments; these help to generate resources and build new Departments that expand the Company. The first Management Department, &amp;quot;Commerce and Finance,&amp;quot; provides one of the following for each active employee on this space:&lt;br /&gt;
* Receive $3;&lt;br /&gt;
* Receive a goods cube;&lt;br /&gt;
* Send the employee on a Mission and receive $6;&lt;br /&gt;
* Send the employee on a Mission and receive 2 goods cubes.&lt;br /&gt;
The second Management Department, “Strategic Planning,” makes it possible to build new Departments. This Department provides one of the following for each active employee on this space:&lt;br /&gt;
* Pay 1 goods cube and place a new Department on a free space (one that does not already contain a Department) of the player’s Company board; that space must already contain at least one employee;&lt;br /&gt;
* Pay 2 goods cubes and place the new Department on a free space of the player’s Company board.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A Company may never contain two identical Departments.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
The Construction Department allows players to carry out projects in the following areas: Housing, Commerce, Industry, and Public Infrastructure. When this action is chosen, the player who uses this Department:&lt;br /&gt;
# Sends an employee to the Mission area of the region where he wishes to build.&lt;br /&gt;
# Pays 1 or 2 goods cubes, then moves a pawn from one of their tabs onto a construction site in the same region.&lt;br /&gt;
# If a player builds a project in a small city, that player immediately receives a transport bonus according to their position on that region’s transport track.&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* If more than one pawn is available on a project tab, the player must build the one farthest to the right.&lt;br /&gt;
* The project must be built:&lt;br /&gt;
** in the region where the employee was sent on a Mission, AND&lt;br /&gt;
** on a spot matching the chosen project type (with a symbol of Housing, Commerce, Industry or Public Infrastructure), OR in a small town that accepts all types of projects;&lt;br /&gt;
&lt;br /&gt;
==== Research &amp;amp; Development ====&lt;br /&gt;
The R&amp;amp;D Department allows players to develop new construction projects in Housing, Commerce, Industry, Public Infrastructure, and Transport. When this action is chosen, each player will receive study points for each of their active employees in their R&amp;amp;D Departments.&amp;lt;br/&amp;gt;&lt;br /&gt;
Study points can be spent in two different ways:&lt;br /&gt;
* A player may move one of their project tabs one place to the right and place a construction pawn on the tab’s just-revealed space (circle), OR&lt;br /&gt;
* A player may move one of their transport cubes on a regional transport track one space to the right.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player may advance tabs or transport cubes more than one step in a turn. At the end of the turn, any unused study points are lost.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player advances a tab beyond the spaces for construction projects, they will receive the VP indicated on that tab at the end of the game. &lt;br /&gt;
=== End of Round - Activate Employees ===&lt;br /&gt;
At the end of each player’s turn, that player can activate inactive employees in any of their Departments; any associated activation costs must be paid at this time.&amp;lt;br/&amp;gt;&lt;br /&gt;
Once each player has taken a turn, the first player must move the action disc on the Timeline one space to the right (displacing the GEAR timeline token). Then, the first player must pass the GEAR timeline token and first-player marker to the next player in clockwise order. A new round can now begin.&lt;br /&gt;
=== End of the Game ===&lt;br /&gt;
==== Connections between Major Cities ====&lt;br /&gt;
At the end of the game, players can each earn up to 36 VP for establishing connections between the 4 major cities of New York, Chicago, New Orleans, and San Francisco. To gain these points, a player must have connected at least two major cities through a continuous line of their own construction pawns. Each player counts how many major cities they have connected as part of an uninterrupted line; to earn this bonus, a player must connect at least 2 major cities. If San Francisco is connected to at least one other major city, count it twice.&lt;br /&gt;
Players will earn these points based on the number of major cities connected AND the lowest level of transportation among all regions in which a major city is part of this network.&lt;br /&gt;
This scoring is illustrated on the game board. If a player has two unconnected networks of connections between major cities (for instance, San Francisco to Chicago and New Orleans to New York), only the highest-scoring connection will count for that player’s score.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
Yellow player has reached these levels on transport development tracks:&lt;br /&gt;
* Midwest: Train&lt;br /&gt;
* West: Train&lt;br /&gt;
* South: Stagecoach&amp;lt;br/&amp;gt;&lt;br /&gt;
Different situations can occur for Yellow player :&lt;br /&gt;
* If a link exists between SF and Chicago (2+1 = 3 links - Train), Yellow gets 18 points.  It doesn&#039;t matter if Yellow goes through the South region to make the link between SF and Chicago. In other words, if the connection exists, we only take into account the Transport development track of Regions of connected Major Cities.&lt;br /&gt;
* If a link exists between SF, Chicago and New Orleans (2+1+1 = 4 links - Stagecoach), Yellow gets 18 points.&lt;br /&gt;
* If a link exists between SF and New Orleans (2+1 = 3 links - Stagecoach), Yellow gets 12 points.&lt;br /&gt;
* If a link exists between Chicago and New Orleans (1+1 = 2 links - Stagecoach), Yellow gets 6 points.&lt;br /&gt;
&lt;br /&gt;
==== Final Scoring ====&lt;br /&gt;
The game ends after 20 rounds. Once all 4 action discs have reached the final boxes of their Timelines and all players have finished their actions, victory points (VP) can be tallied as described below. &lt;br /&gt;
Scoring includes:&lt;br /&gt;
* VP earned during the game;&lt;br /&gt;
* 1 VP for each active (standing) employee, to a maximum of 15 VP;&lt;br /&gt;
* Departments built during the game are worth 2 or 3 VP each, depending on their locations. Each Department in a Company’s first line (top) scores 3 VP, while every other Department built during the game scores 2 VP, to a maximum of 24 VP;&lt;br /&gt;
* Any VP earned from project tabs, to a maximum of 42 VP;&lt;br /&gt;
* VP earned from connections between major cities, to a maximum of 36 VP, as explained above;&lt;br /&gt;
* 0-3 VP for each Construction project built in a small, medium or major city (as indicated on the map), with a maximum of 45 VP;&lt;br /&gt;
* VP provided by donations (max. 12 VP per donation).&lt;br /&gt;
* 3 VP for an unused Action Choice tile.&lt;br /&gt;
The player with the most points is the winner of the game. There are no tiebreakers; tied players must shake hands and savor their shared victory.&lt;br /&gt;
&lt;br /&gt;
== Transport Tracks, Donations, and Departments ==&lt;br /&gt;
=== Transportation Development Tracks ===&lt;br /&gt;
Each region of the country has a transport track that players can develop over the course of the game.&amp;lt;br/&amp;gt;&lt;br /&gt;
At the beginning of the game, players’ transport tracks in the South, Midwest, and Far West start at the “Cart” level; in the East, they start at &amp;quot;Stagecoach.&amp;quot; By progressing along each region’s transport track, players can reach “Railroad” level or beyond.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever a player reaches the final box of a transport track, they immediately receive a special reward of 3 goods cubes OR $10.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Only one player may occupy the final box of each transport track.&lt;br /&gt;
==== Transport Bonus ====&lt;br /&gt;
Boxes on transportation tracks that are occupied by players’ transport discs indicate which transport bonuses those players receive every time they recover an employee who has gone on a Mission in the corresponding region.&lt;br /&gt;
=== Donation Chart ===&lt;br /&gt;
As we saw in the “Playing the Game” section, if a donation symbol is present on the space where the active player placed the GEAR timeline token, starting with the first player and going in clockwise order, each player may make one donation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Donations represent players’ support of various financial, material, and technical projects; they help to increase players’ reputations, as well as those of their Companies.&amp;lt;br/&amp;gt;&lt;br /&gt;
To Make a Donation:&lt;br /&gt;
* A player must place a pawn on an unoccupied space of the donation chart (on the top of the game board), then pay:&lt;br /&gt;
** $5 for their 1st donation. Each subsequent donation costs an additional $5, so:&lt;br /&gt;
** $10 for their 2nd donation, &lt;br /&gt;
** $15 for their 3rd donation, and so on.&lt;br /&gt;
At the end of the game, donations earn VP according to certain factors. These may include projects built, actions taken, Company development, and accumulated wealth. A maximum of 12 VP may be earned for each donation.&lt;br /&gt;
=== The Department Board ===&lt;br /&gt;
There are 16 different Departments that players can add to their Companies&lt;br /&gt;
==== Training and Partnerships ====&lt;br /&gt;
This Department is a powerful way to bring more flexibility in allocating employees. It also allows its owner to supplement their financial resources.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then receives any combination of $ and employee moves, to a maximum of 8. (For example, a player could take $2 and 6 employee moves, $4 and 4 employee moves, $7 and 1 employee move, etc., as long at the total is no greater than 8.)&lt;br /&gt;
==== Recruiting ====&lt;br /&gt;
This Department offers a very efficient way to reach the maximum of 15 employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, that player immediately places a new employee from the supply into their Company’s Lobby. This Department has no further effect once the player has recruited all 5 employees from the supply.&lt;br /&gt;
==== Safety and Quality ====&lt;br /&gt;
This Department helps to ensure the quality of manufacturing processes and products, as well as ensuring employees’ safety and well-being.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, the player receives 1 VP for every two active employees in their Company, rounded down.&lt;br /&gt;
==== New Lobby ====&lt;br /&gt;
A new Lobby allows faster access to certain Departments, minimizing the need for moves.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Once this Department has been built, it can hold new recruits and returning employees; employees can be divided between the two Lobbies as desired. This Department has an ongoing effect; it functions without an active employee.&lt;br /&gt;
==== Purchasing ====&lt;br /&gt;
This Department makes it possible to produce a large quantity of goods quickly, and free of charge.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player may then take 3 goods cubes from the supply.&lt;br /&gt;
==== Sales ====&lt;br /&gt;
If a Company produces a lot of goods, this Department can sell them for the best price.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player uses this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $5.&lt;br /&gt;
==== Logistics ====&lt;br /&gt;
This Department improves a Company’s reliability and delivery time.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player uses this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $3 and 1 VP.&lt;br /&gt;
==== Property Management ====&lt;br /&gt;
This Department allows a player to immediately assign an employee to a newly-built Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. When a player adds a new Department to their Company, they may immediately move one of their employees from any Department to the new Department. This employee can be activated at the end of the turn, as normal.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
This Department provides new construction capabilities and reduces building costs.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). That player then pays only 1 goods cube to build a new project (even if it is an Industry or Public Infrastructure project, which normally cost 2 goods cubes).&lt;br /&gt;
==== Construction Outsourcing ====&lt;br /&gt;
This Department allows a player to build without sending an employee on a Mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player uses this Department, they may pay $4 and 1-2 goods cubes to build a new project, depending on the type of project being built.&lt;br /&gt;
==== Supply Chain ====&lt;br /&gt;
This Department makes it possible to buy goods at a reduced cost.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player uses this Department, they may purchase up to 3 goods cubes at a cost of $1 each.&lt;br /&gt;
==== Communications ====&lt;br /&gt;
This Department increases the efficiency of donations.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. The cost of new donations is calculated on the basis of $3 per donation, instead of $5. &lt;br /&gt;
Example: Before building the Communications Department, Thomas had already made 2 donations. The next donation he makes will cost him $9 (3 x $3), instead of $15 (3 x $5).&lt;br /&gt;
==== Advanced Research ====&lt;br /&gt;
This Department is an effective way to accelerate employees’ studies.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then gains 8 study points.&lt;br /&gt;
==== Advanced Design ====&lt;br /&gt;
A new design Department allows improves a Company’s study efficiency.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever this Department is used, its owner gains 4 study points for each active employee.&lt;br /&gt;
==== Charitable Giving ====&lt;br /&gt;
This Department allows a player to duplicate a donation that another player has already made.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). After paying the appropriate donation cost, the player may then place one of their donation pawns on top of another player’s donation pawn, rather than on an unoccupied space; a player may not make the same donation twice.&lt;br /&gt;
==== Telegraph Operators ====&lt;br /&gt;
This Department reduces the costs of transport development.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect – as long as it contains an active employee. The player’s study-point costs to progress along transport tracks are reduced by 1 (to a minimum of 0).&lt;br /&gt;
&lt;br /&gt;
== SOLO mode ==&lt;br /&gt;
In a solo game, Andrew Carnegie himself will be the virtual opponent; it goes without saying that it will be difficult to win against him.&lt;br /&gt;
=== Setup ===&lt;br /&gt;
The player setup is identical to that of the normal game. As in a 2-player game, there are only 16 Departments available to build at the start of the game.&lt;br /&gt;
Once player setup is done, set the game up for Andrew. Andrew does not use employees, VP, money, goods cubes, or study points during the game. He also does not use an individual Company board. Andrew always has enough money, resources, and study points. &lt;br /&gt;
# Andrew starts the game with all of his pawns available for construction. However, Andrew does not place a pawn on the board during setup (as in step 9 of a multiplayer game).&lt;br /&gt;
# Andrew places one pawn on each of the 4 regional transport tracks, as though here were a normal player.&lt;br /&gt;
# The five victory-point cards are aligned in numerical order from left to right, with the 0 VP card on the far left and the 10VP card on the far right.&lt;br /&gt;
# The action cards are shuffled to form a draw pile, which is placed to the left of the 0 VP card.&lt;br /&gt;
# Place the first-player disc face-up (hat visible), next to the VP cards.&lt;br /&gt;
==== Playing the Game against Andrew ====&lt;br /&gt;
During the game, the player and Andrew will alternate in choosing round actions.&lt;br /&gt;
The first-player disc is used to indicate whose turn it is to choose the action for the round. When the “hat” side is visible, the player decides the action for the round; when the black side is visible, Andrew decides. Flip the first-player disc over at the end of each round.&lt;br /&gt;
The player always chooses the action for the first round (hat side visible).&lt;br /&gt;
A round in the solo game is divided into 5 steps:&lt;br /&gt;
* New Action Card: The player takes the top action card for Andrew, and without looking at it, slides it face-down under the 0VP card.&lt;br /&gt;
=== Choice of Action ===&lt;br /&gt;
==== First-player Disc Face-up ====&lt;br /&gt;
If the first-player disc is face-up (hat visible), the player chooses the action for the round. He places the GEAR timeline token on right action line, immediately to the right of the action disc.&lt;br /&gt;
Tip: Before choosing his action, the player should look at:&lt;br /&gt;
* The back of that round’s action card, as it will indicate which action is currently Andrew’s strongest. Avoiding this action can help prevent Andrew from gaining too many points,&lt;br /&gt;
* The top card of the draw pile, which indicates which action Andrew will choose in the next round. This can also be valuable in helping to make a choice.&lt;br /&gt;
==== First-player Disc Face-down ====&lt;br /&gt;
If the first-player disc is face-down (hat not visible), the action symbol (on the back of the action card) indicates which action Andrew has chosen. As in the normal game, the GEAR timeline token is placed on the Timeline to the right of this action’s disc.&lt;br /&gt;
** Note: When an action disc reaches the last space of that action’s Timeline, Andrew will place the GEAR timeline token to the right of the chosen action disc. In addition, Andrew will also turn over the action disc on the line immediately below that of the chosen action (or the top line (Human Resources) if the chosen action is R&amp;amp;D). However, the turned-over action disc must be one that can still move forward. If necessary, turn over the action disc on the next line below, instead. This turned-over action disc triggers an event as though it were the chosen action. At the end of the round, turn this disc face-up and advance it one space along its Timeline.&lt;br /&gt;
=== Andrew’s Turn ===&lt;br /&gt;
Flip the current round’s action card face-up.&lt;br /&gt;
==== Event ====&lt;br /&gt;
* If the hat is placed on a space that represents a region of the United States, nothing happens for Andrew. &lt;br /&gt;
* If the hat is placed on a donation symbol, Andrew puts a pawn on the space indicated at the top of the current round’s action card. If the indicated space is already occupied, Andrew does not place a pawn.&lt;br /&gt;
==== Resolve Andrew&#039;s Action ====&lt;br /&gt;
* Human Resources: slide the current round’s action card the indicated number of positions to the right;&lt;br /&gt;
* Management: Andrew takes a tile from each Department whose number appears on the current round’s action card. For each Department that is mentioned on the card but not available on the board, the player slides Andrew&#039;s action card one position to the right;&lt;br /&gt;
* Construction: The player places Andrew&#039;s construction pawns in each city whose name appears on the current round’s action card. These pawns should be placed on house symbols; if no Housing space is available, the pawn is placed on a $ symbol (Commerce), instead. If not available, then place the pawn on a factory (Industry) or, finally, a bridge (Public Infrastructure). For each pawn that cannot be placed, slide the card by one position to the right;&lt;br /&gt;
* R&amp;amp;D: The player moves Andrew’s transport cube in the region indicated on the action card to the right on its track by 1-3 spaces, as indicated on the action card. For each cube’s move that cannot be made, slide the action card by one position to the right.&lt;br /&gt;
Note: Remember that only one player’s cube may occupy the last box of any transport track.&lt;br /&gt;
=== Player’s Turn ===&lt;br /&gt;
The player resolves events as in the normal game: Take Income or Make a Donation. &lt;br /&gt;
Note: As the normal game, if the hat is placed on the last (rightmost) position of the Timeline, the player may choose to do one or both of the following: Take Income and/or Make a Donation.&lt;br /&gt;
The player then performs their action, activating Departments belonging to the same type as the action chosen.&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
The current round’s action card is turned face-down. If the action card has not moved, it is placed to the right of the draw pile, in the &amp;quot;0 VP&amp;quot; position. &lt;br /&gt;
Finally, the first-player disc is turned over.&lt;br /&gt;
=== End of Game and Scoring ===&lt;br /&gt;
When the game ends, Andrew&#039;s points are calculated as follows:&lt;br /&gt;
* Each action card is worth from 0 to 10 (VP), depending on its position;&lt;br /&gt;
* All Department tiles that Andrew has acquired are worth 2 VP each.&lt;br /&gt;
* For each of Andrew’s transport cubes that reached the last position of a transport track, Andrew earns 6VP (Andrew does not earn points for connected cities);&lt;br /&gt;
* Andrew’s construction discs are each worth the VP of the city where they are built (from 0 to 3VP, as indicated on the map);&lt;br /&gt;
* Andrew’s donations are scored according to the player’s efforts. In other words, Andrew scores for what the player did. For example, if the player has built 5 buildings in the Far West, Andrew would score 10 VP (5 x 2) if he had placed a donation token that awards 2 VP for each Far West construction.&lt;br /&gt;
Tip: Players may find it unfair that Andrew receives points for what they have done during the game, but businessmen of Andrew’s caliber don’t care. Once Andrew has placed a donation token, the player knows that they can no longer make that particular donation, and may thus wish to avoid taking actions that would reward Andrew.&lt;br /&gt;
Compare Andrew’s score with that of the player; the highest total score wins!&lt;/div&gt;</summary>
		<author><name>Paramesis</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6216</id>
		<title>Gamehelpcarnegie</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6216"/>
		<updated>2020-11-23T04:51:33Z</updated>

		<summary type="html">&lt;p&gt;Paramesis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introducing Carnegie ==&lt;br /&gt;
=== NOTICE ===&lt;br /&gt;
These rules are a WORK IN PROGRESS and are subject to change.  They are intended to enable Alpha testing.  Please do not contact the designer or publisher about the rules posted here.&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This game is inspired by the life of Andrew Carnegie. Carnegie was born in Scotland in 1835; he and his parents emigrated to the United States in 1848. Although Carnegie started his career as a telegraph operator, his role as a major player in the rise of the United States’ steel industry made him one of the richest men in the world and an icon of the American dream.&amp;lt;br/&amp;gt;&lt;br /&gt;
Carnegie was also a benefactor and philanthropist. Upon his death in 1919, more than $350 million of his wealth was bequeathed to various foundations, with another $30 million going to various charities. His endowments created nearly 2,500 free public libraries that bear his name: the Carnegie libraries.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Carnegie, players will recruit employees and expand their businesses by investing in real estate, producing goods, developing transport technology, and creating transport chains across the United States. Perhaps they will even become illustrious benefactors who contribute to the country’s greatness through their deeds and generosity!&amp;lt;br/&amp;gt;&lt;br /&gt;
The game takes place over 20 rounds, with players each having one turn per round. In each round the active player will choose one of four actions, which the other players will follow.&lt;br /&gt;
The success of a player’s Company is represented by their victory points (VP), and the player with the most VP at the end of the game will be declared the winner, known forevermore for their philanthropic works.&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
# Shuffle the 8 Timeline tiles. Draw 4 of these at random and place them in a row on the table. These tiles are double-sided; select sides at random. Add the Start and End tiles to the respective ends of the row, and return the 4 unused Timeline tiles to the box.&lt;br /&gt;
# Place one action disc on each of the 4 starting positions on the far left of the Timeline.&lt;br /&gt;
# Place the Department tiles on the table, next to the main game board.&lt;br /&gt;
# Place the Department tiles on the Department board. With 4 players, use all 32 tiles (2 tiles of each type). With 2 or 3 players, first shuffle these tiles face-down and randomly remove 16 or 8 of them (for 2 or 3 players, respectively) from the game.&lt;br /&gt;
# Create a supply of goods cubes and money tokens near the main game board. &lt;br /&gt;
# Provide each player with:&lt;br /&gt;
##4 Goods cubes and $12.&lt;br /&gt;
##1 Company board and its 4 project tabs. Slide each tab under the right side of the individual game board, with its first (rightmost) spot exposed.&lt;br /&gt;
##15 Employee figurines. Each player places 1 employee standing up on each of their Company board’s 5 Departments, with another 5 employees lying down in the Company&#039;s Lobby. Set the remaining 5 employees aside; they will not be available at the beginning of the game.&lt;br /&gt;
##30 player pawns. Each player places:&lt;br /&gt;
##*1 pawn on the “0” position of the score track&lt;br /&gt;
##*1 pawn on the first space of each of the 4 regional transport tracks&lt;br /&gt;
##*1 pawn on each of the 3 available locations on their project tabs (Housing, Commerce, Industry). &lt;br /&gt;
##*The remaining 22 pawns form the player’s personal supply.&lt;br /&gt;
#In a 4-player game, give each player an Action Choice tile. In a 3-player game, only the third player receives an Action Choice tile. There are no Action Choice tiles in a 2-player game.&lt;br /&gt;
#Beginning with the player sitting to the right of the first player and going counter-clockwise, each player will place the project pawn on their Housing tab on a medium or major city on the map.&lt;br /&gt;
#Finally, starting with the first player and going in clockwise order, each player may move their employees up to total 6 steps on their own Company boards. Each movement must be made to an orthogonally adjacent (not diagonal) space. After these movements, employees can be activated.&lt;br /&gt;
=== Company Basics ===&lt;br /&gt;
==== Company Organization ====&lt;br /&gt;
Each Company is organized into four different Departments, which correspond to the four different types of actions, as follows:&lt;br /&gt;
* Human Resources: allows players to move employees to different Departments within their Companies.&lt;br /&gt;
* Management: allows players to acquire goods and money, and to build new Departments. Each Company begins the game with two Management Departments.&lt;br /&gt;
* Construction: allows players to build projects developed by their R&amp;amp;D Departments.&lt;br /&gt;
* Research &amp;amp; Development (“R&amp;amp;D”) allows players to design new projects and develop their transport networks.&lt;br /&gt;
At the beginning of the game, each Company has 1 Lobby and 5 Departments. During the game, players will be able to expand their Companies by building new Departments. Each Department may hold 1-3 employees; this is represented by the number of employee spaces illustrated on that Department. A Department cannot be used unless it contains at least one active employee. A Department may be used once for each active employee that it contains.&lt;br /&gt;
==== Recruiting Employees ====&lt;br /&gt;
Employees can be either active (standing) or inactive (lying down).&amp;lt;br/&amp;gt;&lt;br /&gt;
When an employee first enters a Company board, it always does so lying down. When an inactive (laid down) employee moves, it remains inactive. If an active (standing) employee is moved, it must be laid down. A Department may hold any number of inactive employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employee activations always happen at the end of a player’s turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Many employee spaces on department tiles are marked with dollar values, representing the costs of that employee’s salary and training. To activate an employee, a player must pay the cost indicated and then place the employee in an upright (standing) position.&lt;br /&gt;
==== Sending an Employee on a Mission ====&lt;br /&gt;
Some departments require sending an active employee on a &#039;&#039;&#039;Mission&#039;&#039;&#039;.  An employee on a Mission is moved from its Department onto one of the four Mission zones on the map; employees sent on Missions are not considered to be active.&amp;lt;br/&amp;gt;&lt;br /&gt;
A player cannot send an employee on a Mission if they are unable to meet the requirements of that action.&lt;br /&gt;
==== Recovering Employees from Missions ====&lt;br /&gt;
When an employee returns from a Mission it must be placed in its Company’s Lobby, lying down. Returned employees are not immediately active; they must be moved and activated with the Human Resources action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employees return from Missions as action discs advance along the Timeline; this is explained in detail in the next chapter.&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
The game takes place over 20 rounds. Each round consists of four parts, which take place in the following order:&lt;br /&gt;
# Select Action&lt;br /&gt;
# Events&lt;br /&gt;
# Use Departments&lt;br /&gt;
# End of Round – Activate Employees&lt;br /&gt;
=== Select Action ===&lt;br /&gt;
The first player selects the action they wish to perform: Human Resources, Management, Construction, or R&amp;amp;D, and then places the hat figurine on that action’s row on the Timeline, immediately to the right of that row’s action disc.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: A player may choose any action, even if that action’s disc has reached the last space of its Timeline.&#039;&#039;&#039; In this case, the first player must still place the hat figurine to the right of the chosen action disc. The first player must then also turn another action disc face-down; that action disc must still be able to move forward. When an action disc is turned face-down, it triggers an event as though it were the chosen action. At the end of the round, this second disc is turned face-up again and advanced along its Timeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Placing the hat will trigger an event. There are two possible events: Take Income or Make a Donation.&lt;br /&gt;
==== Take Income ====&lt;br /&gt;
If the hat is placed on a Timeline space illustrated with a region of the United States, that region becomes the active region. Starting with the first player and going clockwise, each player with one or more employees in the active region’s Mission area may:&lt;br /&gt;
# Return 1 or more of their employees from the active region to their Company’s Lobby. In this case, the player receives income from each project they have already built, from anywhere. These revenues are collected only once per player, per round (even if a player returns more than 1 employee to their Company’s Lobby, they only receive this income once).&lt;br /&gt;
# Generate a transport bonus for each recovered employee, according to how far they have developed their transport in the active region. At the beginning of the game, the transport bonus for each region is $1. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player cannot (or does not want to) return an employee to their Company’s Lobby, that player does not receive any income or transport bonuses for that round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player&#039;s transport bonus corresponds to their level of development in the active region. A player may not choose a bonus lower than that of the level they have reached.&amp;lt;br/&amp;gt;&lt;br /&gt;
==== Make a Donation ====&lt;br /&gt;
