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Welcome, innovator, to Electrify! It is up to you to provide electricity to a blossoming solar-punk world.


Electrify is played over 12 rounds. In this game players develop their industry, produce and transmit energy, and fulfill local Demand cards to earn Energy Points. The player with the most Energy Points at the end of the game wins.
In each of 12 rounds you will choose 1 of 5 sectors of your industry to activate. Each industry card you buy and place on sectors will add to the icons available when that sector is used and improve your engine. At the end of the 12th round, the player with the most energy points from fulfilling demand goals and performing research wins.


In this game you develop an energy industry by building Industry Cards into five Industry Sectors: Energy Production, Transmission, Research & Development, Investments, and Business Operations.
Most of the game is simultaneous. BGA will progress to the next round when all players have ended their previous round and selected their sector for the next round. Otherwise, all actions can be taken simultaneously. Your actions will be hidden from other players until all players have ended their turns and locked in their actions.


== '''Fundamental Concepts''' ==


Your Player Board represents your energy network. The seven columns represent different energy sources, from the dirtiest fossil fuels on the left to the cleanest solar energy on the right. The lower part of each column is your Energy Depot, where you store potential energy. The upper part is your Grid, where energy has been transmitted and can be used to fulfill Demand or support Research.
Your Player Board represents your energy network. The seven columns represent different energy sources, from the dirtiest (fossil fuel) on the left to the cleanest (solar) on the right.
* Energy cubes on the bottom partition of your board represent energy in your DEPOTS. They can be spent for cards, developed into better cubes, and transmitted to the grid.
* Energy cubes transmitted to the top partition of your board have been sent out to the GRID. They can be spent to fulfill demand goals or to perform research, but may no longer be spent to buy Industry Cards.


Production (green) industry cards will allow you to generate more energy cubes, and can be discarded at any time for fossil fuel. Infrastructure (blue) industry cards allow you to do most everything else. You may never have more than 9 cards in your hand. If an effect would cause you to draw above 9 cards, the additional cards are lost.


'''Industry Sectors'''
=== Industry Sectors ===


Your five Industry Sectors are arranged below your Player Board. Their position is important: the further to the right a sector is, the more powerful its actions become, based on the Clean and Dirty tracks above the sectors. Look for the small green and black badges on icons, as they will multiply that icon by the value of the corresponding track in its column when used.


Your five Industry Sectors are arranged below your Player Board. Their position is important: the further to the right a sector is, the more powerful its actions become, based on the Clean and Dirty tracks above the sectors.
When a sector is charged, you gain access to the actions on the sector and on any cards you have played on it. Some cards also have arrows that charge other cards, creating chains of available actions across your industry.
 
Each sector contains Industry Cards that add Action Icons to that sector. When a sector is charged, you gain access to the actions on the sector and on its cards. Some cards also have arrows that charge other cards, creating chains of available actions across your industry.


At the end of each round, the sector you selected is reset to the first column. This bumps the other sectors to the right according to the normal bumping rules. As a result, activating one sector changes the position and power of the others for future rounds.
At the end of each round, the sector you selected is reset to the first column. This bumps the other sectors to the right according to the normal bumping rules. As a result, activating one sector changes the position and power of the others for future rounds.


The game is therefore built around a continuous cycle: charge a sector, activate its Industry Cards and any cards connected by arrows, produce and manage energy, transmit it to your Grid, and use that energy to fulfill Demand and advance Research.


'''Energy'''
'''Energy Production (orange)'''
This sector produces 4 fossil fuel energy cubes. Any action icon that matches one of the energy types on the player board will generate cubes of that energy type.


'''Business Operations (red)'''
This sector will generate two energy cubes matching the energy type of the column it is in. When upgraded to the B side, it will also allow you to use the planning action, sending another sector back any number of spaces. You can use this cleverly to bump other sectors up.


Energy Cubes represent your available energy. Energy stored in your Energy Depots can be produced, developed into cleaner energy, transmitted to your Grid, or spent to acquire Industry Cards.
'''Investments (purple)'''
This sector will draw cards equal to the value of the black track in the column it is in.