If the hat is placed on a “donation” symbol, the first player may choose to Make a Donation. Then, going in clockwise order, the other players may choose to make their own donations.&lt;br /&gt;
A player’s first donation costs $5; each donation that player makes in the future will increase in price by $5 (ex: a second donation will cost $10; a third will cost $15). Donations are explained in more detail below.&lt;br /&gt;
=== Use Departments ===&lt;br /&gt;
The first player may use any of their Departments that correspond to their chosen action, in any order. Each Department may be used once for each active (standing) employee present in that Department.&lt;br /&gt;
Then, going in clockwise order, the other players may take the same action. As with the first player, these players may use any of their Departments that correspond to the chosen action once for each active employee in that Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
All uses of a Department must be done as part of a single action; a player cannot return to a Department they have already used on that turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Example: Thomas has two active employees in his Commerce &amp;amp; Finance Department, and one in his Strategic Planning Department. He uses his Commerce &amp;amp; Finance Department once, and then uses his Strategic Planning Department. He cannot then take a second Commerce &amp;amp; Finance Action.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: By spending an Action Choice tile, a player can choose to take a different action and activate any of their Departments that correspond to this new action. Then, the Action Choice tile is discarded.&#039;&#039;&#039;&lt;br /&gt;
Players begin the game with a Lobby and 5 Departments, which are described below.&lt;br /&gt;
==== Human Resources ====&lt;br /&gt;
The Human Resources Department allows players to train employees and assign them to different Departments. When choosing this action, a player carries out the following steps, in order:&lt;br /&gt;
# Calculate the total number of possible moves that player’s employees can make. Each active employee in Human Resources provides 3 moves (right arrow symbol). This Department features a permanent active employee (employees may not be activated in this space); thus, each player is always entitled to a minimum of 3 moves.&lt;br /&gt;
# Move employees within the Company (including from the Company’s Lobby and any space that does not contain a Department) up to the total number of possible moves. Each move must be made orthogonally (horizontal or vertical, never diagonal), from Department to Department. Moving an active (standing) employee returns it to an inactive (laying down) state.&lt;br /&gt;
# At the end of a player’s turn, that player can activate (stand up) any inactive (laid down) employees on free spots in any of their Departments. The player must pay any costs associated with those activations.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Inactive (laid down) employees are considered to be “in training”. A player may only activate employees at the end of their turn, after all other actions have been taken.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The total number of possible moves is calculated at the beginning of a player’s turn. Moving an active employee from Human Resources during a turn will not reduce a player’s total number of possible moves for that turn.&lt;br /&gt;
==== Management ====&lt;br /&gt;
At the start of the game, each Company has two Management Departments; these help to generate resources and build new Departments that expand the Company. The first Management Department, &amp;quot;Commerce and Finance,&amp;quot; provides one of the following for each active employee on this space:&lt;br /&gt;
* Receive $3;&lt;br /&gt;
* Receive a goods cube;&lt;br /&gt;
* Send the employee on a Mission and receive $6;&lt;br /&gt;
* Send the employee on a Mission and receive 2 goods cubes.&lt;br /&gt;
The second Management Department, “Strategic Planning,” makes it possible to build new Departments. This Department provides one of the following for each active employee on this space:&lt;br /&gt;
* Pay 1 goods cube and place a new Department on a free space (one that does not already contain a Department) of the player’s Company board; that space must already contain at least one employee;&lt;br /&gt;
* Pay 2 goods cubes and place the new Department on a free space of the player’s Company board.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A Company may never contain two identical Departments.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
The Construction Department allows players to carry out projects in the following areas: Housing, Commerce, Industry, and Public Infrastructure. When this action is chosen, the player who uses this Department:&lt;br /&gt;
# Sends an employee to the Mission area of the region where he wishes to build.&lt;br /&gt;
# Pays 1 or 2 goods cubes, then moves a pawn from one of their tabs onto a construction site in the same region.&lt;br /&gt;
# If a player builds a project in a small city, that player immediately receives a transport bonus according to their position on that region’s transport track.&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* If more than one pawn is available on a project tab, the player must build the one farthest to the right.&lt;br /&gt;
* The project must be built:&lt;br /&gt;
** in the region where the employee was sent on a Mission, AND&lt;br /&gt;
** on a spot matching the chosen project type (with a symbol of Housing, Commerce, Industry or Public Infrastructure), OR in a small town that accepts all types of projects;&lt;br /&gt;
&lt;br /&gt;
==== Research &amp;amp; Development ====&lt;br /&gt;
The R&amp;amp;D Department allows players to develop new construction projects in Housing, Commerce, Industry, Public Infrastructure, and Transport. When this action is chosen, each player will receive study points for each of their active employees in their R&amp;amp;D Departments.&amp;lt;br/&amp;gt;&lt;br /&gt;
Study points can be spent in two different ways:&lt;br /&gt;
* A player may move one of their project tabs one place to the right and place a construction pawn on the tab’s just-revealed space (circle), OR&lt;br /&gt;
* A player may move one of their transport cubes on a regional transport track one space to the right.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player may advance tabs or transport cubes more than one step in a turn. At the end of the turn, any unused study points are lost.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player advances a tab beyond the spaces for construction projects, they will receive the VP indicated on that tab at the end of the game. &lt;br /&gt;
=== End of Round - Activate Employees ===&lt;br /&gt;
At the end of each player’s turn, that player can activate inactive employees in any of their Departments; any associated activation costs must be paid at this time.&amp;lt;br/&amp;gt;&lt;br /&gt;
Once each player has taken a turn, the first player must move the action disc on the Timeline one space to the right (displacing the hat figurine). Then, the first player must pass the hat figurine and first-player marker to the next player in clockwise order. A new round can now begin.&lt;br /&gt;
=== End of the Game ===&lt;br /&gt;
==== Connections between Major Cities ====&lt;br /&gt;
At the end of the game, players can each earn up to 36 VP for establishing connections between the 4 major cities of New York, Chicago, New Orleans, and San Francisco. To gain these points, a player must have connected at least two major cities through a continuous line of their own construction pawns. Each player counts how many major cities they have connected as part of an uninterrupted line; to earn this bonus, a player must connect at least 2 major cities. If San Francisco is connected to at least one other major city, count it twice.&lt;br /&gt;
Players will earn these points based on the number of major cities connected AND the lowest level of transportation among all regions in which a major city is part of this network.&lt;br /&gt;
This scoring is illustrated on the game board. If a player has two unconnected networks of connections between major cities (for instance, San Francisco to Chicago and New Orleans to New York), only the highest-scoring connection will count for that player’s score.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
Yellow player has reached these levels on transport development tracks:&lt;br /&gt;
* Midwest: Train&lt;br /&gt;
* West: Train&lt;br /&gt;
* South: Stagecoach&amp;lt;br/&amp;gt;&lt;br /&gt;
Different situations can occur for Yellow player :&lt;br /&gt;
* If a link exists between SF and Chicago (2+1 = 3 links - Train), Yellow gets 18 points.  It doesn&#039;t matter if Yellow goes through the South region to make the link between SF and Chicago. In other words, if the connection exists, we only take into account the Transport development track of Regions of connected Major Cities.&lt;br /&gt;
* If a link exists between SF, Chicago and New Orleans (2+1+1 = 4 links - Stagecoach), Yellow gets 18 points.&lt;br /&gt;
* If a link exists between SF and New Orleans (2+1 = 3 links - Stagecoach), Yellow gets 12 points.&lt;br /&gt;
* If a link exists between Chicago and New Orleans (1+1 = 2 links - Stagecoach), Yellow gets 6 points.&lt;br /&gt;
&lt;br /&gt;
==== Final Scoring ====&lt;br /&gt;
The game ends after 20 rounds. Once all 4 action discs have reached the final boxes of their Timelines and all players have finished their actions, victory points (VP) can be tallied as described below. &lt;br /&gt;
Scoring includes:&lt;br /&gt;
* VP earned during the game;&lt;br /&gt;
* 1 VP for each active (standing) employee, to a maximum of 15 VP;&lt;br /&gt;
* Departments built during the game are worth 2 or 3 VP each, depending on their locations. Each Department in a Company’s first line (top) scores 3 VP, while every other Department built during the game scores 2 VP, to a maximum of 24 VP;&lt;br /&gt;
* Any VP earned from project tabs, to a maximum of 42 VP;&lt;br /&gt;
* VP earned from connections between major cities, to a maximum of 36 VP, as explained above;&lt;br /&gt;
* 0-3 VP for each Construction project built in a small, medium or major city (as indicated on the map), with a maximum of 45 VP;&lt;br /&gt;
* VP provided by donations (max. 12 VP per donation).&lt;br /&gt;
* 3 VP for an unused Action Choice tile.&lt;br /&gt;
The player with the most points is the winner of the game. There are no tiebreakers; tied players must shake hands and savor their shared victory.&lt;br /&gt;
&lt;br /&gt;
== Transport Tracks, Donations, and Departments ==&lt;br /&gt;
=== Transportation Development Tracks ===&lt;br /&gt;
Each region of the country has a transport track that players can develop over the course of the game.&amp;lt;br/&amp;gt;&lt;br /&gt;
At the beginning of the game, players’ transport tracks in the South, Midwest, and Far West start at the “Cart” level; in the East, they start at &amp;quot;Stagecoach.&amp;quot; By progressing along each region’s transport track, players can reach “Railroad” level or beyond.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever a player reaches the final box of a transport track, they immediately receive a special reward of 3 goods cubes OR $10.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Only one player may occupy the final box of each transport track.&lt;br /&gt;
==== Transport Bonus ====&lt;br /&gt;
Boxes on transportation tracks that are occupied by players’ transport discs indicate which transport bonuses those players receive every time they recover an employee who has gone on a Mission in the corresponding region.&lt;br /&gt;
=== Donation Chart ===&lt;br /&gt;
As we saw in the “Playing the Game” section, if a donation symbol is present on the space where the active player placed the hat figurine, starting with the first player and going in clockwise order, each player may make one donation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Donations represent players’ support of various financial, material, and technical projects; they help to increase players’ reputations, as well as those of their Companies.&amp;lt;br/&amp;gt;&lt;br /&gt;
To Make a Donation:&lt;br /&gt;
* A player must place a pawn on an unoccupied space of the donation chart (on the top of the game board), then pay:&lt;br /&gt;
** $5 for their 1st donation. Each subsequent donation costs an additional $5, so:&lt;br /&gt;
** $10 for their 2nd donation, &lt;br /&gt;
** $15 for their 3rd donation, and so on.&lt;br /&gt;
At the end of the game, donations earn VP according to certain factors. These may include projects built, actions taken, Company development, and accumulated wealth. A maximum of 12 VP may be earned for each donation.&lt;br /&gt;
=== The Department Board ===&lt;br /&gt;
There are 16 different Departments that players can add to their Companies&lt;br /&gt;
==== Training and Partnerships ====&lt;br /&gt;
This Department is a powerful way to bring more flexibility in allocating employees. It also allows its owner to supplement their financial resources.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then receives any combination of $ and employee moves, to a maximum of 8. (For example, a player could take $2 and 6 employee moves, $4 and 4 employee moves, $7 and 1 employee move, etc., as long at the total is no greater than 8.)&lt;br /&gt;
==== Recruiting ====&lt;br /&gt;
This Department offers a very efficient way to reach the maximum of 15 employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, that player immediately places a new employee from the supply into their Company’s Lobby. This Department has no further effect once the player has recruited all 5 employees from the supply.&lt;br /&gt;
==== Safety and Quality ====&lt;br /&gt;
This Department helps to ensure the quality of manufacturing processes and products, as well as ensuring employees’ safety and well-being.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, the player receives 1 VP for every two active employees in their Company, rounded down.&lt;br /&gt;
==== New Lobby ====&lt;br /&gt;
A new Lobby allows faster access to certain Departments, minimizing the need for moves.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Once this Department has been built, it can hold new recruits and returning employees; employees can be divided between the two Lobbies as desired. This Department has an ongoing effect; it functions without an active employee.&lt;br /&gt;
==== Purchasing ====&lt;br /&gt;
This Department makes it possible to produce a large quantity of goods quickly, and free of charge.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player may then take 3 goods cubes from the supply.&lt;br /&gt;
==== Sales ====&lt;br /&gt;
If a Company produces a lot of goods, this Department can sell them for the best price.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player uses this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $5.&lt;br /&gt;
==== Logistics ====&lt;br /&gt;
This Department improves a Company’s reliability and delivery time.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player uses this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $3 and 1 VP.&lt;br /&gt;
==== Property Management ====&lt;br /&gt;
This Department allows a player to immediately assign an employee to a newly-built Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. When a player adds a new Department to their Company, they may immediately move one of their employees from any Department to the new Department. This employee can be activated at the end of the turn, as normal.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
This Department provides new construction capabilities and reduces building costs.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). That player then pays only 1 goods cube to build a new project (even if it is an Industry or Public Infrastructure project, which normally cost 2 goods cubes).&lt;br /&gt;
==== Construction Outsourcing ====&lt;br /&gt;
This Department allows a player to build without sending an employee on a Mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player uses this Department, they may pay $4 and 1-2 goods cubes to build a new project, depending on the type of project being built.&lt;br /&gt;
==== Supply Chain ====&lt;br /&gt;
This Department makes it possible to buy goods at a reduced cost.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player uses this Department, they may purchase up to 3 goods cubes at a cost of $1 each.&lt;br /&gt;
==== Communications ====&lt;br /&gt;
This Department increases the efficiency of donations.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. The cost of new donations is calculated on the basis of $3 per donation, instead of $5. &lt;br /&gt;
Example: Before building the Communications Department, Thomas had already made 2 donations. The next donation he makes will cost him $9 (3 x $3), instead of $15 (3 x $5).&lt;br /&gt;
==== Advanced Research ====&lt;br /&gt;
This Department is an effective way to accelerate employees’ studies.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then gains 8 study points.&lt;br /&gt;
==== Advanced Design ====&lt;br /&gt;
A new design Department allows improves a Company’s study efficiency.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever this Department is used, its owner gains 4 study points for each active employee.&lt;br /&gt;
==== Charitable Giving ====&lt;br /&gt;
This Department allows a player to duplicate a donation that another player has already made.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). After paying the appropriate donation cost, the player may then place one of their donation pawns on top of another player’s donation pawn, rather than on an unoccupied space; a player may not make the same donation twice.&lt;br /&gt;
==== Telegraph Operators ====&lt;br /&gt;
This Department reduces the costs of transport development.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect – as long as it contains an active employee. The player’s study-point costs to progress along transport tracks are reduced by 1 (to a minimum of 0).&lt;br /&gt;
In a solo game, Andrew Carnegie himself will be the virtual opponent; it goes without saying that it will be difficult to win against him.&lt;br /&gt;
=== Setup ===&lt;br /&gt;
The player setup is identical to that of the normal game. As in a 2-player game, there are only 16 Departments available to build at the start of the game.&lt;br /&gt;
Once player setup is done, set the game up for Andrew. Andrew does not use employees, VP, money, goods cubes, or study points during the game. He also does not use an individual Company board. Andrew always has enough money, resources, and study points. &lt;br /&gt;
# Andrew starts the game with all of his pawns available for construction. However, Andrew does not place a pawn on the board during setup (as in step 9 of a multiplayer game).&lt;br /&gt;
# Andrew places one pawn on each of the 4 regional transport tracks, as though here were a normal player.&lt;br /&gt;
# The five victory-point cards are aligned in numerical order from left to right, with the 0 VP card on the far left and the 10VP card on the far right.&lt;br /&gt;
# The action cards are shuffled to form a draw pile, which is placed to the left of the 0 VP card.&lt;br /&gt;
# Place the first-player disc face-up (hat visible), next to the VP cards.&lt;br /&gt;
==== Playing the Game against Andrew ====&lt;br /&gt;
During the game, the player and Andrew will alternate in choosing round actions.&lt;br /&gt;
The first-player disc is used to indicate whose turn it is to choose the action for the round. When the “hat” side is visible, the player decides the action for the round; when the black side is visible, Andrew decides. Flip the first-player disc over at the end of each round.&lt;br /&gt;
The player always chooses the action for the first round (hat side visible).&lt;br /&gt;
A round in the solo game is divided into 5 steps:&lt;br /&gt;
* New Action Card: The player takes the top action card for Andrew, and without looking at it, slides it face-down under the 0VP card.&lt;br /&gt;
=== Choice of Action ===&lt;br /&gt;
==== First-player Disc Face-up ====&lt;br /&gt;
If the first-player disc is face-up (hat visible), the player chooses the action for the round. He places the hat figurine on right action line, immediately to the right of the action disc.&lt;br /&gt;
Tip: Before choosing his action, the player should look at:&lt;br /&gt;
* The back of that round’s action card, as it will indicate which action is currently Andrew’s strongest. Avoiding this action can help prevent Andrew from gaining too many points,&lt;br /&gt;
* The top card of the draw pile, which indicates which action Andrew will choose in the next round. This can also be valuable in helping to make a choice.&lt;br /&gt;
==== First-player Disc Face-down ====&lt;br /&gt;
If the first-player disc is face-down (hat not visible), the action symbol (on the back of the action card) indicates which action Andrew has chosen. As in the normal game, the hat figurine is placed on the Timeline to the right of this action’s disc.&lt;br /&gt;
** Note: When an action disc reaches the last space of that action’s Timeline, Andrew will place the hat figurine to the right of the chosen action disc. In addition, Andrew will also turn over the action disc on the line immediately below that of the chosen action (or the top line (Human Resources) if the chosen action is R&amp;amp;D). However, the turned-over action disc must be one that can still move forward. If necessary, turn over the action disc on the next line below, instead. This turned-over action disc triggers an event as though it were the chosen action. At the end of the round, turn this disc face-up and advance it one space along its Timeline.&lt;br /&gt;
=== Andrew’s Turn ===&lt;br /&gt;
Flip the current round’s action card face-up.&lt;br /&gt;
==== Event ====&lt;br /&gt;
* If the hat is placed on a space that represents a region of the United States, nothing happens for Andrew. &lt;br /&gt;
* If the hat is placed on a donation symbol, Andrew puts a pawn on the space indicated at the top of the current round’s action card. If the indicated space is already occupied, Andrew does not place a pawn.&lt;br /&gt;
==== Resolve Andrew&#039;s Action ====&lt;br /&gt;
* Human Resources: slide the current round’s action card the indicated number of positions to the right;&lt;br /&gt;
* Management: Andrew takes a tile from each Department whose number appears on the current round’s action card. For each Department that is mentioned on the card but not available on the board, the player slides Andrew&#039;s action card one position to the right;&lt;br /&gt;
* Construction: The player places Andrew&#039;s construction pawns in each city whose name appears on the current round’s action card. These pawns should be placed on house symbols; if no Housing space is available, the pawn is placed on a $ symbol (Commerce), instead. If not available, then place the pawn on a factory (Industry) or, finally, a bridge (Public Infrastructure). For each pawn that cannot be placed, slide the card by one position to the right;&lt;br /&gt;
* R&amp;amp;D: The player moves Andrew’s transport cube in the region indicated on the action card to the right on its track by 1-3 spaces, as indicated on the action card. For each cube’s move that cannot be made, slide the action card by one position to the right.&lt;br /&gt;
Note: Remember that only one player’s cube may occupy the last box of any transport track.&lt;br /&gt;
=== Player’s Turn ===&lt;br /&gt;
The player resolves events as in the normal game: Take Income or Make a Donation. &lt;br /&gt;
Note: As the normal game, if the hat is placed on the last (rightmost) position of the Timeline, the player may choose to do one or both of the following: Take Income and/or Make a Donation.&lt;br /&gt;
The player then performs their action, activating Departments belonging to the same type as the action chosen.&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
The current round’s action card is turned face-down. If the action card has not moved, it is placed to the right of the draw pile, in the &amp;quot;0 VP&amp;quot; position. &lt;br /&gt;
Finally, the first-player disc is turned over.&lt;br /&gt;
=== End of Game and Scoring ===&lt;br /&gt;
When the game ends, Andrew&#039;s points are calculated as follows:&lt;br /&gt;
* Each action card is worth from 0 to 10 (VP), depending on its position;&lt;br /&gt;
* All Department tiles that Andrew has acquired are worth 2 VP each.&lt;br /&gt;
* For each of Andrew’s transport cubes that reached the last position of a transport track, Andrew earns 6VP (Andrew does not earn points for connected cities);&lt;br /&gt;
* Andrew’s construction discs are each worth the VP of the city where they are built (from 0 to 3VP, as indicated on the map);&lt;br /&gt;
* Andrew’s donations are scored according to the player’s efforts. In other words, Andrew scores for what the player did. For example, if the player has built 5 buildings in the Far West, Andrew would score 10 VP (5 x 2) if he had placed a donation token that awards 2 VP for each Far West construction.&lt;br /&gt;
Tip: Players may find it unfair that Andrew receives points for what they have done during the game, but businessmen of Andrew’s caliber don’t care. Once Andrew has placed a donation token, the player knows that they can no longer make that particular donation, and may thus wish to avoid taking actions that would reward Andrew.&lt;br /&gt;
Compare Andrew’s score with that of the player; the highest total score wins!&lt;/div&gt;</summary>
		<author><name>Paramesis</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6057</id>
		<title>Gamehelpcarnegie</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6057"/>
		<updated>2020-11-04T21:42:46Z</updated>

		<summary type="html">&lt;p&gt;Paramesis: /* The Department Board */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introducing Carnegie ==&lt;br /&gt;
=== NOTICE ===&lt;br /&gt;
These rules are a WORK IN PROGRESS and are subject to change.  They are intended to enable Alpha testing.  Please do not contact the designer or publisher about the rules posted here.&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This game is inspired by the life of Andrew Carnegie. Carnegie was born in Scotland in 1835; he and his parents emigrated to the United States in 1848. Although Carnegie started his career as a telegraph operator, his role as a major player in the rise of the United States’ steel industry made him one of the richest men in the world and an icon of the American dream.&amp;lt;br/&amp;gt;&lt;br /&gt;
Carnegie was also a benefactor and philanthropist. Upon his death in 1919, more than $350 million of his wealth was bequeathed to various foundations, with another $30 million going to various charities. His endowments created nearly 2,500 free public libraries that bear his name: the Carnegie libraries.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Carnegie, players will recruit employees and expand their businesses by investing in real estate, producing goods, developing transport technology, and creating transport chains across the United States. Perhaps they will even become illustrious benefactors who contribute to the country’s greatness through their deeds and generosity!&amp;lt;br/&amp;gt;&lt;br /&gt;
The game takes place over 20 rounds, with players each having one turn per round. In each round the active player will choose one of four actions, which the other players will follow.&lt;br /&gt;
The success of a player’s Company is represented by their victory points (VP), and the player with the most VP at the end of the game will be declared the winner, known forevermore for their philanthropic works.&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
# Shuffle the 8 Timeline tiles. Draw 4 of these at random and place them in a row on the table. These tiles are double-sided; select sides at random. Add the Start and End tiles to the respective ends of the row, and return the 4 unused Timeline tiles to the box.&lt;br /&gt;
# Place one action disc on each of the 4 starting positions on the far left of the Timeline.&lt;br /&gt;
# Place the Department tiles on the table, next to the main game board.&lt;br /&gt;
# Place the Department tiles on the Department board. With 4 players, use all 32 tiles (2 tiles of each type). With 2 or 3 players, first shuffle these tiles face-down and randomly remove 16 or 8 of them (for 2 or 3 players, respectively) from the game.&lt;br /&gt;
# Create a supply of goods cubes and money tokens near the main game board. &lt;br /&gt;
# Provide each player with:&lt;br /&gt;
##4 Goods cubes and $12.&lt;br /&gt;
##1 Company board and its 4 project tabs. Slide each tab under the right side of the individual game board, with its first (rightmost) spot exposed.&lt;br /&gt;
##15 Employee figurines. Each player places 1 employee standing up on each of their Company board’s 5 Departments, with another 5 employees lying down in the Company&#039;s Lobby. Set the remaining 5 employees aside; they will not be available at the beginning of the game.&lt;br /&gt;
##30 player pawns. Each player places:&lt;br /&gt;
##*1 pawn on the “0” position of the score track&lt;br /&gt;
##*1 pawn on the first space of each of the 4 regional transport tracks&lt;br /&gt;
##*1 pawn on each of the 3 available locations on their project tabs (Housing, Commerce, Industry). &lt;br /&gt;
##*The remaining 22 pawns form the player’s personal supply.&lt;br /&gt;
#In a 4-player game, give each player an Action Choice tile. In a 3-player game, only the third player receives an Action Choice tile. There are no Action Choice tiles in a 2-player game.&lt;br /&gt;
#Beginning with the player sitting to the right of the first player and going counter-clockwise, each player will place the project pawn on their Housing tab on a medium or major city on the map.&lt;br /&gt;
#Finally, starting with the first player and going in clockwise order, each player may move their employees up to total 6 steps on their own Company boards. Each movement must be made to an orthogonally adjacent (not diagonal) space. After these movements, employees can be activated.&lt;br /&gt;
=== Company Basics ===&lt;br /&gt;
==== Company Organization ====&lt;br /&gt;
Each Company is organized into four different Departments, which correspond to the four different types of actions, as follows:&lt;br /&gt;
* Human Resources: allows players to move employees to different Departments within their Companies.&lt;br /&gt;
* Management: allows players to acquire goods and money, and to build new Departments. Each Company begins the game with two Management Departments.&lt;br /&gt;
* Construction: allows players to build projects developed by their R&amp;amp;D Departments.&lt;br /&gt;
* Research &amp;amp; Development (“R&amp;amp;D”) allows players to design new projects and develop their transport networks.&lt;br /&gt;
At the beginning of the game, each Company has 1 Lobby and 5 Departments. During the game, players will be able to expand their Companies by building new Departments. Each Department may hold 1-3 employees; this is represented by the number of employee spaces illustrated on that Department. A Department cannot be used unless it contains at least one active employee. A Department may be used once for each active employee that it contains.&lt;br /&gt;
==== Recruiting Employees ====&lt;br /&gt;
Employees can be either active (standing) or inactive (lying down).&amp;lt;br/&amp;gt;&lt;br /&gt;
When an employee first enters a Company board, it always does so lying down. When an inactive (laid down) employee moves, it remains inactive. If an active (standing) employee is moved, it must be laid down. A Department may hold any number of inactive employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employee activations always happen at the end of a player’s turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Many employee spaces on department tiles are marked with dollar values, representing the costs of that employee’s salary and training. To activate an employee, a player must pay the cost indicated and then place the employee in an upright (standing) position.&lt;br /&gt;
==== Sending an Employee on a Mission ====&lt;br /&gt;
Some departments require sending an active employee on a &#039;&#039;&#039;Mission&#039;&#039;&#039;.  An employee on a Mission is moved from its Department onto one of the four Mission zones on the map; employees sent on Missions are not considered to be active.&amp;lt;br/&amp;gt;&lt;br /&gt;
A player cannot send an employee on a Mission if they are unable to meet the requirements of that action.&lt;br /&gt;
==== Recovering Employees from Missions ====&lt;br /&gt;
When an employee returns from a Mission it must be placed in its Company’s Lobby, lying down. Returned employees are not immediately active; they must be moved and activated with the Human Resources action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employees return from Missions as action discs advance along the Timeline; this is explained in detail in the next chapter.&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
The game takes place over 20 rounds. Each round consists of four parts, which take place in the following order:&lt;br /&gt;
# Select Action&lt;br /&gt;
# Events&lt;br /&gt;
# Use Departments&lt;br /&gt;
# End of Round – Activate Employees&lt;br /&gt;
=== Select Action ===&lt;br /&gt;
The first player selects the action they wish to perform: Human Resources, Management, Construction, or R&amp;amp;D, and then places the hat figurine on that action’s row on the Timeline, immediately to the right of that row’s action disc.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: A player may choose any action, even if that action’s disc has reached the last space of its Timeline.&#039;&#039;&#039; In this case, the first player must still place the hat figurine to the right of the chosen action disc. The first player must then also turn another action disc face-down; that action disc must still be able to move forward. When an action disc is turned face-down, it triggers an event as though it were the chosen action. At the end of the round, this second disc is turned face-up again and advanced along its Timeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Placing the hat will trigger an event. There are two possible events: Take Income or Make a Donation.&lt;br /&gt;
==== Take Income ====&lt;br /&gt;
If the hat is placed on a Timeline space illustrated with a region of the United States, that region becomes the active region. Starting with the first player and going clockwise, each player with one or more employees in the active region’s Mission area may:&lt;br /&gt;
# Return 1 or more of their employees from the active region to their Company’s Lobby. In this case, the player receives income from each project they have already built, from anywhere. These revenues are collected only once per player, per round (even if a player returns more than 1 employee to their Company’s Lobby, they only receive this income once).&lt;br /&gt;
# Generate a transport bonus for each recovered employee, according to how far they have developed their transport in the active region. At the beginning of the game, the transport bonus for each region is $1. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player cannot (or does not want to) return an employee to their Company’s Lobby, that player does not receive any income or transport bonuses for that round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player&#039;s transport bonus corresponds to their level of development in the active region. A player may not choose a bonus lower than that of the level they have reached.&amp;lt;br/&amp;gt;&lt;br /&gt;
==== Make a Donation ====&lt;br /&gt;
If the hat is placed on a “donation” symbol, the first player may choose to Make a Donation. Then, going in clockwise order, the other players may choose to make their own donations.&lt;br /&gt;
A player’s first donation costs $5; each donation that player makes in the future will increase in price by $5 (ex: a second donation will cost $10; a third will cost $15). Donations are explained in more detail below.&lt;br /&gt;
=== Use Departments ===&lt;br /&gt;
The first player may use any of their Departments that correspond to their chosen action, in any order. Each Department may be used once for each active (standing) employee present in that Department.&lt;br /&gt;
Then, going in clockwise order, the other players may take the same action. As with the first player, these players may use any of their Departments that correspond to the chosen action once for each active employee in that Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
All uses of a Department must be done as part of a single action; a player cannot return to a Department they have already used on that turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Example: Thomas has two active employees in his Commerce &amp;amp; Finance Department, and one in his Strategic Planning Department. He uses his Commerce &amp;amp; Finance Department once, and then uses his Strategic Planning Department. He cannot then take a second Commerce &amp;amp; Finance Action.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: By spending an Action Choice tile, a player can choose to take a different action and activate any of their Departments that correspond to this new action. Then, the Action Choice tile is discarded.&#039;&#039;&#039;&lt;br /&gt;
Players begin the game with a Lobby and 5 Departments, which are described below.&lt;br /&gt;
==== Human Resources ====&lt;br /&gt;
The Human Resources Department allows players to train employees and assign them to different Departments. When choosing this action, a player carries out the following steps, in order:&lt;br /&gt;
# Calculate the total number of possible moves that player’s employees can make. Each active employee in Human Resources provides 3 moves (right arrow symbol). This Department features a permanent active employee (employees may not be activated in this space); thus, each player is always entitled to a minimum of 3 moves.&lt;br /&gt;
# Move employees within the Company (including from the Company’s Lobby and any space that does not contain a Department) up to the total number of possible moves. Each move must be made orthogonally (horizontal or vertical, never diagonal), from Department to Department. Moving an active (standing) employee returns it to an inactive (laying down) state.&lt;br /&gt;
# At the end of a player’s turn, that player can activate (stand up) any inactive (laid down) employees on free spots in any of their Departments. The player must pay any costs associated with those activations.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Inactive (laid down) employees are considered to be “in training”. A player may only activate employees at the end of their turn, after all other actions have been taken.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The total number of possible moves is calculated at the beginning of a player’s turn. Moving an active employee from Human Resources during a turn will not reduce a player’s total number of possible moves for that turn.&lt;br /&gt;
==== Management ====&lt;br /&gt;
At the start of the game, each Company has two Management Departments; these help to generate resources and build new Departments that expand the Company. The first Management Department, &amp;quot;Commerce and Finance,&amp;quot; provides one of the following for each active employee on this space:&lt;br /&gt;
* Receive $3;&lt;br /&gt;
* Receive a goods cube;&lt;br /&gt;
* Send the employee on a Mission and receive $6;&lt;br /&gt;
* Send the employee on a Mission and receive 2 goods cubes.&lt;br /&gt;
The second Management Department, “Strategic Planning,” makes it possible to build new Departments. This Department provides one of the following for each active employee on this space:&lt;br /&gt;
* Pay 1 goods cube and place a new Department on a free space (one that does not already contain a Department) of the player’s Company board; that space must already contain at least one employee;&lt;br /&gt;
* Pay 2 goods cubes and place the new Department on a free space of the player’s Company board.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A Company may never contain two identical Departments.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
The Construction Department allows players to carry out projects in the following areas: Housing, Commerce, Industry, and Public Infrastructure. When this action is chosen, the player who uses this Department:&lt;br /&gt;
# Sends an employee to the Mission area of the region where he wishes to build.&lt;br /&gt;
# Pays 1 or 2 goods cubes, then moves a pawn from one of their tabs onto a construction site in the same region.&lt;br /&gt;
# If a player builds a project in a small city, that player immediately receives a transport bonus according to their position on that region’s transport track.&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* If more than one pawn is available on a project tab, the player must build the one farthest to the right.&lt;br /&gt;
* The project must be built:&lt;br /&gt;
** in the region where the employee was sent on a Mission, AND&lt;br /&gt;
** on a spot matching the chosen project type (with a symbol of Housing, Commerce, Industry or Public Infrastructure), OR in a small town that accepts all types of projects;&lt;br /&gt;
&lt;br /&gt;
==== Research &amp;amp; Development ====&lt;br /&gt;
The R&amp;amp;D Department allows players to develop new construction projects in Housing, Commerce, Industry, Public Infrastructure, and Transport. When this action is chosen, each player will receive study points for each of their active employees in their R&amp;amp;D Departments.&amp;lt;br/&amp;gt;&lt;br /&gt;
Study points can be spent in two different ways:&lt;br /&gt;
* A player may move one of their project tabs one place to the right and place a construction pawn on the tab’s just-revealed space (circle), OR&lt;br /&gt;
* A player may move one of their transport cubes on a regional transport track one space to the right.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player may advance tabs or transport cubes more than one step in a turn. At the end of the turn, any unused study points are lost.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player advances a tab beyond the spaces for construction projects, they will receive the VP indicated on that tab at the end of the game. &lt;br /&gt;
=== End of Round - Activate Employees ===&lt;br /&gt;
At the end of each player’s turn, that player can activate inactive employees in any of their Departments; any associated activation costs must be paid at this time.&amp;lt;br/&amp;gt;&lt;br /&gt;
Once each player has taken a turn, the first player must move the action disc on the Timeline one space to the right (displacing the hat figurine). Then, the first player must pass the hat figurine and first-player marker to the next player in clockwise order. A new round can now begin.&lt;br /&gt;
=== End of the Game ===&lt;br /&gt;
==== Connections between Major Cities ====&lt;br /&gt;
At the end of the game, players can each earn up to 36 VP for establishing connections between the 4 major cities of New York, Chicago, New Orleans, and San Francisco. To gain these points, a player must have connected at least two major cities through a continuous line of their own construction pawns. Each player counts how many major cities they have connected as part of an uninterrupted line; to earn this bonus, a player must connect at least 2 major cities. If San Francisco is connected to at least one other major city, count it twice.&lt;br /&gt;
Players will earn these points based on the number of major cities connected AND the lowest level of transportation among all regions in which a major city is part of this network.&lt;br /&gt;
This scoring is illustrated on the game board. If a player has two unconnected networks of connections between major cities (for instance, San Francisco to Chicago and New Orleans to New York), only the highest-scoring connection will count for that player’s score.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
Yellow player has reached these levels on transport development tracks:&lt;br /&gt;
* Midwest: Train&lt;br /&gt;
* West: Train&lt;br /&gt;
* South: Stagecoach&amp;lt;br/&amp;gt;&lt;br /&gt;
Different situations can occur for Yellow player :&lt;br /&gt;
* If a link exists between SF and Chicago (2+1 = 3 links - Train), Yellow gets 18 points.  It doesn&#039;t matter if Yellow goes through the South region to make the link between SF and Chicago. In other words, if the connection exists, we only take into account the Transport development track of Regions of connected Major Cities.&lt;br /&gt;
* If a link exists between SF, Chicago and New Orleans (2+1+1 = 4 links - Stagecoach), Yellow gets 18 points.&lt;br /&gt;
* If a link exists between SF and New Orleans (2+1 = 3 links - Stagecoach), Yellow gets 12 points.&lt;br /&gt;
* If a link exists between Chicago and New Orleans (1+1 = 2 links - Stagecoach), Yellow gets 6 points.&lt;br /&gt;
&lt;br /&gt;
==== Final Scoring ====&lt;br /&gt;
The game ends after 20 rounds. Once all 4 action discs have reached the final boxes of their Timelines and all players have finished their actions, victory points (VP) can be tallied as described below. &lt;br /&gt;
Scoring includes:&lt;br /&gt;
* VP earned during the game;&lt;br /&gt;
* 1 VP for each active (standing) employee, to a maximum of 15 VP;&lt;br /&gt;
* Departments built during the game are worth 2 or 3 VP each, depending on their locations. Each Department in a Company’s first line (top) scores 3 VP, while every other Department built during the game scores 2 VP, to a maximum of 24 VP;&lt;br /&gt;
* Any VP earned from project tabs, to a maximum of 42 VP;&lt;br /&gt;
* VP earned from connections between major cities, to a maximum of 36 VP, as explained above;&lt;br /&gt;
* 0-3 VP for each Construction project built in a small, medium or major city (as indicated on the map), with a maximum of 45 VP;&lt;br /&gt;
* VP provided by donations (max. 12 VP per donation).&lt;br /&gt;
* 3 VP for an unused Action Choice tile.&lt;br /&gt;
The player with the most points is the winner of the game. There are no tiebreakers; tied players must shake hands and savor their shared victory.&lt;br /&gt;
&lt;br /&gt;
== Transport Tracks, Donations, and Departments ==&lt;br /&gt;
=== Transportation Development Tracks ===&lt;br /&gt;
Each region of the country has a transport track that players can develop over the course of the game.&amp;lt;br/&amp;gt;&lt;br /&gt;
At the beginning of the game, players’ transport tracks in the South, Midwest, and Far West start at the “Cart” level; in the East, they start at &amp;quot;Stagecoach.&amp;quot; By progressing along each region’s transport track, players can reach “Railroad” level or beyond.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever a player reaches the final box of a transport track, they immediately receive a special reward of 3 goods cubes OR $10.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Only one player may occupy the final box of each transport track.&lt;br /&gt;
==== Transport Bonus ====&lt;br /&gt;
Boxes on transportation tracks that are occupied by players’ transport discs indicate which transport bonuses those players receive every time they recover an employee who has gone on a Mission in the corresponding region.&lt;br /&gt;
=== Donation Chart ===&lt;br /&gt;
As we saw in the “Playing the Game” section, if a donation symbol is present on the space where the active player placed the hat figurine, starting with the first player and going in clockwise order, each player may make one donation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Donations represent players’ support of various financial, material, and technical projects; they help to increase players’ reputations, as well as those of their Companies.&amp;lt;br/&amp;gt;&lt;br /&gt;
To Make a Donation:&lt;br /&gt;
* A player must place a pawn on an unoccupied space of the donation chart (on the top of the game board), then pay:&lt;br /&gt;
** $5 for their 1st donation. Each subsequent donation costs an additional $5, so:&lt;br /&gt;
** $10 for their 2nd donation, &lt;br /&gt;
** $15 for their 3rd donation, and so on.&lt;br /&gt;
At the end of the game, donations earn VP according to certain factors. These may include projects built, actions taken, Company development, and accumulated wealth. A maximum of 12 VP may be earned for each donation.&lt;br /&gt;
=== The Department Board ===&lt;br /&gt;
There are 16 different Departments that players can add to their Companies&lt;br /&gt;
==== Training and Partnerships ====&lt;br /&gt;
This Department is a powerful way to bring more flexibility in allocating employees. It also allows its owner to supplement their financial resources.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then receives any combination of $ and employee moves, to a maximum of 8. (For example, a player could take $2 and 6 employee moves, $4 and 4 employee moves, $7 and 1 employee move, etc., as long at the total is no greater than 8.)&lt;br /&gt;
==== Recruiting ====&lt;br /&gt;
This Department offers a very efficient way to reach the maximum of 15 employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, that player immediately places a new employee from the supply into their Company’s Lobby. This Department has no further effect once the player has recruited all 5 employees from the supply.&lt;br /&gt;
==== Safety and Quality ====&lt;br /&gt;
This Department helps to ensure the quality of manufacturing processes and products, as well as ensuring employees’ safety and well-being.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, the player receives 1 VP for every two active employees in their Company, rounded down.&lt;br /&gt;
==== New Lobby ====&lt;br /&gt;
A new Lobby allows faster access to certain Departments, minimizing the need for moves.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Once this Department has been built, it can hold new recruits and returning employees; employees can be divided between the two Lobbies as desired. This Department has an ongoing effect; it functions without an active employee.&lt;br /&gt;
==== Purchasing ====&lt;br /&gt;
This Department makes it possible to produce a large quantity of goods quickly, and free of charge.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player may then take 3 goods cubes from the supply.&lt;br /&gt;
==== Sales ====&lt;br /&gt;
If a Company produces a lot of goods, this Department can sell them for the best price.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player uses this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $5.&lt;br /&gt;
==== Logistics ====&lt;br /&gt;
This Department improves a Company’s reliability and delivery time.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player uses this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $3 and 1 VP.&lt;br /&gt;
==== Property Management ====&lt;br /&gt;
This Department allows a player to immediately assign an employee to a newly-built Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. When a player adds a new Department to their Company, they may immediately move one of their employees from any Department to the new Department. This employee can be activated at the end of the turn, as normal.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
This Department provides new construction capabilities and reduces building costs.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). That player then pays only 1 goods cube to build a new project (even if it is an Industry or Public Infrastructure project, which normally cost 2 goods cubes).&lt;br /&gt;
==== Construction Outsourcing ====&lt;br /&gt;
This Department allows a player to build without sending an employee on a Mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player uses this Department, they may pay $4 and 1-2 goods cubes to build a new project, depending on the type of project being built.&lt;br /&gt;
==== Supply Chain ====&lt;br /&gt;
This Department makes it possible to buy goods at a reduced cost.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player uses this Department, they may purchase up to 3 goods cubes at a cost of $1 each.&lt;br /&gt;
==== Communications ====&lt;br /&gt;
This Department increases the efficiency of donations.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. The cost of new donations is calculated on the basis of $3 per donation, instead of $5. &lt;br /&gt;
Example: Before building the Communications Department, Thomas had already made 2 donations. The next donation he makes will cost him $9 (3 x $3), instead of $15 (3 x $5).&lt;br /&gt;
==== Advanced Research ====&lt;br /&gt;
This Department is an effective way to accelerate employees’ studies.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then gains 8 study points.&lt;br /&gt;
==== Advanced Design ====&lt;br /&gt;
A new design Department allows improves a Company’s study efficiency.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever this Department is used, its owner gains 4 study points for each active employee.&lt;br /&gt;
==== Charitable Giving ====&lt;br /&gt;
This Department allows a player to duplicate a donation that another player has already made.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). After paying the appropriate donation cost, the player may then place one of their donation pawns on top of another player’s donation pawn, rather than on an unoccupied space; a player may not make the same donation twice.&lt;br /&gt;
==== Telegraph Operators ====&lt;br /&gt;
This Department reduces the costs of transport development.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect – as long as it contains an active employee. The player’s study-point costs to progress along transport tracks are reduced by 1 (to a minimum of 0).&lt;/div&gt;</summary>
		<author><name>Paramesis</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6056</id>
		<title>Gamehelpcarnegie</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6056"/>
		<updated>2020-11-04T21:41:55Z</updated>

		<summary type="html">&lt;p&gt;Paramesis: /* Construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introducing Carnegie ==&lt;br /&gt;
=== NOTICE ===&lt;br /&gt;
These rules are a WORK IN PROGRESS and are subject to change.  They are intended to enable Alpha testing.  Please do not contact the designer or publisher about the rules posted here.&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This game is inspired by the life of Andrew Carnegie. Carnegie was born in Scotland in 1835; he and his parents emigrated to the United States in 1848. Although Carnegie started his career as a telegraph operator, his role as a major player in the rise of the United States’ steel industry made him one of the richest men in the world and an icon of the American dream.&amp;lt;br/&amp;gt;&lt;br /&gt;
Carnegie was also a benefactor and philanthropist. Upon his death in 1919, more than $350 million of his wealth was bequeathed to various foundations, with another $30 million going to various charities. His endowments created nearly 2,500 free public libraries that bear his name: the Carnegie libraries.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Carnegie, players will recruit employees and expand their businesses by investing in real estate, producing goods, developing transport technology, and creating transport chains across the United States. Perhaps they will even become illustrious benefactors who contribute to the country’s greatness through their deeds and generosity!&amp;lt;br/&amp;gt;&lt;br /&gt;
The game takes place over 20 rounds, with players each having one turn per round. In each round the active player will choose one of four actions, which the other players will follow.&lt;br /&gt;
The success of a player’s Company is represented by their victory points (VP), and the player with the most VP at the end of the game will be declared the winner, known forevermore for their philanthropic works.&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
# Shuffle the 8 Timeline tiles. Draw 4 of these at random and place them in a row on the table. These tiles are double-sided; select sides at random. Add the Start and End tiles to the respective ends of the row, and return the 4 unused Timeline tiles to the box.&lt;br /&gt;
# Place one action disc on each of the 4 starting positions on the far left of the Timeline.&lt;br /&gt;
# Place the Department tiles on the table, next to the main game board.&lt;br /&gt;
# Place the Department tiles on the Department board. With 4 players, use all 32 tiles (2 tiles of each type). With 2 or 3 players, first shuffle these tiles face-down and randomly remove 16 or 8 of them (for 2 or 3 players, respectively) from the game.&lt;br /&gt;
# Create a supply of goods cubes and money tokens near the main game board. &lt;br /&gt;
# Provide each player with:&lt;br /&gt;
##4 Goods cubes and $12.&lt;br /&gt;
##1 Company board and its 4 project tabs. Slide each tab under the right side of the individual game board, with its first (rightmost) spot exposed.&lt;br /&gt;
##15 Employee figurines. Each player places 1 employee standing up on each of their Company board’s 5 Departments, with another 5 employees lying down in the Company&#039;s Lobby. Set the remaining 5 employees aside; they will not be available at the beginning of the game.&lt;br /&gt;
##30 player pawns. Each player places:&lt;br /&gt;
##*1 pawn on the “0” position of the score track&lt;br /&gt;
##*1 pawn on the first space of each of the 4 regional transport tracks&lt;br /&gt;
##*1 pawn on each of the 3 available locations on their project tabs (Housing, Commerce, Industry). &lt;br /&gt;
##*The remaining 22 pawns form the player’s personal supply.&lt;br /&gt;
#In a 4-player game, give each player an Action Choice tile. In a 3-player game, only the third player receives an Action Choice tile. There are no Action Choice tiles in a 2-player game.&lt;br /&gt;
#Beginning with the player sitting to the right of the first player and going counter-clockwise, each player will place the project pawn on their Housing tab on a medium or major city on the map.&lt;br /&gt;
#Finally, starting with the first player and going in clockwise order, each player may move their employees up to total 6 steps on their own Company boards. Each movement must be made to an orthogonally adjacent (not diagonal) space. After these movements, employees can be activated.&lt;br /&gt;
=== Company Basics ===&lt;br /&gt;
==== Company Organization ====&lt;br /&gt;
Each Company is organized into four different Departments, which correspond to the four different types of actions, as follows:&lt;br /&gt;
* Human Resources: allows players to move employees to different Departments within their Companies.&lt;br /&gt;
* Management: allows players to acquire goods and money, and to build new Departments. Each Company begins the game with two Management Departments.&lt;br /&gt;
* Construction: allows players to build projects developed by their R&amp;amp;D Departments.&lt;br /&gt;
* Research &amp;amp; Development (“R&amp;amp;D”) allows players to design new projects and develop their transport networks.&lt;br /&gt;
At the beginning of the game, each Company has 1 Lobby and 5 Departments. During the game, players will be able to expand their Companies by building new Departments. Each Department may hold 1-3 employees; this is represented by the number of employee spaces illustrated on that Department. A Department cannot be used unless it contains at least one active employee. A Department may be used once for each active employee that it contains.&lt;br /&gt;
==== Recruiting Employees ====&lt;br /&gt;
Employees can be either active (standing) or inactive (lying down).&amp;lt;br/&amp;gt;&lt;br /&gt;
When an employee first enters a Company board, it always does so lying down. When an inactive (laid down) employee moves, it remains inactive. If an active (standing) employee is moved, it must be laid down. A Department may hold any number of inactive employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employee activations always happen at the end of a player’s turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Many employee spaces on department tiles are marked with dollar values, representing the costs of that employee’s salary and training. To activate an employee, a player must pay the cost indicated and then place the employee in an upright (standing) position.&lt;br /&gt;
==== Sending an Employee on a Mission ====&lt;br /&gt;
Some departments require sending an active employee on a &#039;&#039;&#039;Mission&#039;&#039;&#039;.  An employee on a Mission is moved from its Department onto one of the four Mission zones on the map; employees sent on Missions are not considered to be active.&amp;lt;br/&amp;gt;&lt;br /&gt;
A player cannot send an employee on a Mission if they are unable to meet the requirements of that action.&lt;br /&gt;
==== Recovering Employees from Missions ====&lt;br /&gt;
When an employee returns from a Mission it must be placed in its Company’s Lobby, lying down. Returned employees are not immediately active; they must be moved and activated with the Human Resources action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employees return from Missions as action discs advance along the Timeline; this is explained in detail in the next chapter.&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
The game takes place over 20 rounds. Each round consists of four parts, which take place in the following order:&lt;br /&gt;
# Select Action&lt;br /&gt;
# Events&lt;br /&gt;
# Use Departments&lt;br /&gt;
# End of Round – Activate Employees&lt;br /&gt;
=== Select Action ===&lt;br /&gt;
The first player selects the action they wish to perform: Human Resources, Management, Construction, or R&amp;amp;D, and then places the hat figurine on that action’s row on the Timeline, immediately to the right of that row’s action disc.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: A player may choose any action, even if that action’s disc has reached the last space of its Timeline.&#039;&#039;&#039; In this case, the first player must still place the hat figurine to the right of the chosen action disc. The first player must then also turn another action disc face-down; that action disc must still be able to move forward. When an action disc is turned face-down, it triggers an event as though it were the chosen action. At the end of the round, this second disc is turned face-up again and advanced along its Timeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Placing the hat will trigger an event. There are two possible events: Take Income or Make a Donation.&lt;br /&gt;
==== Take Income ====&lt;br /&gt;
If the hat is placed on a Timeline space illustrated with a region of the United States, that region becomes the active region. Starting with the first player and going clockwise, each player with one or more employees in the active region’s Mission area may:&lt;br /&gt;
# Return 1 or more of their employees from the active region to their Company’s Lobby. In this case, the player receives income from each project they have already built, from anywhere. These revenues are collected only once per player, per round (even if a player returns more than 1 employee to their Company’s Lobby, they only receive this income once).&lt;br /&gt;
# Generate a transport bonus for each recovered employee, according to how far they have developed their transport in the active region. At the beginning of the game, the transport bonus for each region is $1. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player cannot (or does not want to) return an employee to their Company’s Lobby, that player does not receive any income or transport bonuses for that round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player&#039;s transport bonus corresponds to their level of development in the active region. A player may not choose a bonus lower than that of the level they have reached.&amp;lt;br/&amp;gt;&lt;br /&gt;
==== Make a Donation ====&lt;br /&gt;