Once an Energy Cube is transmitted to the Grid, it can be used to fulfill Demand or support Research. Energy Cubes in the Grid cannot be used to purchase Industry Cards.
'''Research & Development (green)'''
This sector will allow you to develop (move a cube one column to the right) a number of times equal to the value of the black track in the column it is in. When upgraded, it will also allow you to research, moving up the research track.


'''Transmission (blue)'''
This sector will allow you to transmit (move a cube from its depot to the grid) a number of times equal to the value of the black track in the column it is in.


'''Building Your Industry'''
=== '''Research''' ===


Research advances your Research marker along its track. For every 6 research performed, you earn a Research Breakthrough before circling back to the beginning of the track.


Industry Cards are divided into Production and Infrastructure cards. They are placed beneath your Industry Sectors and expand the actions available when those sectors are charged.
Transmitted energy in your grid may also be spent to advance Research according to the values shown on your player board


Through Produce, Develop, Transmit, Research, and Invest actions, you build an increasingly capable energy network. Research Breakthroughs can unlock additional effects, while Sector Breakthroughs can upgrade an Industry Sector to its more powerful B side.
=== '''Breakthroughs''' ===


The game is therefore built around a continuous cycle: charge a sector, activate its Industry Cards and any cards connected by arrows, produce and manage energy, transmit it to your Grid, and use that energy to fulfill Demand and advance Research.
Research Breakthrough: Choose an instant bonus from the available breakthrough spaces along the top of the player board. Completing a group of breakthroughs also provides its associated bonus (usually an energy point).


== '''Round Structure''' ==
Sector Breakthrough: Upgrade a sector of your choice from the A side to the B side. A preview of the B side icons can be found at the bottom of each sector.
Clean Breakthrough: All of your green multipliers are worth 1 more in every column.


Industry Breakthrough: Play a card from hand (or the basic industry cards) of the listed value or less for free, using its icons immediately.


Each round is played through six steps: Plan, Acquire, Charge, Discharge, Fulfill, and Reset.
== '''Round Structure''' ==


Each round is played through the following six steps.


'''1. Plan'''
'''1. Plan'''


* Each player secretly chooses one Industry Sector to charge. All choices are revealed simultaneously.
* Each player secretly chooses one Industry Sector to charge. All choices are revealed simultaneously.
* If you are the only player who chose a sector, you gain an Innovation boost and move that sector one column to the right.
* If you are the only player who chose a sector, you gain an Innovation boost and may move that sector one column to the right, bumping other up to make room.
* If one or more other players chose the same sector, you gain a Collaboration boost and advance your Research marker one space.
* If one or more other players chose the same sector, you gain a Collaboration boost and advance your Research marker one space.
* The round marker advances as the round begins.
* The round marker advances as the round begins.


'''2. Acquire'''
'''2. Acquire'''


* You may purchase up to one Industry card by paying its cost with energy from your depots. Place the card in any available slot in one of your Industry Sectors.
* You may purchase up to one Industry card by paying its cost with energy from your depots. Place the card in any slot on any one of your Industry Sectors.
* You may never have more than 9 cards in your hand. If an effect would cause you to draw above 9 cards, the additional cards are lost.
* If you play a card into an occupied slot, the existing card(s) will be nudged down to make room. Sectors are always filled top to bottom.
* At any time, you may discard Production cards for energy or Infrastructure cards for Research, according to the discard bonuses shown on the central board.
 


'''3. Charge'''
'''3. Charge'''


* Place a charge cube on your selected Industry Sector and on the Industry cards that it charges.
* Your chosen sector, all cards on that sector, and any card indicated by a charged arrow card will automatically become charged.
* Cards can charge other cards through arrows. Arrows charge cards only; they do not charge Industry Sectors.
* Arrows only charge cards, not sectors.