If the hat is placed on a “donation” symbol, the first player may choose to Make a Donation. Then, going in clockwise order, the other players may choose to make their own donations.&lt;br /&gt;
A player’s first donation costs $5; each donation that player makes in the future will increase in price by $5 (ex: a second donation will cost $10; a third will cost $15). Donations are explained in more detail below.&lt;br /&gt;
=== Use Departments ===&lt;br /&gt;
The first player may use any of their Departments that correspond to their chosen action, in any order. Each Department may be used once for each active (standing) employee present in that Department.&lt;br /&gt;
Then, going in clockwise order, the other players may take the same action. As with the first player, these players may use any of their Departments that correspond to the chosen action once for each active employee in that Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
All uses of a Department must be done as part of a single action; a player cannot return to a Department they have already used on that turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Example: Thomas has two active employees in his Commerce &amp;amp; Finance Department, and one in his Strategic Planning Department. He uses his Commerce &amp;amp; Finance Department once, and then uses his Strategic Planning Department. He cannot then take a second Commerce &amp;amp; Finance Action.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: By spending an Action Choice tile, a player can choose to take a different action and activate any of their Departments that correspond to this new action. Then, the Action Choice tile is discarded.&#039;&#039;&#039;&lt;br /&gt;
Players begin the game with a Lobby and 5 Departments, which are described below.&lt;br /&gt;
==== Human Resources ====&lt;br /&gt;
The Human Resources Department allows players to train employees and assign them to different Departments. When choosing this action, a player carries out the following steps, in order:&lt;br /&gt;
# Calculate the total number of possible moves that player’s employees can make. Each active employee in Human Resources provides 3 moves (right arrow symbol). This Department features a permanent active employee (employees may not be activated in this space); thus, each player is always entitled to a minimum of 3 moves.&lt;br /&gt;
# Move employees within the Company (including from the Company’s Lobby and any space that does not contain a Department) up to the total number of possible moves. Each move must be made orthogonally (horizontal or vertical, never diagonal), from Department to Department. Moving an active (standing) employee returns it to an inactive (laying down) state.&lt;br /&gt;
# At the end of a player’s turn, that player can activate (stand up) any inactive (laid down) employees on free spots in any of their Departments. The player must pay any costs associated with those activations.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Inactive (laid down) employees are considered to be “in training”. A player may only activate employees at the end of their turn, after all other actions have been taken.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The total number of possible moves is calculated at the beginning of a player’s turn. Moving an active employee from Human Resources during a turn will not reduce a player’s total number of possible moves for that turn.&lt;br /&gt;
==== Management ====&lt;br /&gt;
At the start of the game, each Company has two Management Departments; these help to generate resources and build new Departments that expand the Company. The first Management Department, &amp;quot;Commerce and Finance,&amp;quot; provides one of the following for each active employee on this space:&lt;br /&gt;
* Receive $3;&lt;br /&gt;
* Receive a goods cube;&lt;br /&gt;
* Send the employee on a Mission and receive $6;&lt;br /&gt;
* Send the employee on a Mission and receive 2 goods cubes.&lt;br /&gt;
The second Management Department, “Strategic Planning,” makes it possible to build new Departments. This Department provides one of the following for each active employee on this space:&lt;br /&gt;
* Pay 1 goods cube and place a new Department on a free space (one that does not already contain a Department) of the player’s Company board; that space must already contain at least one employee;&lt;br /&gt;
* Pay 2 goods cubes and place the new Department on a free space of the player’s Company board.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A Company may never contain two identical Departments.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
The Construction Department allows players to carry out projects in the following areas: Housing, Commerce, Industry, and Public Infrastructure. When this action is chosen, the player who uses this Department:&lt;br /&gt;
# Sends an employee to the Mission area of the region where he wishes to build.&lt;br /&gt;
# Pays 1 or 2 goods cubes, then moves a pawn from one of their tabs onto a construction site in the same region.&lt;br /&gt;
# If a player builds a project in a small city, that player immediately receives a transport bonus according to their position on that region’s transport track.&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* If more than one pawn is available on a project tab, the player must build the one farthest to the right.&lt;br /&gt;
* The project must be built:&lt;br /&gt;
** in the region where the employee was sent on a Mission, AND&lt;br /&gt;
** on a spot matching the chosen project type (with a symbol of Housing, Commerce, Industry or Public Infrastructure), OR in a small town that accepts all types of projects;&lt;br /&gt;
&lt;br /&gt;
==== Research &amp;amp; Development ====&lt;br /&gt;
The R&amp;amp;D Department allows players to develop new construction projects in Housing, Commerce, Industry, Public Infrastructure, and Transport. When this action is chosen, each player will receive study points for each of their active employees in their R&amp;amp;D Departments.&amp;lt;br/&amp;gt;&lt;br /&gt;
Study points can be spent in two different ways:&lt;br /&gt;
* A player may move one of their project tabs one place to the right and place a construction pawn on the tab’s just-revealed space (circle), OR&lt;br /&gt;
* A player may move one of their transport cubes on a regional transport track one space to the right.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player may advance tabs or transport cubes more than one step in a turn. At the end of the turn, any unused study points are lost.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player advances a tab beyond the spaces for construction projects, they will receive the VP indicated on that tab at the end of the game. &lt;br /&gt;
=== End of Round - Activate Employees ===&lt;br /&gt;
At the end of each player’s turn, that player can activate inactive employees in any of their Departments; any associated activation costs must be paid at this time.&amp;lt;br/&amp;gt;&lt;br /&gt;
Once each player has taken a turn, the first player must move the action disc on the Timeline one space to the right (displacing the hat figurine). Then, the first player must pass the hat figurine and first-player marker to the next player in clockwise order. A new round can now begin.&lt;br /&gt;
=== End of the Game ===&lt;br /&gt;
==== Connections between Major Cities ====&lt;br /&gt;
At the end of the game, players can each earn up to 36 VP for establishing connections between the 4 major cities of New York, Chicago, New Orleans, and San Francisco. To gain these points, a player must have connected at least two major cities through a continuous line of their own construction pawns. Each player counts how many major cities they have connected as part of an uninterrupted line; to earn this bonus, a player must connect at least 2 major cities. If San Francisco is connected to at least one other major city, count it twice.&lt;br /&gt;
Players will earn these points based on the number of major cities connected AND the lowest level of transportation among all regions in which a major city is part of this network.&lt;br /&gt;
This scoring is illustrated on the game board. If a player has two unconnected networks of connections between major cities (for instance, San Francisco to Chicago and New Orleans to New York), only the highest-scoring connection will count for that player’s score.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
Yellow player has reached these levels on transport development tracks:&lt;br /&gt;
* Midwest: Train&lt;br /&gt;
* West: Train&lt;br /&gt;
* South: Stagecoach&amp;lt;br/&amp;gt;&lt;br /&gt;
Different situations can occur for Yellow player :&lt;br /&gt;
* If a link exists between SF and Chicago (2+1 = 3 links - Train), Yellow gets 18 points.  It doesn&#039;t matter if Yellow goes through the South region to make the link between SF and Chicago. In other words, if the connection exists, we only take into account the Transport development track of Regions of connected Major Cities.&lt;br /&gt;
* If a link exists between SF, Chicago and New Orleans (2+1+1 = 4 links - Stagecoach), Yellow gets 18 points.&lt;br /&gt;
* If a link exists between SF and New Orleans (2+1 = 3 links - Stagecoach), Yellow gets 12 points.&lt;br /&gt;
* If a link exists between Chicago and New Orleans (1+1 = 2 links - Stagecoach), Yellow gets 6 points.&lt;br /&gt;
&lt;br /&gt;
==== Final Scoring ====&lt;br /&gt;
The game ends after 20 rounds. Once all 4 action discs have reached the final boxes of their Timelines and all players have finished their actions, victory points (VP) can be tallied as described below. &lt;br /&gt;
Scoring includes:&lt;br /&gt;
* VP earned during the game;&lt;br /&gt;
* 1 VP for each active (standing) employee, to a maximum of 15 VP;&lt;br /&gt;
* Departments built during the game are worth 2 or 3 VP each, depending on their locations. Each Department in a Company’s first line (top) scores 3 VP, while every other Department built during the game scores 2 VP, to a maximum of 24 VP;&lt;br /&gt;
* Any VP earned from project tabs, to a maximum of 42 VP;&lt;br /&gt;
* VP earned from connections between major cities, to a maximum of 36 VP, as explained above;&lt;br /&gt;
* 0-3 VP for each Construction project built in a small, medium or major city (as indicated on the map), with a maximum of 45 VP;&lt;br /&gt;
* VP provided by donations (max. 12 VP per donation).&lt;br /&gt;
* 3 VP for an unused Action Choice tile.&lt;br /&gt;
The player with the most points is the winner of the game. There are no tiebreakers; tied players must shake hands and savor their shared victory.&lt;br /&gt;
&lt;br /&gt;
== Transport Tracks, Donations, and Departments ==&lt;br /&gt;
=== Transportation Development Tracks ===&lt;br /&gt;
Each region of the country has a transport track that players can develop over the course of the game.&amp;lt;br/&amp;gt;&lt;br /&gt;
At the beginning of the game, players’ transport tracks in the South, Midwest, and Far West start at the “Cart” level; in the East, they start at &amp;quot;Stagecoach.&amp;quot; By progressing along each region’s transport track, players can reach “Railroad” level or beyond.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever a player reaches the final box of a transport track, they immediately receive a special reward of 3 goods cubes OR $10.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Only one player may occupy the final box of each transport track.&lt;br /&gt;
==== Transport Bonus ====&lt;br /&gt;
Boxes on transportation tracks that are occupied by players’ transport discs indicate which transport bonuses those players receive every time they recover an employee who has gone on a Mission in the corresponding region.&lt;br /&gt;
=== Donation Chart ===&lt;br /&gt;
As we saw in the “Playing the Game” section, if a donation symbol is present on the space where the active player placed the hat figurine, starting with the first player and going in clockwise order, each player may make one donation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Donations represent players’ support of various financial, material, and technical projects; they help to increase players’ reputations, as well as those of their Companies.&amp;lt;br/&amp;gt;&lt;br /&gt;
To Make a Donation:&lt;br /&gt;
* A player must place a pawn on an unoccupied space of the donation chart (on the top of the game board), then pay:&lt;br /&gt;
** $5 for their 1st donation. Each subsequent donation costs an additional $5, so:&lt;br /&gt;
** $10 for their 2nd donation, &lt;br /&gt;
** $15 for their 3rd donation, and so on.&lt;br /&gt;
At the end of the game, donations earn VP according to certain factors. These may include projects built, actions taken, Company development, and accumulated wealth. A maximum of 12 VP may be earned for each donation.&lt;br /&gt;
=== The Department Board ===&lt;br /&gt;
There are 16 different Departments that players can add to their Companies&lt;br /&gt;
==== Training and Partnerships ====&lt;br /&gt;
This Department is a powerful way to bring more flexibility in allocating employees. It also allows its owner to supplement their financial resources.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then receives any combination of $ and employee moves, to a maximum of 8. (For example, a player could take $2 and 6 employee moves, $4 and 4 employee moves, $7 and 1 employee move, etc., as long at the total is no greater than 8.)&lt;br /&gt;
==== Recruiting ====&lt;br /&gt;
This Department offers a very efficient way to reach the maximum of 15 employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, that player immediately places a new employee from the supply into their Company’s Lobby. This Department has no further effect once the player has recruited all 5 employees from the supply.&lt;br /&gt;
==== Safety and Quality ====&lt;br /&gt;
This Department helps to ensure the quality of manufacturing processes and products, as well as ensuring employees’ safety and well-being.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, the player receives 1 VP for every two active employees in their Company, rounded down.&lt;br /&gt;
==== New Lobby ====&lt;br /&gt;
A new Lobby allows faster access to certain Departments, minimizing the need for moves.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Once this Department has been built, it can hold new recruits and returning employees; employees can be divided between the two Lobbies as desired. This Department has an ongoing effect; it functions without an active employee.&lt;br /&gt;
==== Purchasing ====&lt;br /&gt;
This Department makes it possible to produce a large quantity of goods quickly, and free of charge.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player may then take 3 goods cubes from the supply.&lt;br /&gt;
==== Sales ====&lt;br /&gt;
If a Company produces a lot of goods, this Department can sell them for the best price.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player activates this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $5.&lt;br /&gt;
==== Logistics ====&lt;br /&gt;
This Department improves a Company’s reliability and delivery time.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player activates this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $3 and 1 VP.&lt;br /&gt;
==== Property Management ====&lt;br /&gt;
This Department allows a player to immediately assign an employee to a newly-built Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. When a player adds a new Department to their Company, they may immediately move one of their employees from any Department to the new Department. This employee can be activated at the end of the turn, as normal.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
This Department provides new construction capabilities and reduces building costs.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). That player then pays only 1 goods cube to build a new project (even if it is an Industry or Public Infrastructure project, which normally cost 2 goods cubes).&lt;br /&gt;
==== Construction Outsourcing ====&lt;br /&gt;
This Department allows a player to build without sending an employee on a Mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player activates this Department, they may pay $4 and 1-2 goods cubes to build a new project, depending on the type of project being built.&lt;br /&gt;
==== Supply Chain ====&lt;br /&gt;
This Department makes it possible to buy goods at a reduced cost.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player activates this Department, they may purchase up to 3 goods cubes at a cost of $1 each.&lt;br /&gt;
==== Communications ====&lt;br /&gt;
This Department increases the efficiency of donations.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. The cost of new donations is calculated on the basis of $3 per donation, instead of $5. &lt;br /&gt;
Example: Before building the Communications Department, Thomas had already made 2 donations. The next donation he makes will cost him $9 (3 x $3), instead of $15 (3 x $5).&lt;br /&gt;
==== Advanced Research ====&lt;br /&gt;
This Department is an effective way to accelerate employees’ studies.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then gains 8 study points.&lt;br /&gt;
==== Advanced Design ====&lt;br /&gt;
A new design Department allows improves a Company’s study efficiency.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever this Department is activated, its owner gains 4 study points.&lt;br /&gt;
==== Charitable Giving ====&lt;br /&gt;
This Department allows a player to duplicate a donation that another player has already made.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). After paying the appropriate donation cost, the player may then place one of their donation pawns on top of another player’s donation pawn, rather than on an unoccupied space; a player may not make the same donation twice.&lt;br /&gt;
==== Telegraph Operators ====&lt;br /&gt;
This Department reduces the costs of transport development.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect – as long as it contains an active employee. The player’s study-point costs to progress along transport tracks are reduced by 1 (to a minimum of 0).&lt;/div&gt;</summary>
		<author><name>Paramesis</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6027</id>
		<title>Gamehelpcarnegie</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6027"/>
		<updated>2020-11-01T03:07:36Z</updated>

		<summary type="html">&lt;p&gt;Paramesis: /* Final Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introducing Carnegie ==&lt;br /&gt;
=== NOTICE ===&lt;br /&gt;
These rules are a WORK IN PROGRESS and are subject to change.  They are intended to enable Alpha testing.  Please do not contact the designer or publisher about the rules posted here.&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This game is inspired by the life of Andrew Carnegie. Carnegie was born in Scotland in 1835; he and his parents emigrated to the United States in 1848. Although Carnegie started his career as a telegraph operator, his role as a major player in the rise of the United States’ steel industry made him one of the richest men in the world and an icon of the American dream.&amp;lt;br/&amp;gt;&lt;br /&gt;
Carnegie was also a benefactor and philanthropist. Upon his death in 1919, more than $350 million of his wealth was bequeathed to various foundations, with another $30 million going to various charities. His endowments created nearly 2,500 free public libraries that bear his name: the Carnegie libraries.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Carnegie, players will recruit employees and expand their businesses by investing in real estate, producing goods, developing transport technology, and creating transport chains across the United States. Perhaps they will even become illustrious benefactors who contribute to the country’s greatness through their deeds and generosity!&amp;lt;br/&amp;gt;&lt;br /&gt;
The game takes place over 20 rounds, with players each having one turn per round. In each round the active player will choose one of four actions, which the other players will follow.&lt;br /&gt;
The success of a player’s Company is represented by their victory points (VP), and the player with the most VP at the end of the game will be declared the winner, known forevermore for their philanthropic works.&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
# Shuffle the 8 Timeline tiles. Draw 4 of these at random and place them in a row on the table. These tiles are double-sided; select sides at random. Add the Start and End tiles to the respective ends of the row, and return the 4 unused Timeline tiles to the box.&lt;br /&gt;
# Place one action disc on each of the 4 starting positions on the far left of the Timeline.&lt;br /&gt;
# Place the Department tiles on the table, next to the main game board.&lt;br /&gt;
# Place the Department tiles on the Department board. With 4 players, use all 32 tiles (2 tiles of each type). With 2 or 3 players, first shuffle these tiles face-down and randomly remove 16 or 8 of them (for 2 or 3 players, respectively) from the game.&lt;br /&gt;
# Create a supply of goods cubes and money tokens near the main game board. &lt;br /&gt;
# Provide each player with:&lt;br /&gt;
##4 Goods cubes and $12.&lt;br /&gt;
##1 Company board and its 4 project tabs. Slide each tab under the right side of the individual game board, with its first (rightmost) spot exposed.&lt;br /&gt;
##15 Employee figurines. Each player places 1 employee standing up on each of their Company board’s 5 Departments, with another 5 employees lying down in the Company&#039;s Lobby. Set the remaining 5 employees aside; they will not be available at the beginning of the game.&lt;br /&gt;
##30 player pawns. Each player places:&lt;br /&gt;
##*1 pawn on the “0” position of the score track&lt;br /&gt;
##*1 pawn on the first space of each of the 4 regional transport tracks&lt;br /&gt;
##*1 pawn on each of the 3 available locations on their project tabs (Housing, Commerce, Industry). &lt;br /&gt;
##*The remaining 22 pawns form the player’s personal supply.&lt;br /&gt;
#In a 4-player game, give each player an Action Choice tile. In a 3-player game, only the third player receives an Action Choice tile. There are no Action Choice tiles in a 2-player game.&lt;br /&gt;
#Beginning with the player sitting to the right of the first player and going counter-clockwise, each player will place the project pawn on their Housing tab on a medium or major city on the map.&lt;br /&gt;
#Finally, starting with the first player and going in clockwise order, each player may move their employees up to total 6 steps on their own Company boards. Each movement must be made to an orthogonally adjacent (not diagonal) space. After these movements, employees can be activated.&lt;br /&gt;
=== Company Basics ===&lt;br /&gt;
==== Company Organization ====&lt;br /&gt;
Each Company is organized into four different Departments, which correspond to the four different types of actions, as follows:&lt;br /&gt;
* Human Resources: allows players to move employees to different Departments within their Companies.&lt;br /&gt;
* Management: allows players to acquire goods and money, and to build new Departments. Each Company begins the game with two Management Departments.&lt;br /&gt;
* Construction: allows players to build projects developed by their R&amp;amp;D Departments.&lt;br /&gt;
* Research &amp;amp; Development (“R&amp;amp;D”) allows players to design new projects and develop their transport networks.&lt;br /&gt;
At the beginning of the game, each Company has 1 Lobby and 5 Departments. During the game, players will be able to expand their Companies by building new Departments. Each Department may hold 1-3 employees; this is represented by the number of employee spaces illustrated on that Department. A Department cannot be used unless it contains at least one active employee. A Department may be used once for each active employee that it contains.&lt;br /&gt;
==== Recruiting Employees ====&lt;br /&gt;
Employees can be either active (standing) or inactive (lying down).&amp;lt;br/&amp;gt;&lt;br /&gt;
When an employee first enters a Company board, it always does so lying down. When an inactive (laid down) employee moves, it remains inactive. If an active (standing) employee is moved, it must be laid down. A Department may hold any number of inactive employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employee activations always happen at the end of a player’s turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Many employee spaces on department tiles are marked with dollar values, representing the costs of that employee’s salary and training. To activate an employee, a player must pay the cost indicated and then place the employee in an upright (standing) position.&lt;br /&gt;
==== Sending an Employee on a Mission ====&lt;br /&gt;
Some departments require sending an active employee on a &#039;&#039;&#039;Mission&#039;&#039;&#039;.  An employee on a Mission is moved from its Department onto one of the four Mission zones on the map; employees sent on Missions are not considered to be active.&amp;lt;br/&amp;gt;&lt;br /&gt;
A player cannot send an employee on a Mission if they are unable to meet the requirements of that action.&lt;br /&gt;
==== Recovering Employees from Missions ====&lt;br /&gt;
When an employee returns from a Mission it must be placed in its Company’s Lobby, lying down. Returned employees are not immediately active; they must be moved and activated with the Human Resources action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employees return from Missions as action discs advance along the Timeline; this is explained in detail in the next chapter.&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
The game takes place over 20 rounds. Each round consists of four parts, which take place in the following order:&lt;br /&gt;
# Select Action&lt;br /&gt;
# Events&lt;br /&gt;
# Use Departments&lt;br /&gt;
# End of Round – Activate Employees&lt;br /&gt;
=== Select Action ===&lt;br /&gt;
The first player selects the action they wish to perform: Human Resources, Management, Construction, or R&amp;amp;D, and then places the hat figurine on that action’s row on the Timeline, immediately to the right of that row’s action disc.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: A player may choose any action, even if that action’s disc has reached the last space of its Timeline.&#039;&#039;&#039; In this case, the first player must still place the hat figurine to the right of the chosen action disc. The first player must then also turn another action disc face-down; that action disc must still be able to move forward. When an action disc is turned face-down, it triggers an event as though it were the chosen action. At the end of the round, this second disc is turned face-up again and advanced along its Timeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Placing the hat will trigger an event. There are two possible events: Take Income or Make a Donation.&lt;br /&gt;
==== Take Income ====&lt;br /&gt;
If the hat is placed on a Timeline space illustrated with a region of the United States, that region becomes the active region. Starting with the first player and going clockwise, each player with one or more employees in the active region’s Mission area may:&lt;br /&gt;
# Return 1 or more of their employees from the active region to their Company’s Lobby. In this case, the player receives income from each project they have already built, from anywhere. These revenues are collected only once per player, per round (even if a player returns more than 1 employee to their Company’s Lobby, they only receive this income once).&lt;br /&gt;
# Generate a transport bonus for each recovered employee, according to how far they have developed their transport in the active region. At the beginning of the game, the transport bonus for each region is $1. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player cannot (or does not want to) return an employee to their Company’s Lobby, that player does not receive any income or transport bonuses for that round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player&#039;s transport bonus corresponds to their level of development in the active region. A player may not choose a bonus lower than that of the level they have reached.&amp;lt;br/&amp;gt;&lt;br /&gt;
==== Make a Donation ====&lt;br /&gt;
If the hat is placed on a “donation” symbol, the first player may choose to Make a Donation. Then, going in clockwise order, the other players may choose to make their own donations.&lt;br /&gt;
A player’s first donation costs $5; each donation that player makes in the future will increase in price by $5 (ex: a second donation will cost $10; a third will cost $15). Donations are explained in more detail below.&lt;br /&gt;
=== Use Departments ===&lt;br /&gt;
The first player may use any of their Departments that correspond to their chosen action, in any order. Each Department may be used once for each active (standing) employee present in that Department.&lt;br /&gt;
Then, going in clockwise order, the other players may take the same action. As with the first player, these players may use any of their Departments that correspond to the chosen action once for each active employee in that Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
All uses of a Department must be done as part of a single action; a player cannot return to a Department they have already used on that turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Example: Thomas has two active employees in his Commerce &amp;amp; Finance Department, and one in his Strategic Planning Department. He uses his Commerce &amp;amp; Finance Department once, and then uses his Strategic Planning Department. He cannot then take a second Commerce &amp;amp; Finance Action.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: By spending an Action Choice tile, a player can choose to take a different action and activate any of their Departments that correspond to this new action. Then, the Action Choice tile is discarded.&#039;&#039;&#039;&lt;br /&gt;
Players begin the game with a Lobby and 5 Departments, which are described below.&lt;br /&gt;
==== Human Resources ====&lt;br /&gt;
The Human Resources Department allows players to train employees and assign them to different Departments. When choosing this action, a player carries out the following steps, in order:&lt;br /&gt;
# Calculate the total number of possible moves that player’s employees can make. Each active employee in Human Resources provides 3 moves (right arrow symbol). This Department features a permanent active employee (employees may not be activated in this space); thus, each player is always entitled to a minimum of 3 moves.&lt;br /&gt;
# Move employees within the Company (including from the Company’s Lobby and any space that does not contain a Department) up to the total number of possible moves. Each move must be made orthogonally (horizontal or vertical, never diagonal), from Department to Department. Moving an active (standing) employee returns it to an inactive (laying down) state.&lt;br /&gt;
# At the end of a player’s turn, that player can activate (stand up) any inactive (laid down) employees on free spots in any of their Departments. The player must pay any costs associated with those activations.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Inactive (laid down) employees are considered to be “in training”. A player may only activate employees at the end of their turn, after all other actions have been taken.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The total number of possible moves is calculated at the beginning of a player’s turn. Moving an active employee from Human Resources during a turn will not reduce a player’s total number of possible moves for that turn.&lt;br /&gt;
==== Management ====&lt;br /&gt;
At the start of the game, each Company has two Management Departments; these help to generate resources and build new Departments that expand the Company. The first Management Department, &amp;quot;Commerce and Finance,&amp;quot; provides one of the following for each active employee on this space:&lt;br /&gt;
* Receive $3;&lt;br /&gt;
* Receive a goods cube;&lt;br /&gt;
* Send the employee on a Mission and receive $6;&lt;br /&gt;
* Send the employee on a Mission and receive 2 goods cubes.&lt;br /&gt;
The second Management Department, “Strategic Planning,” makes it possible to build new Departments. This Department provides one of the following for each active employee on this space:&lt;br /&gt;
* Pay 1 goods cube and place a new Department on a free space (one that does not already contain a Department) of the player’s Company board; that space must already contain at least one employee;&lt;br /&gt;
* Pay 2 goods cubes and place the new Department on a free space of the player’s Company board.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A Company may never contain two identical Departments.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
The Construction Department allows players to carry out projects in the following areas: Housing, Commerce, Industry, and Public Infrastructure. When this action is chosen, the player who activates this Department:&lt;br /&gt;
# Sends an employee to the Mission area of the region where he wishes to build.&lt;br /&gt;
# Pays 1 or 2 goods cubes, then moves a pawn from one of their tabs onto a construction site in the same region.&lt;br /&gt;
# If a player builds a project in a small city, that player immediately receives a transport bonus according to their position on that region’s transport track.&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* If more than one pawn is available on a project tab, the player must build the one farthest to the right.&lt;br /&gt;
* The project must be built:&lt;br /&gt;
** in the region where the employee was sent on a Mission, AND&lt;br /&gt;
** on a spot matching the chosen project type (with a symbol of Housing, Commerce, Industry or Public Infrastructure), OR in a small town that accepts all types of projects;&lt;br /&gt;
==== Research &amp;amp; Development ====&lt;br /&gt;
The R&amp;amp;D Department allows players to develop new construction projects in Housing, Commerce, Industry, Public Infrastructure, and Transport. When this action is chosen, each player will receive study points for each of their active employees in their R&amp;amp;D Departments.&amp;lt;br/&amp;gt;&lt;br /&gt;
Study points can be spent in two different ways:&lt;br /&gt;
* A player may move one of their project tabs one place to the right and place a construction pawn on the tab’s just-revealed space (circle), OR&lt;br /&gt;
* A player may move one of their transport cubes on a regional transport track one space to the right.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player may advance tabs or transport cubes more than one step in a turn. At the end of the turn, any unused study points are lost.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player advances a tab beyond the spaces for construction projects, they will receive the VP indicated on that tab at the end of the game. &lt;br /&gt;
=== End of Round - Activate Employees ===&lt;br /&gt;
At the end of each player’s turn, that player can activate inactive employees in any of their Departments; any associated activation costs must be paid at this time.&amp;lt;br/&amp;gt;&lt;br /&gt;
Once each player has taken a turn, the first player must move the action disc on the Timeline one space to the right (displacing the hat figurine). Then, the first player must pass the hat figurine and first-player marker to the next player in clockwise order. A new round can now begin.&lt;br /&gt;
=== End of the Game ===&lt;br /&gt;
==== Connections between Major Cities ====&lt;br /&gt;
At the end of the game, players can each earn up to 36 VP for establishing connections between the 4 major cities of New York, Chicago, New Orleans, and San Francisco. To gain these points, a player must have connected at least two major cities through a continuous line of their own construction pawns. Each player counts how many major cities they have connected as part of an uninterrupted line; to earn this bonus, a player must connect at least 2 major cities. If San Francisco is connected to at least one other major city, count it twice.&lt;br /&gt;
Players will earn these points based on the number of major cities connected AND the lowest level of transportation among all regions in which a major city is part of this network.&lt;br /&gt;
This scoring is illustrated on the game board. If a player has two unconnected networks of connections between major cities (for instance, San Francisco to Chicago and New Orleans to New York), only the highest-scoring connection will count for that player’s score.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
Yellow player has reached these levels on transport development tracks:&lt;br /&gt;
* Midwest: Train&lt;br /&gt;
* West: Train&lt;br /&gt;
* South: Stagecoach&amp;lt;br/&amp;gt;&lt;br /&gt;
Different situations can occur for Yellow player :&lt;br /&gt;
* If a link exists between SF and Chicago (2+1 = 3 links - Train), Yellow gets 18 points.  It doesn&#039;t matter if Yellow goes through the South region to make the link between SF and Chicago. In other words, if the connection exists, we only take into account the Transport development track of Regions of connected Major Cities.&lt;br /&gt;
* If a link exists between SF, Chicago and New Orleans (2+1+1 = 4 links - Stagecoach), Yellow gets 18 points.&lt;br /&gt;
* If a link exists between SF and New Orleans (2+1 = 3 links - Stagecoach), Yellow gets 12 points.&lt;br /&gt;
* If a link exists between Chicago and New Orleans (1+1 = 2 links - Stagecoach), Yellow gets 6 points.&lt;br /&gt;
&lt;br /&gt;
==== Final Scoring ====&lt;br /&gt;
The game ends after 20 rounds. Once all 4 action discs have reached the final boxes of their Timelines and all players have finished their actions, victory points (VP) can be tallied as described below. &lt;br /&gt;
Scoring includes:&lt;br /&gt;
* VP earned during the game;&lt;br /&gt;
* 1 VP for each active (standing) employee, to a maximum of 15 VP;&lt;br /&gt;
* Departments built during the game are worth 2 or 3 VP each, depending on their locations. Each Department in a Company’s first line (top) scores 3 VP, while every other Department built during the game scores 2 VP, to a maximum of 24 VP;&lt;br /&gt;
* Any VP earned from project tabs, to a maximum of 42 VP;&lt;br /&gt;
* VP earned from connections between major cities, to a maximum of 36 VP, as explained above;&lt;br /&gt;
* 0-3 VP for each Construction project built in a small, medium or major city (as indicated on the map), with a maximum of 45 VP;&lt;br /&gt;
* VP provided by donations (max. 12 VP per donation).&lt;br /&gt;
* 3 VP for an unused Action Choice tile.&lt;br /&gt;
The player with the most points is the winner of the game. There are no tiebreakers; tied players must shake hands and savor their shared victory.&lt;br /&gt;
&lt;br /&gt;
== Transport Tracks, Donations, and Departments ==&lt;br /&gt;
=== Transportation Development Tracks ===&lt;br /&gt;
Each region of the country has a transport track that players can develop over the course of the game.&amp;lt;br/&amp;gt;&lt;br /&gt;
At the beginning of the game, players’ transport tracks in the South, Midwest, and Far West start at the “Cart” level; in the East, they start at &amp;quot;Stagecoach.&amp;quot; By progressing along each region’s transport track, players can reach “Railroad” level or beyond.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever a player reaches the final box of a transport track, they immediately receive a special reward of 3 goods cubes OR $10.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Only one player may occupy the final box of each transport track.&lt;br /&gt;
==== Transport Bonus ====&lt;br /&gt;
Boxes on transportation tracks that are occupied by players’ transport discs indicate which transport bonuses those players receive every time they recover an employee who has gone on a Mission in the corresponding region.&lt;br /&gt;
=== Donation Chart ===&lt;br /&gt;
As we saw in the “Playing the Game” section, if a donation symbol is present on the space where the active player placed the hat figurine, starting with the first player and going in clockwise order, each player may make one donation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Donations represent players’ support of various financial, material, and technical projects; they help to increase players’ reputations, as well as those of their Companies.&amp;lt;br/&amp;gt;&lt;br /&gt;
To Make a Donation:&lt;br /&gt;
* A player must place a pawn on an unoccupied space of the donation chart (on the top of the game board), then pay:&lt;br /&gt;
** $5 for their 1st donation. Each subsequent donation costs an additional $5, so:&lt;br /&gt;
** $10 for their 2nd donation, &lt;br /&gt;
** $15 for their 3rd donation, and so on.&lt;br /&gt;
At the end of the game, donations earn VP according to certain factors. These may include projects built, actions taken, Company development, and accumulated wealth. A maximum of 12 VP may be earned for each donation.&lt;br /&gt;
=== The Department Board ===&lt;br /&gt;
There are 16 different Departments that players can add to their Companies&lt;br /&gt;
==== Training and Partnerships ====&lt;br /&gt;
This Department is a powerful way to bring more flexibility in allocating employees. It also allows its owner to supplement their financial resources.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then receives any combination of $ and employee moves, to a maximum of 8. (For example, a player could take $2 and 6 employee moves, $4 and 4 employee moves, $7 and 1 employee move, etc., as long at the total is no greater than 8.)&lt;br /&gt;
==== Recruiting ====&lt;br /&gt;
This Department offers a very efficient way to reach the maximum of 15 employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, that player immediately places a new employee from the supply into their Company’s Lobby. This Department has no further effect once the player has recruited all 5 employees from the supply.&lt;br /&gt;
==== Safety and Quality ====&lt;br /&gt;
This Department helps to ensure the quality of manufacturing processes and products, as well as ensuring employees’ safety and well-being.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, the player receives 1 VP for every two active employees in their Company, rounded down.&lt;br /&gt;
==== New Lobby ====&lt;br /&gt;
A new Lobby allows faster access to certain Departments, minimizing the need for moves.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Once this Department has been built, it can hold new recruits and returning employees; employees can be divided between the two Lobbies as desired. This Department has an ongoing effect; it functions without an active employee.&lt;br /&gt;
==== Purchasing ====&lt;br /&gt;
This Department makes it possible to produce a large quantity of goods quickly, and free of charge.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player may then take 3 goods cubes from the supply.&lt;br /&gt;
==== Sales ====&lt;br /&gt;
If a Company produces a lot of goods, this Department can sell them for the best price.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player activates this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $5.&lt;br /&gt;
==== Logistics ====&lt;br /&gt;
This Department improves a Company’s reliability and delivery time.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player activates this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $3 and 1 VP.&lt;br /&gt;
==== Property Management ====&lt;br /&gt;
This Department allows a player to immediately assign an employee to a newly-built Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. When a player adds a new Department to their Company, they may immediately move one of their employees from any Department to the new Department. This employee can be activated at the end of the turn, as normal.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
This Department provides new construction capabilities and reduces building costs.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). That player then pays only 1 goods cube to build a new project (even if it is an Industry or Public Infrastructure project, which normally cost 2 goods cubes).&lt;br /&gt;
==== Construction Outsourcing ====&lt;br /&gt;
This Department allows a player to build without sending an employee on a Mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player activates this Department, they may pay $4 and 1-2 goods cubes to build a new project, depending on the type of project being built.&lt;br /&gt;
==== Supply Chain ====&lt;br /&gt;
This Department makes it possible to buy goods at a reduced cost.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player activates this Department, they may purchase up to 3 goods cubes at a cost of $1 each.&lt;br /&gt;
==== Communications ====&lt;br /&gt;
This Department increases the efficiency of donations.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. The cost of new donations is calculated on the basis of $3 per donation, instead of $5. &lt;br /&gt;
Example: Before building the Communications Department, Thomas had already made 2 donations. The next donation he makes will cost him $9 (3 x $3), instead of $15 (3 x $5).&lt;br /&gt;
==== Advanced Research ====&lt;br /&gt;
This Department is an effective way to accelerate employees’ studies.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then gains 8 study points.&lt;br /&gt;
==== Advanced Design ====&lt;br /&gt;
A new design Department allows improves a Company’s study efficiency.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever this Department is activated, its owner gains 4 study points.&lt;br /&gt;
==== Charitable Giving ====&lt;br /&gt;
This Department allows a player to duplicate a donation that another player has already made.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). After paying the appropriate donation cost, the player may then place one of their donation pawns on top of another player’s donation pawn, rather than on an unoccupied space; a player may not make the same donation twice.&lt;br /&gt;
==== Telegraph Operators ====&lt;br /&gt;
This Department reduces the costs of transport development.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect – as long as it contains an active employee. The player’s study-point costs to progress along transport tracks are reduced by 1 (to a minimum of 0).&lt;/div&gt;</summary>
		<author><name>Paramesis</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6026</id>
		<title>Gamehelpcarnegie</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=6026"/>
		<updated>2020-11-01T03:07:15Z</updated>

		<summary type="html">&lt;p&gt;Paramesis: /* Connections between Major Cities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introducing Carnegie ==&lt;br /&gt;
=== NOTICE ===&lt;br /&gt;
These rules are a WORK IN PROGRESS and are subject to change.  They are intended to enable Alpha testing.  Please do not contact the designer or publisher about the rules posted here.&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This game is inspired by the life of Andrew Carnegie. Carnegie was born in Scotland in 1835; he and his parents emigrated to the United States in 1848. Although Carnegie started his career as a telegraph operator, his role as a major player in the rise of the United States’ steel industry made him one of the richest men in the world and an icon of the American dream.&amp;lt;br/&amp;gt;&lt;br /&gt;
Carnegie was also a benefactor and philanthropist. Upon his death in 1919, more than $350 million of his wealth was bequeathed to various foundations, with another $30 million going to various charities. His endowments created nearly 2,500 free public libraries that bear his name: the Carnegie libraries.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Carnegie, players will recruit employees and expand their businesses by investing in real estate, producing goods, developing transport technology, and creating transport chains across the United States. Perhaps they will even become illustrious benefactors who contribute to the country’s greatness through their deeds and generosity!&amp;lt;br/&amp;gt;&lt;br /&gt;
The game takes place over 20 rounds, with players each having one turn per round. In each round the active player will choose one of four actions, which the other players will follow.&lt;br /&gt;
The success of a player’s Company is represented by their victory points (VP), and the player with the most VP at the end of the game will be declared the winner, known forevermore for their philanthropic works.&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
# Shuffle the 8 Timeline tiles. Draw 4 of these at random and place them in a row on the table. These tiles are double-sided; select sides at random. Add the Start and End tiles to the respective ends of the row, and return the 4 unused Timeline tiles to the box.&lt;br /&gt;
# Place one action disc on each of the 4 starting positions on the far left of the Timeline.&lt;br /&gt;
# Place the Department tiles on the table, next to the main game board.&lt;br /&gt;
# Place the Department tiles on the Department board. With 4 players, use all 32 tiles (2 tiles of each type). With 2 or 3 players, first shuffle these tiles face-down and randomly remove 16 or 8 of them (for 2 or 3 players, respectively) from the game.&lt;br /&gt;
# Create a supply of goods cubes and money tokens near the main game board. &lt;br /&gt;
# Provide each player with:&lt;br /&gt;
##4 Goods cubes and $12.&lt;br /&gt;
##1 Company board and its 4 project tabs. Slide each tab under the right side of the individual game board, with its first (rightmost) spot exposed.&lt;br /&gt;
##15 Employee figurines. Each player places 1 employee standing up on each of their Company board’s 5 Departments, with another 5 employees lying down in the Company&#039;s Lobby. Set the remaining 5 employees aside; they will not be available at the beginning of the game.&lt;br /&gt;
##30 player pawns. Each player places:&lt;br /&gt;
##*1 pawn on the “0” position of the score track&lt;br /&gt;
##*1 pawn on the first space of each of the 4 regional transport tracks&lt;br /&gt;
##*1 pawn on each of the 3 available locations on their project tabs (Housing, Commerce, Industry). &lt;br /&gt;
##*The remaining 22 pawns form the player’s personal supply.&lt;br /&gt;
#In a 4-player game, give each player an Action Choice tile. In a 3-player game, only the third player receives an Action Choice tile. There are no Action Choice tiles in a 2-player game.&lt;br /&gt;
#Beginning with the player sitting to the right of the first player and going counter-clockwise, each player will place the project pawn on their Housing tab on a medium or major city on the map.&lt;br /&gt;
#Finally, starting with the first player and going in clockwise order, each player may move their employees up to total 6 steps on their own Company boards. Each movement must be made to an orthogonally adjacent (not diagonal) space. After these movements, employees can be activated.&lt;br /&gt;
=== Company Basics ===&lt;br /&gt;
==== Company Organization ====&lt;br /&gt;
Each Company is organized into four different Departments, which correspond to the four different types of actions, as follows:&lt;br /&gt;
* Human Resources: allows players to move employees to different Departments within their Companies.&lt;br /&gt;
* Management: allows players to acquire goods and money, and to build new Departments. Each Company begins the game with two Management Departments.&lt;br /&gt;
* Construction: allows players to build projects developed by their R&amp;amp;D Departments.&lt;br /&gt;
* Research &amp;amp; Development (“R&amp;amp;D”) allows players to design new projects and develop their transport networks.&lt;br /&gt;
At the beginning of the game, each Company has 1 Lobby and 5 Departments. During the game, players will be able to expand their Companies by building new Departments. Each Department may hold 1-3 employees; this is represented by the number of employee spaces illustrated on that Department. A Department cannot be used unless it contains at least one active employee. A Department may be used once for each active employee that it contains.&lt;br /&gt;
==== Recruiting Employees ====&lt;br /&gt;
Employees can be either active (standing) or inactive (lying down).&amp;lt;br/&amp;gt;&lt;br /&gt;
When an employee first enters a Company board, it always does so lying down. When an inactive (laid down) employee moves, it remains inactive. If an active (standing) employee is moved, it must be laid down. A Department may hold any number of inactive employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employee activations always happen at the end of a player’s turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Many employee spaces on department tiles are marked with dollar values, representing the costs of that employee’s salary and training. To activate an employee, a player must pay the cost indicated and then place the employee in an upright (standing) position.&lt;br /&gt;
==== Sending an Employee on a Mission ====&lt;br /&gt;
Some departments require sending an active employee on a &#039;&#039;&#039;Mission&#039;&#039;&#039;.  An employee on a Mission is moved from its Department onto one of the four Mission zones on the map; employees sent on Missions are not considered to be active.&amp;lt;br/&amp;gt;&lt;br /&gt;
A player cannot send an employee on a Mission if they are unable to meet the requirements of that action.&lt;br /&gt;
==== Recovering Employees from Missions ====&lt;br /&gt;
When an employee returns from a Mission it must be placed in its Company’s Lobby, lying down. Returned employees are not immediately active; they must be moved and activated with the Human Resources action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employees return from Missions as action discs advance along the Timeline; this is explained in detail in the next chapter.&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
The game takes place over 20 rounds. Each round consists of four parts, which take place in the following order:&lt;br /&gt;
# Select Action&lt;br /&gt;
# Events&lt;br /&gt;
# Use Departments&lt;br /&gt;
# End of Round – Activate Employees&lt;br /&gt;
=== Select Action ===&lt;br /&gt;
The first player selects the action they wish to perform: Human Resources, Management, Construction, or R&amp;amp;D, and then places the hat figurine on that action’s row on the Timeline, immediately to the right of that row’s action disc.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: A player may choose any action, even if that action’s disc has reached the last space of its Timeline.&#039;&#039;&#039; In this case, the first player must still place the hat figurine to the right of the chosen action disc. The first player must then also turn another action disc face-down; that action disc must still be able to move forward. When an action disc is turned face-down, it triggers an event as though it were the chosen action. At the end of the round, this second disc is turned face-up again and advanced along its Timeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Placing the hat will trigger an event. There are two possible events: Take Income or Make a Donation.&lt;br /&gt;
==== Take Income ====&lt;br /&gt;
If the hat is placed on a Timeline space illustrated with a region of the United States, that region becomes the active region. Starting with the first player and going clockwise, each player with one or more employees in the active region’s Mission area may:&lt;br /&gt;
# Return 1 or more of their employees from the active region to their Company’s Lobby. In this case, the player receives income from each project they have already built, from anywhere. These revenues are collected only once per player, per round (even if a player returns more than 1 employee to their Company’s Lobby, they only receive this income once).&lt;br /&gt;
# Generate a transport bonus for each recovered employee, according to how far they have developed their transport in the active region. At the beginning of the game, the transport bonus for each region is $1. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player cannot (or does not want to) return an employee to their Company’s Lobby, that player does not receive any income or transport bonuses for that round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player&#039;s transport bonus corresponds to their level of development in the active region. A player may not choose a bonus lower than that of the level they have reached.&amp;lt;br/&amp;gt;&lt;br /&gt;
==== Make a Donation ====&lt;br /&gt;
If the hat is placed on a “donation” symbol, the first player may choose to Make a Donation. Then, going in clockwise order, the other players may choose to make their own donations.&lt;br /&gt;
A player’s first donation costs $5; each donation that player makes in the future will increase in price by $5 (ex: a second donation will cost $10; a third will cost $15). Donations are explained in more detail below.&lt;br /&gt;
=== Use Departments ===&lt;br /&gt;
The first player may use any of their Departments that correspond to their chosen action, in any order. Each Department may be used once for each active (standing) employee present in that Department.&lt;br /&gt;
Then, going in clockwise order, the other players may take the same action. As with the first player, these players may use any of their Departments that correspond to the chosen action once for each active employee in that Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
All uses of a Department must be done as part of a single action; a player cannot return to a Department they have already used on that turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Example: Thomas has two active employees in his Commerce &amp;amp; Finance Department, and one in his Strategic Planning Department. He uses his Commerce &amp;amp; Finance Department once, and then uses his Strategic Planning Department. He cannot then take a second Commerce &amp;amp; Finance Action.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: By spending an Action Choice tile, a player can choose to take a different action and activate any of their Departments that correspond to this new action. Then, the Action Choice tile is discarded.&#039;&#039;&#039;&lt;br /&gt;
Players begin the game with a Lobby and 5 Departments, which are described below.&lt;br /&gt;
==== Human Resources ====&lt;br /&gt;
The Human Resources Department allows players to train employees and assign them to different Departments. When choosing this action, a player carries out the following steps, in order:&lt;br /&gt;
# Calculate the total number of possible moves that player’s employees can make. Each active employee in Human Resources provides 3 moves (right arrow symbol). This Department features a permanent active employee (employees may not be activated in this space); thus, each player is always entitled to a minimum of 3 moves.&lt;br /&gt;
# Move employees within the Company (including from the Company’s Lobby and any space that does not contain a Department) up to the total number of possible moves. Each move must be made orthogonally (horizontal or vertical, never diagonal), from Department to Department. Moving an active (standing) employee returns it to an inactive (laying down) state.&lt;br /&gt;
# At the end of a player’s turn, that player can activate (stand up) any inactive (laid down) employees on free spots in any of their Departments. The player must pay any costs associated with those activations.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Inactive (laid down) employees are considered to be “in training”. A player may only activate employees at the end of their turn, after all other actions have been taken.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The total number of possible moves is calculated at the beginning of a player’s turn. Moving an active employee from Human Resources during a turn will not reduce a player’s total number of possible moves for that turn.&lt;br /&gt;
==== Management ====&lt;br /&gt;
At the start of the game, each Company has two Management Departments; these help to generate resources and build new Departments that expand the Company. The first Management Department, &amp;quot;Commerce and Finance,&amp;quot; provides one of the following for each active employee on this space:&lt;br /&gt;
* Receive $3;&lt;br /&gt;
* Receive a goods cube;&lt;br /&gt;
* Send the employee on a Mission and receive $6;&lt;br /&gt;
* Send the employee on a Mission and receive 2 goods cubes.&lt;br /&gt;
The second Management Department, “Strategic Planning,” makes it possible to build new Departments. This Department provides one of the following for each active employee on this space:&lt;br /&gt;
* Pay 1 goods cube and place a new Department on a free space (one that does not already contain a Department) of the player’s Company board; that space must already contain at least one employee;&lt;br /&gt;
* Pay 2 goods cubes and place the new Department on a free space of the player’s Company board.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A Company may never contain two identical Departments.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
The Construction Department allows players to carry out projects in the following areas: Housing, Commerce, Industry, and Public Infrastructure. When this action is chosen, the player who activates this Department:&lt;br /&gt;
# Sends an employee to the Mission area of the region where he wishes to build.&lt;br /&gt;
# Pays 1 or 2 goods cubes, then moves a pawn from one of their tabs onto a construction site in the same region.&lt;br /&gt;
# If a player builds a project in a small city, that player immediately receives a transport bonus according to their position on that region’s transport track.&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* If more than one pawn is available on a project tab, the player must build the one farthest to the right.&lt;br /&gt;
* The project must be built:&lt;br /&gt;
** in the region where the employee was sent on a Mission, AND&lt;br /&gt;
** on a spot matching the chosen project type (with a symbol of Housing, Commerce, Industry or Public Infrastructure), OR in a small town that accepts all types of projects;&lt;br /&gt;
==== Research &amp;amp; Development ====&lt;br /&gt;
The R&amp;amp;D Department allows players to develop new construction projects in Housing, Commerce, Industry, Public Infrastructure, and Transport. When this action is chosen, each player will receive study points for each of their active employees in their R&amp;amp;D Departments.&amp;lt;br/&amp;gt;&lt;br /&gt;
Study points can be spent in two different ways:&lt;br /&gt;
* A player may move one of their project tabs one place to the right and place a construction pawn on the tab’s just-revealed space (circle), OR&lt;br /&gt;
* A player may move one of their transport cubes on a regional transport track one space to the right.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player may advance tabs or transport cubes more than one step in a turn. At the end of the turn, any unused study points are lost.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player advances a tab beyond the spaces for construction projects, they will receive the VP indicated on that tab at the end of the game. &lt;br /&gt;
=== End of Round - Activate Employees ===&lt;br /&gt;
At the end of each player’s turn, that player can activate inactive employees in any of their Departments; any associated activation costs must be paid at this time.&amp;lt;br/&amp;gt;&lt;br /&gt;