'''4. Discharge'''
'''4. Discharge'''


* Resolve your charged Industry Sectors and cards by removing their charge cubes one at a time. You may resolve the charges in any order.
* Select a charged (highlighted) card to discharge it, using its actions. Some actions, like producing energy, will resolve automatically. Others will trigger a prompt asking you how you wish to spend it.
* Actions are optional, but any action not performed while discharging cannot be saved for later.
* Energy produced by actions goes into your depots. Transmit actions move energy from your depots to your grid.
 
 
'''Actions include:'''
 
 
'''Produce:''' Create energy in your depot.
 
'''Develop:''' Move energy one step toward a cleaner source.
 
'''Transmit:''' Move energy from a depot to your grid.
 
'''Research:''' Advance your Research marker.
 
'''Invest:''' Draw Industry cards.
 
'''Plan:''' Move another Industry Sector to the left.
 


'''5. Fulfill Demand'''
'''5. Fulfill Demand'''


* You may spend energy from your grid to fulfill Demand cards.
* You may spend the required energy cubes from your grid to fulfill Demand cards if you have the correct quantities to do so, receiving its rewards.
* You must have all of the required energy in your grid before fulfilling a Demand card. Demand cards cannot be partially fulfilled.
* You may fulfill Demand cards in any order, including multiple cards in the same round, but you will only receive the gold (priority) rewards for the FIRST TWO that you fulfill. Any further goals fulfilled will award only the grey (basic) rewards
* You may fulfill Demand cards in any order, including multiple cards in the same round. Each player may fulfill each Demand card only once, although multiple players may fulfill the same card.
* Each player may fulfill each Demand card only once, although multiple players may fulfill the same card.
* Each Demand card provides its basic rewards. The first two Demand cards you fulfill during the game also provide their Priority rewards, using your two Priority cubes.
* Rewards are resolved immediately. Rewards are optional, but any reward you choose not to receive cannot be saved for later.
* Energy Points gained from Demand cards are added to your score immediately.


=== '''Research''' ===
'''6. Reset'''


* Research advances your Research marker along its track. Whenever your marker reaches the final space, you gain a Research Breakthrough and reset the marker to the beginning of the track. If you move through multiple spaces and trigger a breakthrough, resolve it before continuing the remaining movement.
* Once you choose to end your turn, you will have an opportunity to preselect your sector for the next round. You can change your selection at any time before all players have ended their turn.
* Research Breakthroughs are placed on the available breakthrough spaces. Completing a group of breakthroughs also provides its associated bonus.
* Transmitted energy in your grid may also be spent to advance Research according to the values shown on your player board


=== '''Breakthroughs''' ===
== '''Game End and Scoring''' ==


* Industry Breakthroughs allow you to play an Industry card for free and immediately resolve its actions.
The game ends at the conclusion of Round 12.
* Sector Breakthroughs upgrade an Industry Sector to its B side. When a sector is upgraded, its existing Industry cards remain available and are rearranged on the upgraded side.
* Clean Breakthroughs provide a Clean Breakthrough token. Each token permanently increases the value of your Clean multipliers by 1.


== '''End of Round''' ==
The player with the most Energy Points (gained primarily by fulfilling Demand cards and from groups of Research Breakthroughs) wins.


* After all players finish the current round, the next round begins and the round marker advances.
If players are tied, the player who performed the most total Research wins. Count Research Breakthroughs first, then the current position of the Research marker.
* The Industry Sector selected during the round is moved back to the first column during Reset. This pushes other sectors according to the normal bumping rules. Industry cards remain on their sectors.
* The selected sector's position therefore changes from round to round as sectors are moved, bumped, and reset.
* On Round 12, skip Reset. The game ends after all players finish the Fulfill step.
*
 
== '''How to score?''' ==
Energy Points are gained primarily by fulfilling Demand cards and from other effects that specifically show the Energy Point symbol.
 
The score track is also used as the round track. If your score passes 12, use the +12 side of your score marker and continue counting from the beginning of the track.
 
Research Breakthroughs and Clean Breakthroughs do not directly award Energy Points unless their specific reward says so.


== '''Game End''' ==
If the tie remains, the player with the highest total value of remaining energy cubes wins, counting any transmitted energy cubes for their pre-transmission value, if necessary.