Once each player has taken a turn, the first player must move the action disc on the Timeline one space to the right (displacing the hat figurine). Then, the first player must pass the hat figurine and first-player marker to the next player in clockwise order. A new round can now begin.&lt;br /&gt;
=== End of the Game ===&lt;br /&gt;
==== Connections between Major Cities ====&lt;br /&gt;
At the end of the game, players can each earn up to 36 VP for establishing connections between the 4 major cities of New York, Chicago, New Orleans, and San Francisco. To gain these points, a player must have connected at least two major cities through a continuous line of their own construction pawns. Each player counts how many major cities they have connected as part of an uninterrupted line; to earn this bonus, a player must connect at least 2 major cities. If San Francisco is connected to at least one other major city, count it twice.&lt;br /&gt;
Players will earn these points based on the number of major cities connected AND the lowest level of transportation among all regions in which a major city is part of this network.&lt;br /&gt;
This scoring is illustrated on the game board. If a player has two unconnected networks of connections between major cities (for instance, San Francisco to Chicago and New Orleans to New York), only the highest-scoring connection will count for that player’s score.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
Yellow player has reached these levels on transport development tracks:&lt;br /&gt;
* Midwest: Train&lt;br /&gt;
* West: Train&lt;br /&gt;
* South: Stagecoach&amp;lt;br/&amp;gt;&lt;br /&gt;
Different situations can occur for Yellow player :&lt;br /&gt;
* If a link exists between SF and Chicago (2+1 = 3 links - Train), Yellow gets 18 points.  It doesn&#039;t matter if Yellow goes through the South region to make the link between SF and Chicago. In other words, if the connection exists, we only take into account the Transport development track of Regions of connected Major Cities.&lt;br /&gt;
* If a link exists between SF, Chicago and New Orleans (2+1+1 = 4 links - Stagecoach), Yellow gets 18 points.&lt;br /&gt;
* If a link exists between SF and New Orleans (2+1 = 3 links - Stagecoach), Yellow gets 12 points.&lt;br /&gt;
* If a link exists between Chicago and New Orleans (1+1 = 2 links - Stagecoach), Yellow gets 6 points.&lt;br /&gt;
&lt;br /&gt;
==== Final Scoring ====&lt;br /&gt;
The game ends after 20 rounds. Once all 4 action discs have reached the final boxes of their Timelines and all players have finished their actions, victory points (VP) can be tallied as described below. &lt;br /&gt;
Scoring includes:&lt;br /&gt;
* VP earned during the game;&lt;br /&gt;
* 1 VP for each active (standing) employee, to a maximum of 15 VP;&lt;br /&gt;
* Departments built during the game are worth 2 or 3 VP each, depending on their locations. Each Department in a Company’s first line (top) scores 3 VP, while every other Department built during the game scores 2 VP, to a maximum of 24 VP;&lt;br /&gt;
* Any VP earned from project tabs, to a maximum of 42 VP;&lt;br /&gt;
* VP earned from connections between major cities, to a maximum of 36 VP, as explained below;&lt;br /&gt;
* 0-3 VP for each Construction project built in a small, medium or major city (as indicated on the map), with a maximum of 45 VP;&lt;br /&gt;
* VP provided by donations (max. 12 VP per donation).&lt;br /&gt;
* 3 VP for an unused Action Choice tile.&lt;br /&gt;
The player with the most points is the winner of the game. There are no tiebreakers; tied players must shake hands and savor their shared victory.&lt;br /&gt;
== Transport Tracks, Donations, and Departments ==&lt;br /&gt;
=== Transportation Development Tracks ===&lt;br /&gt;
Each region of the country has a transport track that players can develop over the course of the game.&amp;lt;br/&amp;gt;&lt;br /&gt;
At the beginning of the game, players’ transport tracks in the South, Midwest, and Far West start at the “Cart” level; in the East, they start at &amp;quot;Stagecoach.&amp;quot; By progressing along each region’s transport track, players can reach “Railroad” level or beyond.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever a player reaches the final box of a transport track, they immediately receive a special reward of 3 goods cubes OR $10.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Only one player may occupy the final box of each transport track.&lt;br /&gt;
==== Transport Bonus ====&lt;br /&gt;
Boxes on transportation tracks that are occupied by players’ transport discs indicate which transport bonuses those players receive every time they recover an employee who has gone on a Mission in the corresponding region.&lt;br /&gt;
=== Donation Chart ===&lt;br /&gt;
As we saw in the “Playing the Game” section, if a donation symbol is present on the space where the active player placed the hat figurine, starting with the first player and going in clockwise order, each player may make one donation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Donations represent players’ support of various financial, material, and technical projects; they help to increase players’ reputations, as well as those of their Companies.&amp;lt;br/&amp;gt;&lt;br /&gt;
To Make a Donation:&lt;br /&gt;
* A player must place a pawn on an unoccupied space of the donation chart (on the top of the game board), then pay:&lt;br /&gt;
** $5 for their 1st donation. Each subsequent donation costs an additional $5, so:&lt;br /&gt;
** $10 for their 2nd donation, &lt;br /&gt;
** $15 for their 3rd donation, and so on.&lt;br /&gt;
At the end of the game, donations earn VP according to certain factors. These may include projects built, actions taken, Company development, and accumulated wealth. A maximum of 12 VP may be earned for each donation.&lt;br /&gt;
=== The Department Board ===&lt;br /&gt;
There are 16 different Departments that players can add to their Companies&lt;br /&gt;
==== Training and Partnerships ====&lt;br /&gt;
This Department is a powerful way to bring more flexibility in allocating employees. It also allows its owner to supplement their financial resources.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then receives any combination of $ and employee moves, to a maximum of 8. (For example, a player could take $2 and 6 employee moves, $4 and 4 employee moves, $7 and 1 employee move, etc., as long at the total is no greater than 8.)&lt;br /&gt;
==== Recruiting ====&lt;br /&gt;
This Department offers a very efficient way to reach the maximum of 15 employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, that player immediately places a new employee from the supply into their Company’s Lobby. This Department has no further effect once the player has recruited all 5 employees from the supply.&lt;br /&gt;
==== Safety and Quality ====&lt;br /&gt;
This Department helps to ensure the quality of manufacturing processes and products, as well as ensuring employees’ safety and well-being.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, the player receives 1 VP for every two active employees in their Company, rounded down.&lt;br /&gt;
==== New Lobby ====&lt;br /&gt;
A new Lobby allows faster access to certain Departments, minimizing the need for moves.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Once this Department has been built, it can hold new recruits and returning employees; employees can be divided between the two Lobbies as desired. This Department has an ongoing effect; it functions without an active employee.&lt;br /&gt;
==== Purchasing ====&lt;br /&gt;
This Department makes it possible to produce a large quantity of goods quickly, and free of charge.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player may then take 3 goods cubes from the supply.&lt;br /&gt;
==== Sales ====&lt;br /&gt;
If a Company produces a lot of goods, this Department can sell them for the best price.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player activates this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $5.&lt;br /&gt;
==== Logistics ====&lt;br /&gt;
This Department improves a Company’s reliability and delivery time.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player activates this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $3 and 1 VP.&lt;br /&gt;
==== Property Management ====&lt;br /&gt;
This Department allows a player to immediately assign an employee to a newly-built Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. When a player adds a new Department to their Company, they may immediately move one of their employees from any Department to the new Department. This employee can be activated at the end of the turn, as normal.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
This Department provides new construction capabilities and reduces building costs.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). That player then pays only 1 goods cube to build a new project (even if it is an Industry or Public Infrastructure project, which normally cost 2 goods cubes).&lt;br /&gt;
==== Construction Outsourcing ====&lt;br /&gt;
This Department allows a player to build without sending an employee on a Mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player activates this Department, they may pay $4 and 1-2 goods cubes to build a new project, depending on the type of project being built.&lt;br /&gt;
==== Supply Chain ====&lt;br /&gt;
This Department makes it possible to buy goods at a reduced cost.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player activates this Department, they may purchase up to 3 goods cubes at a cost of $1 each.&lt;br /&gt;
==== Communications ====&lt;br /&gt;
This Department increases the efficiency of donations.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. The cost of new donations is calculated on the basis of $3 per donation, instead of $5. &lt;br /&gt;
Example: Before building the Communications Department, Thomas had already made 2 donations. The next donation he makes will cost him $9 (3 x $3), instead of $15 (3 x $5).&lt;br /&gt;
==== Advanced Research ====&lt;br /&gt;
This Department is an effective way to accelerate employees’ studies.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then gains 8 study points.&lt;br /&gt;
==== Advanced Design ====&lt;br /&gt;
A new design Department allows improves a Company’s study efficiency.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever this Department is activated, its owner gains 4 study points.&lt;br /&gt;
==== Charitable Giving ====&lt;br /&gt;
This Department allows a player to duplicate a donation that another player has already made.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). After paying the appropriate donation cost, the player may then place one of their donation pawns on top of another player’s donation pawn, rather than on an unoccupied space; a player may not make the same donation twice.&lt;br /&gt;
==== Telegraph Operators ====&lt;br /&gt;
This Department reduces the costs of transport development.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect – as long as it contains an active employee. The player’s study-point costs to progress along transport tracks are reduced by 1 (to a minimum of 0).&lt;/div&gt;</summary>
		<author><name>Paramesis</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_carnegie&amp;diff=6017</id>
		<title>Tips carnegie</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_carnegie&amp;diff=6017"/>
		<updated>2020-10-30T02:38:28Z</updated>

		<summary type="html">&lt;p&gt;Paramesis: Created page with &amp;quot;Tips below from the draft rulebook:  * It is vital for Companies to send their employees on Missions, but players must be careful to not send out too many employees, as a Comp...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tips below from the draft rulebook:&lt;br /&gt;
&lt;br /&gt;
* It is vital for Companies to send their employees on Missions, but players must be careful to not send out too many employees, as a Company that lacks employees will underperform. So, it is so essential to recover employees sent on Missions as quickly as possible. &lt;br /&gt;
* To choose the best possible action, players should consider several things: what is best for them, what will help their opponents, and which event(s) they want trigger or avoid. Sometimes a less-powerful action can be the best move, as it may help them but be totally useless to others. The business world can sometimes be ruthless…&lt;br /&gt;
* To choose the best possible action, players may also wish to consider how many employees are in each Mission area, as returning employees could cause opponents to gain income. &lt;br /&gt;
* Players who send their employees on Missions should pay attention to the Timeline. Sending employees on Missions in regions far from the action discs can be dangerous, because it may take a long time before they can return home. Predicting what the next players will do can help with recovering employees (and gaining income) sooner.&lt;br /&gt;
* There are two benefits to building a new Department in a space where an employee is already present: such a Department costs one fewer goods cube to build, and that employee can be activated at the end of the round, making the new Department operational for the next round.&lt;br /&gt;
* Specializing in R&amp;amp;D can be a great way to earn VP.&lt;br /&gt;
* Players should not neglect transport bonuses, especially if they decide to focus their development in a particular region, as that means sending a lot of employees on Missions to that region.&lt;br /&gt;
* Try not to make unnecessary investments. By building too many new Departments too quickly, a player won’t have the time to train his employees to work on them, causing them to go unused for a long time.&lt;/div&gt;</summary>
		<author><name>Paramesis</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=5964</id>
		<title>Gamehelpcarnegie</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=5964"/>
		<updated>2020-10-25T19:15:58Z</updated>

		<summary type="html">&lt;p&gt;Paramesis: /* Introducing Carnegie */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introducing Carnegie ==&lt;br /&gt;
=== NOTICE ===&lt;br /&gt;
These rules are a WORK IN PROGRESS and are subject to change.  They are intended to enable Alpha testing.  Please do not contact the designer or publisher about the rules posted here.&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This game is inspired by the life of Andrew Carnegie. Carnegie was born in Scotland in 1835; he and his parents emigrated to the United States in 1848. Although Carnegie started his career as a telegraph operator, his role as a major player in the rise of the United States’ steel industry made him one of the richest men in the world and an icon of the American dream.&amp;lt;br/&amp;gt;&lt;br /&gt;
Carnegie was also a benefactor and philanthropist. Upon his death in 1919, more than $350 million of his wealth was bequeathed to various foundations, with another $30 million going to various charities. His endowments created nearly 2,500 free public libraries that bear his name: the Carnegie libraries.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Carnegie, players will recruit employees and expand their businesses by investing in real estate, producing goods, developing transport technology, and creating transport chains across the United States. Perhaps they will even become illustrious benefactors who contribute to the country’s greatness through their deeds and generosity!&amp;lt;br/&amp;gt;&lt;br /&gt;
The game takes place over 20 rounds, with players each having one turn per round. In each round the active player will choose one of four actions, which the other players will follow.&lt;br /&gt;
The success of a player’s Company is represented by their victory points (VP), and the player with the most VP at the end of the game will be declared the winner, known forevermore for their philanthropic works.&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
# Shuffle the 8 Timeline tiles. Draw 4 of these at random and place them in a row on the table. These tiles are double-sided; select sides at random. Add the Start and End tiles to the respective ends of the row, and return the 4 unused Timeline tiles to the box.&lt;br /&gt;
# Place one action disc on each of the 4 starting positions on the far left of the Timeline.&lt;br /&gt;
# Place the Department tiles on the table, next to the main game board.&lt;br /&gt;
# Place the Department tiles on the Department board. With 4 players, use all 32 tiles (2 tiles of each type). With 2 or 3 players, first shuffle these tiles face-down and randomly remove 16 or 8 of them (for 2 or 3 players, respectively) from the game.&lt;br /&gt;
# Create a supply of goods cubes and money tokens near the main game board. &lt;br /&gt;
# Provide each player with:&lt;br /&gt;
##4 Goods cubes and $12.&lt;br /&gt;
##1 Company board and its 4 project tabs. Slide each tab under the right side of the individual game board, with its first (rightmost) spot exposed.&lt;br /&gt;
##15 Employee figurines. Each player places 1 employee standing up on each of their Company board’s 5 Departments, with another 5 employees lying down in the Company&#039;s Lobby. Set the remaining 5 employees aside; they will not be available at the beginning of the game.&lt;br /&gt;
##30 player pawns. Each player places:&lt;br /&gt;
##*1 pawn on the “0” position of the score track&lt;br /&gt;
##*1 pawn on the first space of each of the 4 regional transport tracks&lt;br /&gt;
##*1 pawn on each of the 3 available locations on their project tabs (Housing, Commerce, Industry). &lt;br /&gt;
##*The remaining 22 pawns form the player’s personal supply.&lt;br /&gt;
#In a 4-player game, give each player an Action Choice tile. In a 3-player game, only the third player receives an Action Choice tile. There are no Action Choice tiles in a 2-player game.&lt;br /&gt;
#Beginning with the player sitting to the right of the first player and going counter-clockwise, each player will place the project pawn on their Housing tab on a medium or major city on the map.&lt;br /&gt;
#Finally, starting with the first player and going in clockwise order, each player may move their employees up to total 6 steps on their own Company boards. Each movement must be made to an orthogonally adjacent (not diagonal) space. After these movements, employees can be activated.&lt;br /&gt;
=== Company Basics ===&lt;br /&gt;
==== Company Organization ====&lt;br /&gt;
Each Company is organized into four different Departments, which correspond to the four different types of actions, as follows:&lt;br /&gt;
* Human Resources: allows players to move employees to different Departments within their Companies.&lt;br /&gt;
* Management: allows players to acquire goods and money, and to build new Departments. Each Company begins the game with two Management Departments.&lt;br /&gt;
* Construction: allows players to build projects developed by their R&amp;amp;D Departments.&lt;br /&gt;
* Research &amp;amp; Development (“R&amp;amp;D”) allows players to design new projects and develop their transport networks.&lt;br /&gt;
At the beginning of the game, each Company has 1 Lobby and 5 Departments. During the game, players will be able to expand their Companies by building new Departments. Each Department may hold 1-3 employees; this is represented by the number of employee spaces illustrated on that Department. A Department cannot be used unless it contains at least one active employee. A Department may be used once for each active employee that it contains.&lt;br /&gt;
==== Recruiting Employees ====&lt;br /&gt;
Employees can be either active (standing) or inactive (lying down).&amp;lt;br/&amp;gt;&lt;br /&gt;
When an employee first enters a Company board, it always does so lying down. When an inactive (laid down) employee moves, it remains inactive. If an active (standing) employee is moved, it must be laid down. A Department may hold any number of inactive employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employee activations always happen at the end of a player’s turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Many employee spaces on department tiles are marked with dollar values, representing the costs of that employee’s salary and training. To activate an employee, a player must pay the cost indicated and then place the employee in an upright (standing) position.&lt;br /&gt;
==== Sending an Employee on a Mission ====&lt;br /&gt;
Some departments require sending an active employee on a &#039;&#039;&#039;Mission&#039;&#039;&#039;.  An employee on a Mission is moved from its Department onto one of the four Mission zones on the map; employees sent on Missions are not considered to be active.&amp;lt;br/&amp;gt;&lt;br /&gt;
A player cannot send an employee on a Mission if they are unable to meet the requirements of that action.&lt;br /&gt;
==== Recovering Employees from Missions ====&lt;br /&gt;
When an employee returns from a Mission it must be placed in its Company’s Lobby, lying down. Returned employees are not immediately active; they must be moved and activated with the Human Resources action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employees return from Missions as action discs advance along the Timeline; this is explained in detail in the next chapter.&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
The game takes place over 20 rounds. Each round consists of four parts, which take place in the following order:&lt;br /&gt;
# Select Action&lt;br /&gt;
# Events&lt;br /&gt;
# Use Departments&lt;br /&gt;
# End of Round – Activate Employees&lt;br /&gt;
=== Select Action ===&lt;br /&gt;
The first player selects the action they wish to perform: Human Resources, Management, Construction, or R&amp;amp;D, and then places the hat figurine on that action’s row on the Timeline, immediately to the right of that row’s action disc.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: A player may choose any action, even if that action’s disc has reached the last space of its Timeline.&#039;&#039;&#039; In this case, the first player must still place the hat figurine to the right of the chosen action disc. The first player must then also turn another action disc face-down; that action disc must still be able to move forward. When an action disc is turned face-down, it triggers an event as though it were the chosen action. At the end of the round, this second disc is turned face-up again and advanced along its Timeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Placing the hat will trigger an event. There are two possible events: Take Income or Make a Donation.&lt;br /&gt;
==== Take Income ====&lt;br /&gt;
If the hat is placed on a Timeline space illustrated with a region of the United States, that region becomes the active region. Starting with the first player and going clockwise, each player with one or more employees in the active region’s Mission area may:&lt;br /&gt;
# Return 1 or more of their employees from the active region to their Company’s Lobby. In this case, the player receives income from each project they have already built, from anywhere. These revenues are collected only once per player, per round (even if a player returns more than 1 employee to their Company’s Lobby, they only receive this income once).&lt;br /&gt;
# Generate a transport bonus for each recovered employee, according to how far they have developed their transport in the active region. At the beginning of the game, the transport bonus for each region is $1. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player cannot (or does not want to) return an employee to their Company’s Lobby, that player does not receive any income or transport bonuses for that round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player&#039;s transport bonus corresponds to their level of development in the active region. A player may not choose a bonus lower than that of the level they have reached.&amp;lt;br/&amp;gt;&lt;br /&gt;
==== Make a Donation ====&lt;br /&gt;
If the hat is placed on a “donation” symbol, the first player may choose to Make a Donation. Then, going in clockwise order, the other players may choose to make their own donations.&lt;br /&gt;
A player’s first donation costs $5; each donation that player makes in the future will increase in price by $5 (ex: a second donation will cost $10; a third will cost $15). Donations are explained in more detail below.&lt;br /&gt;
=== Use Departments ===&lt;br /&gt;
The first player may use any of their Departments that correspond to their chosen action, in any order. Each Department may be used once for each active (standing) employee present in that Department.&lt;br /&gt;
Then, going in clockwise order, the other players may take the same action. As with the first player, these players may use any of their Departments that correspond to the chosen action once for each active employee in that Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
All uses of a Department must be done as part of a single action; a player cannot return to a Department they have already used on that turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Example: Thomas has two active employees in his Commerce &amp;amp; Finance Department, and one in his Strategic Planning Department. He uses his Commerce &amp;amp; Finance Department once, and then uses his Strategic Planning Department. He cannot then take a second Commerce &amp;amp; Finance Action.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: By spending an Action Choice tile, a player can choose to take a different action and activate any of their Departments that correspond to this new action. Then, the Action Choice tile is discarded.&#039;&#039;&#039;&lt;br /&gt;
Players begin the game with a Lobby and 5 Departments, which are described below.&lt;br /&gt;
==== Human Resources ====&lt;br /&gt;
The Human Resources Department allows players to train employees and assign them to different Departments. When choosing this action, a player carries out the following steps, in order:&lt;br /&gt;
# Calculate the total number of possible moves that player’s employees can make. Each active employee in Human Resources provides 3 moves (right arrow symbol). This Department features a permanent active employee (employees may not be activated in this space); thus, each player is always entitled to a minimum of 3 moves.&lt;br /&gt;
# Move employees within the Company (including from the Company’s Lobby and any space that does not contain a Department) up to the total number of possible moves. Each move must be made orthogonally (horizontal or vertical, never diagonal), from Department to Department. Moving an active (standing) employee returns it to an inactive (laying down) state.&lt;br /&gt;
# At the end of a player’s turn, that player can activate (stand up) any inactive (laid down) employees on free spots in any of their Departments. The player must pay any costs associated with those activations.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Inactive (laid down) employees are considered to be “in training”. A player may only activate employees at the end of their turn, after all other actions have been taken.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The total number of possible moves is calculated at the beginning of a player’s turn. Moving an active employee from Human Resources during a turn will not reduce a player’s total number of possible moves for that turn.&lt;br /&gt;
==== Management ====&lt;br /&gt;
At the start of the game, each Company has two Management Departments; these help to generate resources and build new Departments that expand the Company. The first Management Department, &amp;quot;Commerce and Finance,&amp;quot; provides one of the following for each active employee on this space:&lt;br /&gt;
* Receive $3;&lt;br /&gt;
* Receive a goods cube;&lt;br /&gt;
* Send the employee on a Mission and receive $6;&lt;br /&gt;
* Send the employee on a Mission and receive 2 goods cubes.&lt;br /&gt;
The second Management Department, “Strategic Planning,” makes it possible to build new Departments. This Department provides one of the following for each active employee on this space:&lt;br /&gt;
* Pay 1 goods cube and place a new Department on a free space (one that does not already contain a Department) of the player’s Company board; that space must already contain at least one employee;&lt;br /&gt;
* Pay 2 goods cubes and place the new Department on a free space of the player’s Company board.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A Company may never contain two identical Departments.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
The Construction Department allows players to carry out projects in the following areas: Housing, Commerce, Industry, and Public Infrastructure. When this action is chosen, the player who activates this Department:&lt;br /&gt;
# Sends an employee to the Mission area of the region where he wishes to build.&lt;br /&gt;
# Pays 1 or 2 goods cubes, then moves a pawn from one of their tabs onto a construction site in the same region.&lt;br /&gt;
# If a player builds a project in a small city, that player immediately receives a transport bonus according to their position on that region’s transport track.&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* If more than one pawn is available on a project tab, the player must build the one farthest to the right.&lt;br /&gt;
* The project must be built:&lt;br /&gt;
** in the region where the employee was sent on a Mission, AND&lt;br /&gt;
** on a spot matching the chosen project type (with a symbol of Housing, Commerce, Industry or Public Infrastructure), OR in a small town that accepts all types of projects;&lt;br /&gt;
==== Research &amp;amp; Development ====&lt;br /&gt;
The R&amp;amp;D Department allows players to develop new construction projects in Housing, Commerce, Industry, Public Infrastructure, and Transport. When this action is chosen, each player will receive study points for each of their active employees in their R&amp;amp;D Departments.&amp;lt;br/&amp;gt;&lt;br /&gt;
Study points can be spent in two different ways:&lt;br /&gt;
* A player may move one of their project tabs one place to the right and place a construction pawn on the tab’s just-revealed space (circle), OR&lt;br /&gt;
* A player may move one of their transport cubes on a regional transport track one space to the right.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player may advance tabs or transport cubes more than one step in a turn. At the end of the turn, any unused study points are lost.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player advances a tab beyond the spaces for construction projects, they will receive the VP indicated on that tab at the end of the game. &lt;br /&gt;
=== End of Round - Activate Employees ===&lt;br /&gt;
At the end of each player’s turn, that player can activate inactive employees in any of their Departments; any associated activation costs must be paid at this time.&amp;lt;br/&amp;gt;&lt;br /&gt;
Once each player has taken a turn, the first player must move the action disc on the Timeline one space to the right (displacing the hat figurine). Then, the first player must pass the hat figurine and first-player marker to the next player in clockwise order. A new round can now begin.&lt;br /&gt;
=== End of the Game ===&lt;br /&gt;
==== Connections between Major Cities ====&lt;br /&gt;
At the end of the game, players can each earn up to 36 VP for establishing connections between the 4 major cities of New York, Chicago, New Orleans, and San Francisco. To gain these points, a player must have connected at least two major cities through a continuous line of their own construction pawns. Each player counts how many major cities they have connected as part of an uninterrupted line; to earn this bonus, a player must connect at least 2 major cities. If San Francisco is connected to at least one other major city, count it twice.&lt;br /&gt;
Players will earn these points based on the number of cities connected AND the lowest level of transportation they have achieved across all connected regions. This scoring is illustrated on the game board. If a player has two unconnected networks of connections between major cities (for instance, San Francisco to Chicago and New Orleans to New York), only the highest-scoring connection will count for that player’s score.&lt;br /&gt;
==== Final Scoring ====&lt;br /&gt;
The game ends after 20 rounds. Once all 4 action discs have reached the final boxes of their Timelines and all players have finished their actions, victory points (VP) can be tallied as described below. &lt;br /&gt;
Scoring includes:&lt;br /&gt;
* VP earned during the game;&lt;br /&gt;
* 1 VP for each active (standing) employee, to a maximum of 15 VP;&lt;br /&gt;
* Departments built during the game are worth 2 or 3 VP each, depending on their locations. Each Department in a Company’s first line (top) scores 3 VP, while every other Department built during the game scores 2 VP, to a maximum of 24 VP;&lt;br /&gt;
* Any VP earned from project tabs, to a maximum of 42 VP;&lt;br /&gt;
* VP earned from connections between major cities, to a maximum of 36 VP, as explained below;&lt;br /&gt;
* 0-3 VP for each Construction project built in a small, medium or major city (as indicated on the map), with a maximum of 45 VP;&lt;br /&gt;
* VP provided by donations (max. 12 VP per donation).&lt;br /&gt;
* 3 VP for an unused Action Choice tile.&lt;br /&gt;
The player with the most points is the winner of the game. There are no tiebreakers; tied players must shake hands and savor their shared victory.&lt;br /&gt;
== Transport Tracks, Donations, and Departments ==&lt;br /&gt;
=== Transportation Development Tracks ===&lt;br /&gt;
Each region of the country has a transport track that players can develop over the course of the game.&amp;lt;br/&amp;gt;&lt;br /&gt;
At the beginning of the game, players’ transport tracks in the South, Midwest, and Far West start at the “Cart” level; in the East, they start at &amp;quot;Stagecoach.&amp;quot; By progressing along each region’s transport track, players can reach “Railroad” level or beyond.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever a player reaches the final box of a transport track, they immediately receive a special reward of 3 goods cubes OR $10.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Only one player may occupy the final box of each transport track.&lt;br /&gt;
==== Transport Bonus ====&lt;br /&gt;
Boxes on transportation tracks that are occupied by players’ transport discs indicate which transport bonuses those players receive every time they recover an employee who has gone on a Mission in the corresponding region.&lt;br /&gt;
=== Donation Chart ===&lt;br /&gt;
As we saw in the “Playing the Game” section, if a donation symbol is present on the space where the active player placed the hat figurine, starting with the first player and going in clockwise order, each player may make one donation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Donations represent players’ support of various financial, material, and technical projects; they help to increase players’ reputations, as well as those of their Companies.&amp;lt;br/&amp;gt;&lt;br /&gt;
To Make a Donation:&lt;br /&gt;
* A player must place a pawn on an unoccupied space of the donation chart (on the top of the game board), then pay:&lt;br /&gt;
** $5 for their 1st donation. Each subsequent donation costs an additional $5, so:&lt;br /&gt;
** $10 for their 2nd donation, &lt;br /&gt;
** $15 for their 3rd donation, and so on.&lt;br /&gt;
At the end of the game, donations earn VP according to certain factors. These may include projects built, actions taken, Company development, and accumulated wealth. A maximum of 12 VP may be earned for each donation.&lt;br /&gt;
=== The Department Board ===&lt;br /&gt;
There are 16 different Departments that players can add to their Companies&lt;br /&gt;
==== Training and Partnerships ====&lt;br /&gt;
This Department is a powerful way to bring more flexibility in allocating employees. It also allows its owner to supplement their financial resources.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then receives any combination of $ and employee moves, to a maximum of 8. (For example, a player could take $2 and 6 employee moves, $4 and 4 employee moves, $7 and 1 employee move, etc., as long at the total is no greater than 8.)&lt;br /&gt;
==== Recruiting ====&lt;br /&gt;
This Department offers a very efficient way to reach the maximum of 15 employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, that player immediately places a new employee from the supply into their Company’s Lobby. This Department has no further effect once the player has recruited all 5 employees from the supply.&lt;br /&gt;
==== Safety and Quality ====&lt;br /&gt;
This Department helps to ensure the quality of manufacturing processes and products, as well as ensuring employees’ safety and well-being.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, the player receives 1 VP for every two active employees in their Company, rounded down.&lt;br /&gt;
==== New Lobby ====&lt;br /&gt;
A new Lobby allows faster access to certain Departments, minimizing the need for moves.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Once this Department has been built, it can hold new recruits and returning employees; employees can be divided between the two Lobbies as desired. This Department has an ongoing effect; it functions without an active employee.&lt;br /&gt;
==== Purchasing ====&lt;br /&gt;
This Department makes it possible to produce a large quantity of goods quickly, and free of charge.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player may then take 3 goods cubes from the supply.&lt;br /&gt;
==== Sales ====&lt;br /&gt;
If a Company produces a lot of goods, this Department can sell them for the best price.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player activates this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $5.&lt;br /&gt;
==== Logistics ====&lt;br /&gt;
This Department improves a Company’s reliability and delivery time.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player activates this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $3 and 1 VP.&lt;br /&gt;
==== Property Management ====&lt;br /&gt;
This Department allows a player to immediately assign an employee to a newly-built Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. When a player adds a new Department to their Company, they may immediately move one of their employees from any Department to the new Department. This employee can be activated at the end of the turn, as normal.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
This Department provides new construction capabilities and reduces building costs.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). That player then pays only 1 goods cube to build a new project (even if it is an Industry or Public Infrastructure project, which normally cost 2 goods cubes).&lt;br /&gt;
==== Construction Outsourcing ====&lt;br /&gt;
This Department allows a player to build without sending an employee on a Mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player activates this Department, they may pay $4 and 1-2 goods cubes to build a new project, depending on the type of project being built.&lt;br /&gt;
==== Supply Chain ====&lt;br /&gt;
This Department makes it possible to buy goods at a reduced cost.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player activates this Department, they may purchase up to 3 goods cubes at a cost of $1 each.&lt;br /&gt;
==== Communications ====&lt;br /&gt;
This Department increases the efficiency of donations.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. The cost of new donations is calculated on the basis of $3 per donation, instead of $5. &lt;br /&gt;
Example: Before building the Communications Department, Thomas had already made 2 donations. The next donation he makes will cost him $9 (3 x $3), instead of $15 (3 x $5).&lt;br /&gt;
==== Advanced Research ====&lt;br /&gt;
This Department is an effective way to accelerate employees’ studies.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then gains 8 study points.&lt;br /&gt;
==== Advanced Design ====&lt;br /&gt;
A new design Department allows improves a Company’s study efficiency.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever this Department is activated, its owner gains 4 study points.&lt;br /&gt;
==== Charitable Giving ====&lt;br /&gt;
This Department allows a player to duplicate a donation that another player has already made.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). After paying the appropriate donation cost, the player may then place one of their donation pawns on top of another player’s donation pawn, rather than on an unoccupied space; a player may not make the same donation twice.&lt;br /&gt;
==== Telegraph Operators ====&lt;br /&gt;
This Department reduces the costs of transport development.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect – as long as it contains an active employee. The player’s study-point costs to progress along transport tracks are reduced by 1 (to a minimum of 0).&lt;/div&gt;</summary>
		<author><name>Paramesis</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=5963</id>
		<title>Gamehelpcarnegie</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=5963"/>
		<updated>2020-10-25T19:10:46Z</updated>

		<summary type="html">&lt;p&gt;Paramesis: /* NOTICE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introducing Carnegie ==&lt;br /&gt;
=== NOTICE ===&lt;br /&gt;
These rules are a WORK IN PROGRESS and are subject to change.  Please do not contact the designer or publisher about the rules posted here.&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This game is inspired by the life of Andrew Carnegie. Carnegie was born in Scotland in 1835; he and his parents emigrated to the United States in 1848. Although Carnegie started his career as a telegraph operator, his role as a major player in the rise of the United States’ steel industry made him one of the richest men in the world and an icon of the American dream.&amp;lt;br/&amp;gt;&lt;br /&gt;
Carnegie was also a benefactor and philanthropist. Upon his death in 1919, more than $350 million of his wealth was bequeathed to various foundations, with another $30 million going to various charities. His endowments created nearly 2,500 free public libraries that bear his name: the Carnegie libraries.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Carnegie, players will recruit employees and expand their businesses by investing in real estate, producing goods, developing transport technology, and creating transport chains across the United States. Perhaps they will even become illustrious benefactors who contribute to the country’s greatness through their deeds and generosity!&amp;lt;br/&amp;gt;&lt;br /&gt;
The game takes place over 20 rounds, with players each having one turn per round. In each round the active player will choose one of four actions, which the other players will follow.&lt;br /&gt;
The success of a player’s Company is represented by their victory points (VP), and the player with the most VP at the end of the game will be declared the winner, known forevermore for their philanthropic works.&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
# Shuffle the 8 Timeline tiles. Draw 4 of these at random and place them in a row on the table. These tiles are double-sided; select sides at random. Add the Start and End tiles to the respective ends of the row, and return the 4 unused Timeline tiles to the box.&lt;br /&gt;
# Place one action disc on each of the 4 starting positions on the far left of the Timeline.&lt;br /&gt;
# Place the Department tiles on the table, next to the main game board.&lt;br /&gt;
# Place the Department tiles on the Department board. With 4 players, use all 32 tiles (2 tiles of each type). With 2 or 3 players, first shuffle these tiles face-down and randomly remove 16 or 8 of them (for 2 or 3 players, respectively) from the game.&lt;br /&gt;
# Create a supply of goods cubes and money tokens near the main game board. &lt;br /&gt;
# Provide each player with:&lt;br /&gt;
##4 Goods cubes and $12.&lt;br /&gt;
##1 Company board and its 4 project tabs. Slide each tab under the right side of the individual game board, with its first (rightmost) spot exposed.&lt;br /&gt;
##15 Employee figurines. Each player places 1 employee standing up on each of their Company board’s 5 Departments, with another 5 employees lying down in the Company&#039;s Lobby. Set the remaining 5 employees aside; they will not be available at the beginning of the game.&lt;br /&gt;
##30 player pawns. Each player places:&lt;br /&gt;
##*1 pawn on the “0” position of the score track&lt;br /&gt;
##*1 pawn on the first space of each of the 4 regional transport tracks&lt;br /&gt;
##*1 pawn on each of the 3 available locations on their project tabs (Housing, Commerce, Industry). &lt;br /&gt;
##*The remaining 22 pawns form the player’s personal supply.&lt;br /&gt;
#In a 4-player game, give each player an Action Choice tile. In a 3-player game, only the third player receives an Action Choice tile. There are no Action Choice tiles in a 2-player game.&lt;br /&gt;
#Beginning with the player sitting to the right of the first player and going counter-clockwise, each player will place the project pawn on their Housing tab on a medium or major city on the map.&lt;br /&gt;
#Finally, starting with the first player and going in clockwise order, each player may move their employees up to total 6 steps on their own Company boards. Each movement must be made to an orthogonally adjacent (not diagonal) space. After these movements, employees can be activated.&lt;br /&gt;
=== Company Basics ===&lt;br /&gt;
==== Company Organization ====&lt;br /&gt;
Each Company is organized into four different Departments, which correspond to the four different types of actions, as follows:&lt;br /&gt;
* Human Resources: allows players to move employees to different Departments within their Companies.&lt;br /&gt;
* Management: allows players to acquire goods and money, and to build new Departments. Each Company begins the game with two Management Departments.&lt;br /&gt;
* Construction: allows players to build projects developed by their R&amp;amp;D Departments.&lt;br /&gt;
* Research &amp;amp; Development (“R&amp;amp;D”) allows players to design new projects and develop their transport networks.&lt;br /&gt;
At the beginning of the game, each Company has 1 Lobby and 5 Departments. During the game, players will be able to expand their Companies by building new Departments. Each Department may hold 1-3 employees; this is represented by the number of employee spaces illustrated on that Department. A Department cannot be used unless it contains at least one active employee. A Department may be used once for each active employee that it contains.&lt;br /&gt;
==== Recruiting Employees ====&lt;br /&gt;
Employees can be either active (standing) or inactive (lying down).&amp;lt;br/&amp;gt;&lt;br /&gt;
When an employee first enters a Company board, it always does so lying down. When an inactive (laid down) employee moves, it remains inactive. If an active (standing) employee is moved, it must be laid down. A Department may hold any number of inactive employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employee activations always happen at the end of a player’s turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Many employee spaces on department tiles are marked with dollar values, representing the costs of that employee’s salary and training. To activate an employee, a player must pay the cost indicated and then place the employee in an upright (standing) position.&lt;br /&gt;
==== Sending an Employee on a Mission ====&lt;br /&gt;
Some departments require sending an active employee on a &#039;&#039;&#039;Mission&#039;&#039;&#039;.  An employee on a Mission is moved from its Department onto one of the four Mission zones on the map; employees sent on Missions are not considered to be active.&amp;lt;br/&amp;gt;&lt;br /&gt;
A player cannot send an employee on a Mission if they are unable to meet the requirements of that action.&lt;br /&gt;
==== Recovering Employees from Missions ====&lt;br /&gt;
When an employee returns from a Mission it must be placed in its Company’s Lobby, lying down. Returned employees are not immediately active; they must be moved and activated with the Human Resources action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employees return from Missions as action discs advance along the Timeline; this is explained in detail in the next chapter.&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
The game takes place over 20 rounds. Each round consists of four parts, which take place in the following order:&lt;br /&gt;
# Select Action&lt;br /&gt;
# Events&lt;br /&gt;
# Use Departments&lt;br /&gt;
# End of Round – Activate Employees&lt;br /&gt;
=== Select Action ===&lt;br /&gt;
The first player selects the action they wish to perform: Human Resources, Management, Construction, or R&amp;amp;D, and then places the hat figurine on that action’s row on the Timeline, immediately to the right of that row’s action disc.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: A player may choose any action, even if that action’s disc has reached the last space of its Timeline.&#039;&#039;&#039; In this case, the first player must still place the hat figurine to the right of the chosen action disc. The first player must then also turn another action disc face-down; that action disc must still be able to move forward. When an action disc is turned face-down, it triggers an event as though it were the chosen action. At the end of the round, this second disc is turned face-up again and advanced along its Timeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Placing the hat will trigger an event. There are two possible events: Take Income or Make a Donation.&lt;br /&gt;
==== Take Income ====&lt;br /&gt;
If the hat is placed on a Timeline space illustrated with a region of the United States, that region becomes the active region. Starting with the first player and going clockwise, each player with one or more employees in the active region’s Mission area may:&lt;br /&gt;
# Return 1 or more of their employees from the active region to their Company’s Lobby. In this case, the player receives income from each project they have already built, from anywhere. These revenues are collected only once per player, per round (even if a player returns more than 1 employee to their Company’s Lobby, they only receive this income once).&lt;br /&gt;
# Generate a transport bonus for each recovered employee, according to how far they have developed their transport in the active region. At the beginning of the game, the transport bonus for each region is $1. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player cannot (or does not want to) return an employee to their Company’s Lobby, that player does not receive any income or transport bonuses for that round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player&#039;s transport bonus corresponds to their level of development in the active region. A player may not choose a bonus lower than that of the level they have reached.&amp;lt;br/&amp;gt;&lt;br /&gt;
==== Make a Donation ====&lt;br /&gt;
If the hat is placed on a “donation” symbol, the first player may choose to Make a Donation. Then, going in clockwise order, the other players may choose to make their own donations.&lt;br /&gt;
A player’s first donation costs $5; each donation that player makes in the future will increase in price by $5 (ex: a second donation will cost $10; a third will cost $15). Donations are explained in more detail below.&lt;br /&gt;
=== Use Departments ===&lt;br /&gt;
The first player may use any of their Departments that correspond to their chosen action, in any order. Each Department may be used once for each active (standing) employee present in that Department.&lt;br /&gt;
Then, going in clockwise order, the other players may take the same action. As with the first player, these players may use any of their Departments that correspond to the chosen action once for each active employee in that Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
All uses of a Department must be done as part of a single action; a player cannot return to a Department they have already used on that turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Example: Thomas has two active employees in his Commerce &amp;amp; Finance Department, and one in his Strategic Planning Department. He uses his Commerce &amp;amp; Finance Department once, and then uses his Strategic Planning Department. He cannot then take a second Commerce &amp;amp; Finance Action.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: By spending an Action Choice tile, a player can choose to take a different action and activate any of their Departments that correspond to this new action. Then, the Action Choice tile is discarded.&#039;&#039;&#039;&lt;br /&gt;
Players begin the game with a Lobby and 5 Departments, which are described below.&lt;br /&gt;
==== Human Resources ====&lt;br /&gt;
The Human Resources Department allows players to train employees and assign them to different Departments. When choosing this action, a player carries out the following steps, in order:&lt;br /&gt;
# Calculate the total number of possible moves that player’s employees can make. Each active employee in Human Resources provides 3 moves (right arrow symbol). This Department features a permanent active employee (employees may not be activated in this space); thus, each player is always entitled to a minimum of 3 moves.&lt;br /&gt;
# Move employees within the Company (including from the Company’s Lobby and any space that does not contain a Department) up to the total number of possible moves. Each move must be made orthogonally (horizontal or vertical, never diagonal), from Department to Department. Moving an active (standing) employee returns it to an inactive (laying down) state.&lt;br /&gt;
# At the end of a player’s turn, that player can activate (stand up) any inactive (laid down) employees on free spots in any of their Departments. The player must pay any costs associated with those activations.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Inactive (laid down) employees are considered to be “in training”. A player may only activate employees at the end of their turn, after all other actions have been taken.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The total number of possible moves is calculated at the beginning of a player’s turn. Moving an active employee from Human Resources during a turn will not reduce a player’s total number of possible moves for that turn.&lt;br /&gt;
==== Management ====&lt;br /&gt;
At the start of the game, each Company has two Management Departments; these help to generate resources and build new Departments that expand the Company. The first Management Department, &amp;quot;Commerce and Finance,&amp;quot; provides one of the following for each active employee on this space:&lt;br /&gt;
* Receive $3;&lt;br /&gt;
* Receive a goods cube;&lt;br /&gt;
* Send the employee on a Mission and receive $6;&lt;br /&gt;
* Send the employee on a Mission and receive 2 goods cubes.&lt;br /&gt;
The second Management Department, “Strategic Planning,” makes it possible to build new Departments. This Department provides one of the following for each active employee on this space:&lt;br /&gt;
* Pay 1 goods cube and place a new Department on a free space (one that does not already contain a Department) of the player’s Company board; that space must already contain at least one employee;&lt;br /&gt;
* Pay 2 goods cubes and place the new Department on a free space of the player’s Company board.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A Company may never contain two identical Departments.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
The Construction Department allows players to carry out projects in the following areas: Housing, Commerce, Industry, and Public Infrastructure. When this action is chosen, the player who activates this Department:&lt;br /&gt;
# Sends an employee to the Mission area of the region where he wishes to build.&lt;br /&gt;
# Pays 1 or 2 goods cubes, then moves a pawn from one of their tabs onto a construction site in the same region.&lt;br /&gt;
# If a player builds a project in a small city, that player immediately receives a transport bonus according to their position on that region’s transport track.&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* If more than one pawn is available on a project tab, the player must build the one farthest to the right.&lt;br /&gt;
* The project must be built:&lt;br /&gt;
** in the region where the employee was sent on a Mission, AND&lt;br /&gt;
** on a spot matching the chosen project type (with a symbol of Housing, Commerce, Industry or Public Infrastructure), OR in a small town that accepts all types of projects;&lt;br /&gt;
==== Research &amp;amp; Development ====&lt;br /&gt;
The R&amp;amp;D Department allows players to develop new construction projects in Housing, Commerce, Industry, Public Infrastructure, and Transport. When this action is chosen, each player will receive study points for each of their active employees in their R&amp;amp;D Departments.&amp;lt;br/&amp;gt;&lt;br /&gt;
Study points can be spent in two different ways:&lt;br /&gt;
* A player may move one of their project tabs one place to the right and place a construction pawn on the tab’s just-revealed space (circle), OR&lt;br /&gt;
* A player may move one of their transport cubes on a regional transport track one space to the right.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player may advance tabs or transport cubes more than one step in a turn. At the end of the turn, any unused study points are lost.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player advances a tab beyond the spaces for construction projects, they will receive the VP indicated on that tab at the end of the game. &lt;br /&gt;
=== End of Round - Activate Employees ===&lt;br /&gt;
At the end of each player’s turn, that player can activate inactive employees in any of their Departments; any associated activation costs must be paid at this time.&amp;lt;br/&amp;gt;&lt;br /&gt;
Once each player has taken a turn, the first player must move the action disc on the Timeline one space to the right (displacing the hat figurine). Then, the first player must pass the hat figurine and first-player marker to the next player in clockwise order. A new round can now begin.&lt;br /&gt;
=== End of the Game ===&lt;br /&gt;
==== Connections between Major Cities ====&lt;br /&gt;
At the end of the game, players can each earn up to 36 VP for establishing connections between the 4 major cities of New York, Chicago, New Orleans, and San Francisco. To gain these points, a player must have connected at least two major cities through a continuous line of their own construction pawns. Each player counts how many major cities they have connected as part of an uninterrupted line; to earn this bonus, a player must connect at least 2 major cities. If San Francisco is connected to at least one other major city, count it twice.&lt;br /&gt;
Players will earn these points based on the number of cities connected AND the lowest level of transportation they have achieved across all connected regions. This scoring is illustrated on the game board. If a player has two unconnected networks of connections between major cities (for instance, San Francisco to Chicago and New Orleans to New York), only the highest-scoring connection will count for that player’s score.&lt;br /&gt;
==== Final Scoring ====&lt;br /&gt;
The game ends after 20 rounds. Once all 4 action discs have reached the final boxes of their Timelines and all players have finished their actions, victory points (VP) can be tallied as described below. &lt;br /&gt;
Scoring includes:&lt;br /&gt;
* VP earned during the game;&lt;br /&gt;
* 1 VP for each active (standing) employee, to a maximum of 15 VP;&lt;br /&gt;
* Departments built during the game are worth 2 or 3 VP each, depending on their locations. Each Department in a Company’s first line (top) scores 3 VP, while every other Department built during the game scores 2 VP, to a maximum of 24 VP;&lt;br /&gt;
* Any VP earned from project tabs, to a maximum of 42 VP;&lt;br /&gt;
* VP earned from connections between major cities, to a maximum of 36 VP, as explained below;&lt;br /&gt;
* 0-3 VP for each Construction project built in a small, medium or major city (as indicated on the map), with a maximum of 45 VP;&lt;br /&gt;
* VP provided by donations (max. 12 VP per donation).&lt;br /&gt;
* 3 VP for an unused Action Choice tile.&lt;br /&gt;
The player with the most points is the winner of the game. There are no tiebreakers; tied players must shake hands and savor their shared victory.&lt;br /&gt;
== Transport Tracks, Donations, and Departments ==&lt;br /&gt;
=== Transportation Development Tracks ===&lt;br /&gt;
Each region of the country has a transport track that players can develop over the course of the game.&amp;lt;br/&amp;gt;&lt;br /&gt;
At the beginning of the game, players’ transport tracks in the South, Midwest, and Far West start at the “Cart” level; in the East, they start at &amp;quot;Stagecoach.&amp;quot; By progressing along each region’s transport track, players can reach “Railroad” level or beyond.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever a player reaches the final box of a transport track, they immediately receive a special reward of 3 goods cubes OR $10.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Only one player may occupy the final box of each transport track.&lt;br /&gt;
==== Transport Bonus ====&lt;br /&gt;
Boxes on transportation tracks that are occupied by players’ transport discs indicate which transport bonuses those players receive every time they recover an employee who has gone on a Mission in the corresponding region.&lt;br /&gt;
=== Donation Chart ===&lt;br /&gt;
As we saw in the “Playing the Game” section, if a donation symbol is present on the space where the active player placed the hat figurine, starting with the first player and going in clockwise order, each player may make one donation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Donations represent players’ support of various financial, material, and technical projects; they help to increase players’ reputations, as well as those of their Companies.&amp;lt;br/&amp;gt;&lt;br /&gt;
To Make a Donation:&lt;br /&gt;
* A player must place a pawn on an unoccupied space of the donation chart (on the top of the game board), then pay:&lt;br /&gt;
** $5 for their 1st donation. Each subsequent donation costs an additional $5, so:&lt;br /&gt;
** $10 for their 2nd donation, &lt;br /&gt;
** $15 for their 3rd donation, and so on.&lt;br /&gt;
At the end of the game, donations earn VP according to certain factors. These may include projects built, actions taken, Company development, and accumulated wealth. A maximum of 12 VP may be earned for each donation.&lt;br /&gt;
=== The Department Board ===&lt;br /&gt;
There are 16 different Departments that players can add to their Companies&lt;br /&gt;
==== Training and Partnerships ====&lt;br /&gt;
This Department is a powerful way to bring more flexibility in allocating employees. It also allows its owner to supplement their financial resources.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then receives any combination of $ and employee moves, to a maximum of 8. (For example, a player could take $2 and 6 employee moves, $4 and 4 employee moves, $7 and 1 employee move, etc., as long at the total is no greater than 8.)&lt;br /&gt;
==== Recruiting ====&lt;br /&gt;
This Department offers a very efficient way to reach the maximum of 15 employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, that player immediately places a new employee from the supply into their Company’s Lobby. This Department has no further effect once the player has recruited all 5 employees from the supply.&lt;br /&gt;
==== Safety and Quality ====&lt;br /&gt;
This Department helps to ensure the quality of manufacturing processes and products, as well as ensuring employees’ safety and well-being.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, the player receives 1 VP for every two active employees in their Company, rounded down.&lt;br /&gt;
==== New Lobby ====&lt;br /&gt;
A new Lobby allows faster access to certain Departments, minimizing the need for moves.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Once this Department has been built, it can hold new recruits and returning employees; employees can be divided between the two Lobbies as desired. This Department has an ongoing effect; it functions without an active employee.&lt;br /&gt;
==== Purchasing ====&lt;br /&gt;
This Department makes it possible to produce a large quantity of goods quickly, and free of charge.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player may then take 3 goods cubes from the supply.&lt;br /&gt;
==== Sales ====&lt;br /&gt;
If a Company produces a lot of goods, this Department can sell them for the best price.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player activates this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $5.&lt;br /&gt;
==== Logistics ====&lt;br /&gt;
This Department improves a Company’s reliability and delivery time.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player activates this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $3 and 1 VP.&lt;br /&gt;
==== Property Management ====&lt;br /&gt;
This Department allows a player to immediately assign an employee to a newly-built Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. When a player adds a new Department to their Company, they may immediately move one of their employees from any Department to the new Department. This employee can be activated at the end of the turn, as normal.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
This Department provides new construction capabilities and reduces building costs.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). That player then pays only 1 goods cube to build a new project (even if it is an Industry or Public Infrastructure project, which normally cost 2 goods cubes).&lt;br /&gt;
==== Construction Outsourcing ====&lt;br /&gt;
This Department allows a player to build without sending an employee on a Mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player activates this Department, they may pay $4 and 1-2 goods cubes to build a new project, depending on the type of project being built.&lt;br /&gt;
==== Supply Chain ====&lt;br /&gt;
This Department makes it possible to buy goods at a reduced cost.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player activates this Department, they may purchase up to 3 goods cubes at a cost of $1 each.&lt;br /&gt;
==== Communications ====&lt;br /&gt;
This Department increases the efficiency of donations.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. The cost of new donations is calculated on the basis of $3 per donation, instead of $5. &lt;br /&gt;
Example: Before building the Communications Department, Thomas had already made 2 donations. The next donation he makes will cost him $9 (3 x $3), instead of $15 (3 x $5).&lt;br /&gt;
==== Advanced Research ====&lt;br /&gt;
This Department is an effective way to accelerate employees’ studies.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then gains 8 study points.&lt;br /&gt;
==== Advanced Design ====&lt;br /&gt;
A new design Department allows improves a Company’s study efficiency.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever this Department is activated, its owner gains 4 study points.&lt;br /&gt;
==== Charitable Giving ====&lt;br /&gt;
This Department allows a player to duplicate a donation that another player has already made.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). After paying the appropriate donation cost, the player may then place one of their donation pawns on top of another player’s donation pawn, rather than on an unoccupied space; a player may not make the same donation twice.&lt;br /&gt;
==== Telegraph Operators ====&lt;br /&gt;
This Department reduces the costs of transport development.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect – as long as it contains an active employee. The player’s study-point costs to progress along transport tracks are reduced by 1 (to a minimum of 0).&lt;/div&gt;</summary>
		<author><name>Paramesis</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=5962</id>
		<title>Gamehelpcarnegie</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarnegie&amp;diff=5962"/>
		<updated>2020-10-25T19:06:20Z</updated>

		<summary type="html">&lt;p&gt;Paramesis: How To Play Carnegie&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introducing Carnegie ==&lt;br /&gt;
=== NOTICE ===&lt;br /&gt;
This rulebook is a WORK IN PROGRESS and is subject to change.  Please do not contact the designer for questions about the rules posted here.&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This game is inspired by the life of Andrew Carnegie. Carnegie was born in Scotland in 1835; he and his parents emigrated to the United States in 1848. Although Carnegie started his career as a telegraph operator, his role as a major player in the rise of the United States’ steel industry made him one of the richest men in the world and an icon of the American dream.&amp;lt;br/&amp;gt;&lt;br /&gt;
Carnegie was also a benefactor and philanthropist. Upon his death in 1919, more than $350 million of his wealth was bequeathed to various foundations, with another $30 million going to various charities. His endowments created nearly 2,500 free public libraries that bear his name: the Carnegie libraries.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Carnegie, players will recruit employees and expand their businesses by investing in real estate, producing goods, developing transport technology, and creating transport chains across the United States. Perhaps they will even become illustrious benefactors who contribute to the country’s greatness through their deeds and generosity!&amp;lt;br/&amp;gt;&lt;br /&gt;
The game takes place over 20 rounds, with players each having one turn per round. In each round the active player will choose one of four actions, which the other players will follow.&lt;br /&gt;
The success of a player’s Company is represented by their victory points (VP), and the player with the most VP at the end of the game will be declared the winner, known forevermore for their philanthropic works.&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
# Shuffle the 8 Timeline tiles. Draw 4 of these at random and place them in a row on the table. These tiles are double-sided; select sides at random. Add the Start and End tiles to the respective ends of the row, and return the 4 unused Timeline tiles to the box.&lt;br /&gt;
# Place one action disc on each of the 4 starting positions on the far left of the Timeline.&lt;br /&gt;
# Place the Department tiles on the table, next to the main game board.&lt;br /&gt;
# Place the Department tiles on the Department board. With 4 players, use all 32 tiles (2 tiles of each type). With 2 or 3 players, first shuffle these tiles face-down and randomly remove 16 or 8 of them (for 2 or 3 players, respectively) from the game.&lt;br /&gt;
# Create a supply of goods cubes and money tokens near the main game board. &lt;br /&gt;
# Provide each player with:&lt;br /&gt;
##4 Goods cubes and $12.&lt;br /&gt;
##1 Company board and its 4 project tabs. Slide each tab under the right side of the individual game board, with its first (rightmost) spot exposed.&lt;br /&gt;
##15 Employee figurines. Each player places 1 employee standing up on each of their Company board’s 5 Departments, with another 5 employees lying down in the Company&#039;s Lobby. Set the remaining 5 employees aside; they will not be available at the beginning of the game.&lt;br /&gt;
##30 player pawns. Each player places:&lt;br /&gt;
##*1 pawn on the “0” position of the score track&lt;br /&gt;
##*1 pawn on the first space of each of the 4 regional transport tracks&lt;br /&gt;
##*1 pawn on each of the 3 available locations on their project tabs (Housing, Commerce, Industry). &lt;br /&gt;
##*The remaining 22 pawns form the player’s personal supply.&lt;br /&gt;
#In a 4-player game, give each player an Action Choice tile. In a 3-player game, only the third player receives an Action Choice tile. There are no Action Choice tiles in a 2-player game.&lt;br /&gt;
#Beginning with the player sitting to the right of the first player and going counter-clockwise, each player will place the project pawn on their Housing tab on a medium or major city on the map.&lt;br /&gt;
#Finally, starting with the first player and going in clockwise order, each player may move their employees up to total 6 steps on their own Company boards. Each movement must be made to an orthogonally adjacent (not diagonal) space. After these movements, employees can be activated.&lt;br /&gt;
=== Company Basics ===&lt;br /&gt;
==== Company Organization ====&lt;br /&gt;
Each Company is organized into four different Departments, which correspond to the four different types of actions, as follows:&lt;br /&gt;
* Human Resources: allows players to move employees to different Departments within their Companies.&lt;br /&gt;
* Management: allows players to acquire goods and money, and to build new Departments. Each Company begins the game with two Management Departments.&lt;br /&gt;
* Construction: allows players to build projects developed by their R&amp;amp;D Departments.&lt;br /&gt;
* Research &amp;amp; Development (“R&amp;amp;D”) allows players to design new projects and develop their transport networks.&lt;br /&gt;
At the beginning of the game, each Company has 1 Lobby and 5 Departments. During the game, players will be able to expand their Companies by building new Departments. Each Department may hold 1-3 employees; this is represented by the number of employee spaces illustrated on that Department. A Department cannot be used unless it contains at least one active employee. A Department may be used once for each active employee that it contains.&lt;br /&gt;
==== Recruiting Employees ====&lt;br /&gt;
Employees can be either active (standing) or inactive (lying down).&amp;lt;br/&amp;gt;&lt;br /&gt;
When an employee first enters a Company board, it always does so lying down. When an inactive (laid down) employee moves, it remains inactive. If an active (standing) employee is moved, it must be laid down. A Department may hold any number of inactive employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employee activations always happen at the end of a player’s turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Many employee spaces on department tiles are marked with dollar values, representing the costs of that employee’s salary and training. To activate an employee, a player must pay the cost indicated and then place the employee in an upright (standing) position.&lt;br /&gt;
==== Sending an Employee on a Mission ====&lt;br /&gt;
Some departments require sending an active employee on a &#039;&#039;&#039;Mission&#039;&#039;&#039;.  An employee on a Mission is moved from its Department onto one of the four Mission zones on the map; employees sent on Missions are not considered to be active.&amp;lt;br/&amp;gt;&lt;br /&gt;
A player cannot send an employee on a Mission if they are unable to meet the requirements of that action.&lt;br /&gt;
==== Recovering Employees from Missions ====&lt;br /&gt;
When an employee returns from a Mission it must be placed in its Company’s Lobby, lying down. Returned employees are not immediately active; they must be moved and activated with the Human Resources action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Employees return from Missions as action discs advance along the Timeline; this is explained in detail in the next chapter.&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
The game takes place over 20 rounds. Each round consists of four parts, which take place in the following order:&lt;br /&gt;
# Select Action&lt;br /&gt;
# Events&lt;br /&gt;
# Use Departments&lt;br /&gt;
# End of Round – Activate Employees&lt;br /&gt;
=== Select Action ===&lt;br /&gt;
The first player selects the action they wish to perform: Human Resources, Management, Construction, or R&amp;amp;D, and then places the hat figurine on that action’s row on the Timeline, immediately to the right of that row’s action disc.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: A player may choose any action, even if that action’s disc has reached the last space of its Timeline.&#039;&#039;&#039; In this case, the first player must still place the hat figurine to the right of the chosen action disc. The first player must then also turn another action disc face-down; that action disc must still be able to move forward. When an action disc is turned face-down, it triggers an event as though it were the chosen action. At the end of the round, this second disc is turned face-up again and advanced along its Timeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Placing the hat will trigger an event. There are two possible events: Take Income or Make a Donation.&lt;br /&gt;
==== Take Income ====&lt;br /&gt;
If the hat is placed on a Timeline space illustrated with a region of the United States, that region becomes the active region. Starting with the first player and going clockwise, each player with one or more employees in the active region’s Mission area may:&lt;br /&gt;
# Return 1 or more of their employees from the active region to their Company’s Lobby. In this case, the player receives income from each project they have already built, from anywhere. These revenues are collected only once per player, per round (even if a player returns more than 1 employee to their Company’s Lobby, they only receive this income once).&lt;br /&gt;
# Generate a transport bonus for each recovered employee, according to how far they have developed their transport in the active region. At the beginning of the game, the transport bonus for each region is $1. &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player cannot (or does not want to) return an employee to their Company’s Lobby, that player does not receive any income or transport bonuses for that round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player&#039;s transport bonus corresponds to their level of development in the active region. A player may not choose a bonus lower than that of the level they have reached.&amp;lt;br/&amp;gt;&lt;br /&gt;
==== Make a Donation ====&lt;br /&gt;
If the hat is placed on a “donation” symbol, the first player may choose to Make a Donation. Then, going in clockwise order, the other players may choose to make their own donations.&lt;br /&gt;
A player’s first donation costs $5; each donation that player makes in the future will increase in price by $5 (ex: a second donation will cost $10; a third will cost $15). Donations are explained in more detail below.&lt;br /&gt;
=== Use Departments ===&lt;br /&gt;
The first player may use any of their Departments that correspond to their chosen action, in any order. Each Department may be used once for each active (standing) employee present in that Department.&lt;br /&gt;
Then, going in clockwise order, the other players may take the same action. As with the first player, these players may use any of their Departments that correspond to the chosen action once for each active employee in that Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
All uses of a Department must be done as part of a single action; a player cannot return to a Department they have already used on that turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Example: Thomas has two active employees in his Commerce &amp;amp; Finance Department, and one in his Strategic Planning Department. He uses his Commerce &amp;amp; Finance Department once, and then uses his Strategic Planning Department. He cannot then take a second Commerce &amp;amp; Finance Action.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note: By spending an Action Choice tile, a player can choose to take a different action and activate any of their Departments that correspond to this new action. Then, the Action Choice tile is discarded.&#039;&#039;&#039;&lt;br /&gt;
Players begin the game with a Lobby and 5 Departments, which are described below.&lt;br /&gt;
==== Human Resources ====&lt;br /&gt;
The Human Resources Department allows players to train employees and assign them to different Departments. When choosing this action, a player carries out the following steps, in order:&lt;br /&gt;
# Calculate the total number of possible moves that player’s employees can make. Each active employee in Human Resources provides 3 moves (right arrow symbol). This Department features a permanent active employee (employees may not be activated in this space); thus, each player is always entitled to a minimum of 3 moves.&lt;br /&gt;
# Move employees within the Company (including from the Company’s Lobby and any space that does not contain a Department) up to the total number of possible moves. Each move must be made orthogonally (horizontal or vertical, never diagonal), from Department to Department. Moving an active (standing) employee returns it to an inactive (laying down) state.&lt;br /&gt;
# At the end of a player’s turn, that player can activate (stand up) any inactive (laid down) employees on free spots in any of their Departments. The player must pay any costs associated with those activations.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Inactive (laid down) employees are considered to be “in training”. A player may only activate employees at the end of their turn, after all other actions have been taken.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The total number of possible moves is calculated at the beginning of a player’s turn. Moving an active employee from Human Resources during a turn will not reduce a player’s total number of possible moves for that turn.&lt;br /&gt;
==== Management ====&lt;br /&gt;
At the start of the game, each Company has two Management Departments; these help to generate resources and build new Departments that expand the Company. The first Management Department, &amp;quot;Commerce and Finance,&amp;quot; provides one of the following for each active employee on this space:&lt;br /&gt;
* Receive $3;&lt;br /&gt;
* Receive a goods cube;&lt;br /&gt;
* Send the employee on a Mission and receive $6;&lt;br /&gt;
* Send the employee on a Mission and receive 2 goods cubes.&lt;br /&gt;
The second Management Department, “Strategic Planning,” makes it possible to build new Departments. This Department provides one of the following for each active employee on this space:&lt;br /&gt;
* Pay 1 goods cube and place a new Department on a free space (one that does not already contain a Department) of the player’s Company board; that space must already contain at least one employee;&lt;br /&gt;
* Pay 2 goods cubes and place the new Department on a free space of the player’s Company board.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A Company may never contain two identical Departments.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
The Construction Department allows players to carry out projects in the following areas: Housing, Commerce, Industry, and Public Infrastructure. When this action is chosen, the player who activates this Department:&lt;br /&gt;
# Sends an employee to the Mission area of the region where he wishes to build.&lt;br /&gt;
# Pays 1 or 2 goods cubes, then moves a pawn from one of their tabs onto a construction site in the same region.&lt;br /&gt;
# If a player builds a project in a small city, that player immediately receives a transport bonus according to their position on that region’s transport track.&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* If more than one pawn is available on a project tab, the player must build the one farthest to the right.&lt;br /&gt;
* The project must be built:&lt;br /&gt;
** in the region where the employee was sent on a Mission, AND&lt;br /&gt;
** on a spot matching the chosen project type (with a symbol of Housing, Commerce, Industry or Public Infrastructure), OR in a small town that accepts all types of projects;&lt;br /&gt;
==== Research &amp;amp; Development ====&lt;br /&gt;
The R&amp;amp;D Department allows players to develop new construction projects in Housing, Commerce, Industry, Public Infrastructure, and Transport. When this action is chosen, each player will receive study points for each of their active employees in their R&amp;amp;D Departments.&amp;lt;br/&amp;gt;&lt;br /&gt;
Study points can be spent in two different ways:&lt;br /&gt;
* A player may move one of their project tabs one place to the right and place a construction pawn on the tab’s just-revealed space (circle), OR&lt;br /&gt;
* A player may move one of their transport cubes on a regional transport track one space to the right.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A player may advance tabs or transport cubes more than one step in a turn. At the end of the turn, any unused study points are lost.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a player advances a tab beyond the spaces for construction projects, they will receive the VP indicated on that tab at the end of the game. &lt;br /&gt;
=== End of Round - Activate Employees ===&lt;br /&gt;
At the end of each player’s turn, that player can activate inactive employees in any of their Departments; any associated activation costs must be paid at this time.&amp;lt;br/&amp;gt;&lt;br /&gt;
Once each player has taken a turn, the first player must move the action disc on the Timeline one space to the right (displacing the hat figurine). Then, the first player must pass the hat figurine and first-player marker to the next player in clockwise order. A new round can now begin.&lt;br /&gt;
=== End of the Game ===&lt;br /&gt;
==== Connections between Major Cities ====&lt;br /&gt;
At the end of the game, players can each earn up to 36 VP for establishing connections between the 4 major cities of New York, Chicago, New Orleans, and San Francisco. To gain these points, a player must have connected at least two major cities through a continuous line of their own construction pawns. Each player counts how many major cities they have connected as part of an uninterrupted line; to earn this bonus, a player must connect at least 2 major cities. If San Francisco is connected to at least one other major city, count it twice.&lt;br /&gt;
Players will earn these points based on the number of cities connected AND the lowest level of transportation they have achieved across all connected regions. This scoring is illustrated on the game board. If a player has two unconnected networks of connections between major cities (for instance, San Francisco to Chicago and New Orleans to New York), only the highest-scoring connection will count for that player’s score.&lt;br /&gt;
==== Final Scoring ====&lt;br /&gt;
The game ends after 20 rounds. Once all 4 action discs have reached the final boxes of their Timelines and all players have finished their actions, victory points (VP) can be tallied as described below. &lt;br /&gt;
Scoring includes:&lt;br /&gt;
* VP earned during the game;&lt;br /&gt;
* 1 VP for each active (standing) employee, to a maximum of 15 VP;&lt;br /&gt;
* Departments built during the game are worth 2 or 3 VP each, depending on their locations. Each Department in a Company’s first line (top) scores 3 VP, while every other Department built during the game scores 2 VP, to a maximum of 24 VP;&lt;br /&gt;
* Any VP earned from project tabs, to a maximum of 42 VP;&lt;br /&gt;
* VP earned from connections between major cities, to a maximum of 36 VP, as explained below;&lt;br /&gt;
* 0-3 VP for each Construction project built in a small, medium or major city (as indicated on the map), with a maximum of 45 VP;&lt;br /&gt;
* VP provided by donations (max. 12 VP per donation).&lt;br /&gt;
* 3 VP for an unused Action Choice tile.&lt;br /&gt;
The player with the most points is the winner of the game. There are no tiebreakers; tied players must shake hands and savor their shared victory.&lt;br /&gt;
== Transport Tracks, Donations, and Departments ==&lt;br /&gt;
=== Transportation Development Tracks ===&lt;br /&gt;
Each region of the country has a transport track that players can develop over the course of the game.&amp;lt;br/&amp;gt;&lt;br /&gt;
At the beginning of the game, players’ transport tracks in the South, Midwest, and Far West start at the “Cart” level; in the East, they start at &amp;quot;Stagecoach.&amp;quot; By progressing along each region’s transport track, players can reach “Railroad” level or beyond.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever a player reaches the final box of a transport track, they immediately receive a special reward of 3 goods cubes OR $10.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Only one player may occupy the final box of each transport track.&lt;br /&gt;
==== Transport Bonus ====&lt;br /&gt;
Boxes on transportation tracks that are occupied by players’ transport discs indicate which transport bonuses those players receive every time they recover an employee who has gone on a Mission in the corresponding region.&lt;br /&gt;
=== Donation Chart ===&lt;br /&gt;
As we saw in the “Playing the Game” section, if a donation symbol is present on the space where the active player placed the hat figurine, starting with the first player and going in clockwise order, each player may make one donation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Donations represent players’ support of various financial, material, and technical projects; they help to increase players’ reputations, as well as those of their Companies.&amp;lt;br/&amp;gt;&lt;br /&gt;
To Make a Donation:&lt;br /&gt;
* A player must place a pawn on an unoccupied space of the donation chart (on the top of the game board), then pay:&lt;br /&gt;
** $5 for their 1st donation. Each subsequent donation costs an additional $5, so:&lt;br /&gt;
** $10 for their 2nd donation, &lt;br /&gt;
** $15 for their 3rd donation, and so on.&lt;br /&gt;
At the end of the game, donations earn VP according to certain factors. These may include projects built, actions taken, Company development, and accumulated wealth. A maximum of 12 VP may be earned for each donation.&lt;br /&gt;
=== The Department Board ===&lt;br /&gt;
There are 16 different Departments that players can add to their Companies&lt;br /&gt;
==== Training and Partnerships ====&lt;br /&gt;
This Department is a powerful way to bring more flexibility in allocating employees. It also allows its owner to supplement their financial resources.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then receives any combination of $ and employee moves, to a maximum of 8. (For example, a player could take $2 and 6 employee moves, $4 and 4 employee moves, $7 and 1 employee move, etc., as long at the total is no greater than 8.)&lt;br /&gt;
==== Recruiting ====&lt;br /&gt;
This Department offers a very efficient way to reach the maximum of 15 employees.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, that player immediately places a new employee from the supply into their Company’s Lobby. This Department has no further effect once the player has recruited all 5 employees from the supply.&lt;br /&gt;
==== Safety and Quality ====&lt;br /&gt;
This Department helps to ensure the quality of manufacturing processes and products, as well as ensuring employees’ safety and well-being.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). Then, the player receives 1 VP for every two active employees in their Company, rounded down.&lt;br /&gt;
==== New Lobby ====&lt;br /&gt;
A new Lobby allows faster access to certain Departments, minimizing the need for moves.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Once this Department has been built, it can hold new recruits and returning employees; employees can be divided between the two Lobbies as desired. This Department has an ongoing effect; it functions without an active employee.&lt;br /&gt;
==== Purchasing ====&lt;br /&gt;
This Department makes it possible to produce a large quantity of goods quickly, and free of charge.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player may then take 3 goods cubes from the supply.&lt;br /&gt;
==== Sales ====&lt;br /&gt;
If a Company produces a lot of goods, this Department can sell them for the best price.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player activates this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $5.&lt;br /&gt;
==== Logistics ====&lt;br /&gt;
This Department improves a Company’s reliability and delivery time.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Each time a player activates this Department, they may pay 1 to 3 goods cubes to the supply. For each cube paid in this way, the player receives $3 and 1 VP.&lt;br /&gt;
==== Property Management ====&lt;br /&gt;
This Department allows a player to immediately assign an employee to a newly-built Department.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. When a player adds a new Department to their Company, they may immediately move one of their employees from any Department to the new Department. This employee can be activated at the end of the turn, as normal.&lt;br /&gt;
==== Construction ====&lt;br /&gt;
This Department provides new construction capabilities and reduces building costs.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). That player then pays only 1 goods cube to build a new project (even if it is an Industry or Public Infrastructure project, which normally cost 2 goods cubes).&lt;br /&gt;
==== Construction Outsourcing ====&lt;br /&gt;
This Department allows a player to build without sending an employee on a Mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player activates this Department, they may pay $4 and 1-2 goods cubes to build a new project, depending on the type of project being built.&lt;br /&gt;
==== Supply Chain ====&lt;br /&gt;
This Department makes it possible to buy goods at a reduced cost.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever a player activates this Department, they may purchase up to 3 goods cubes at a cost of $1 each.&lt;br /&gt;
==== Communications ====&lt;br /&gt;
This Department increases the efficiency of donations.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect as long as it contains an active employee. The cost of new donations is calculated on the basis of $3 per donation, instead of $5. &lt;br /&gt;
Example: Before building the Communications Department, Thomas had already made 2 donations. The next donation he makes will cost him $9 (3 x $3), instead of $15 (3 x $5).&lt;br /&gt;
==== Advanced Research ====&lt;br /&gt;
This Department is an effective way to accelerate employees’ studies.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). The player then gains 8 study points.&lt;br /&gt;
==== Advanced Design ====&lt;br /&gt;
A new design Department allows improves a Company’s study efficiency.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; Whenever this Department is activated, its owner gains 4 study points.&lt;br /&gt;
==== Charitable Giving ====&lt;br /&gt;
This Department allows a player to duplicate a donation that another player has already made.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; To use this Department, the player must send an active employee from this Department on a Mission (move it to a Mission area on the map). After paying the appropriate donation cost, the player may then place one of their donation pawns on top of another player’s donation pawn, rather than on an unoccupied space; a player may not make the same donation twice.&lt;br /&gt;
==== Telegraph Operators ====&lt;br /&gt;
This Department reduces the costs of transport development.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039; This Department has an ongoing effect – as long as it contains an active employee. The player’s study-point costs to progress along transport tracks are reduced by 1 (to a minimum of 0).&lt;/div&gt;</summary>
		<author><name>Paramesis</name></author>
	</entry>
</feed>