=== Solo Mode ===


The game ends after Round 12.
When you choose your sector, the token on it will be mixed with the two tokens not currently on any sectors (at the beginning, this will always be one innovation and one collaboration token). One of the three will then be selected at random to determine what boost you get, and placed back on the sector.


The player with the most Energy Points wins.
When you fulfill a demand goal that awards a bonus star, you will collect the leftmost star on the round track. At the end of the game, you will earn bonus points (or lose points!) depending on the number of stars collected. When the round marker overlaps a star, it is lost, and can no longer be claimed.
 
If players are tied, the player who performed the most total Research wins. Count Research Breakthroughs first, then the current position of the Research marker.


If the tie remains, the player with the highest total value of remaining energy cubes wins, converting energy back to earlier forms when necessary.
At the end of the game, if you equal or exceed the energy point threshold required by your difficulty level, you win!

Latest revision as of 00:54, 29 August 2026

Overview

Welcome, innovator, to Electrify! It is up to you to provide electricity to a blossoming solar-punk world.

In each of 12 rounds you will choose 1 of 5 sectors of your industry to activate. Each industry card you buy and place on sectors will add to the icons available when that sector is used and improve your engine. At the end of the 12th round, the player with the most energy points from fulfilling demand goals and performing research wins.

Most of the game is simultaneous. BGA will progress to the next round when all players have ended their previous round and selected their sector for the next round. Otherwise, all actions can be taken simultaneously. Your actions will be hidden from other players until all players have ended their turns and locked in their actions.

Fundamental Concepts

Your Player Board represents your energy network. The seven columns represent different energy sources, from the dirtiest (fossil fuel) on the left to the cleanest (solar) on the right.

  • Energy cubes on the bottom partition of your board represent energy in your DEPOTS. They can be spent for cards, developed into better cubes, and transmitted to the grid.
  • Energy cubes transmitted to the top partition of your board have been sent out to the GRID. They can be spent to fulfill demand goals or to perform research, but may no longer be spent to buy Industry Cards.

Production (green) industry cards will allow you to generate more energy cubes, and can be discarded at any time for fossil fuel. Infrastructure (blue) industry cards allow you to do most everything else. You may never have more than 9 cards in your hand. If an effect would cause you to draw above 9 cards, the additional cards are lost.

Industry Sectors

Your five Industry Sectors are arranged below your Player Board. Their position is important: the further to the right a sector is, the more powerful its actions become, based on the Clean and Dirty tracks above the sectors. Look for the small green and black badges on icons, as they will multiply that icon by the value of the corresponding track in its column when used.

When a sector is charged, you gain access to the actions on the sector and on any cards you have played on it. Some cards also have arrows that charge other cards, creating chains of available actions across your industry.

At the end of each round, the sector you selected is reset to the first column. This bumps the other sectors to the right according to the normal bumping rules. As a result, activating one sector changes the position and power of the others for future rounds.

The game is therefore built around a continuous cycle: charge a sector, activate its Industry Cards and any cards connected by arrows, produce and manage energy, transmit it to your Grid, and use that energy to fulfill Demand and advance Research.

Energy Production (orange) This sector produces 4 fossil fuel energy cubes. Any action icon that matches one of the energy types on the player board will generate cubes of that energy type.

Business Operations (red) This sector will generate two energy cubes matching the energy type of the column it is in. When upgraded to the B side, it will also allow you to use the planning action, sending another sector back any number of spaces. You can use this cleverly to bump other sectors up.

Investments (purple) This sector will draw cards equal to the value of the black track in the column it is in.

Research & Development (green) This sector will allow you to develop (move a cube one column to the right) a number of times equal to the value of the black track in the column it is in. When upgraded, it will also allow you to research, moving up the research track.

Transmission (blue) This sector will allow you to transmit (move a cube from its depot to the grid) a number of times equal to the value of the black track in the column it is in.

Research

Research advances your Research marker along its track. For every 6 research performed, you earn a Research Breakthrough before circling back to the beginning of the track.

Transmitted energy in your grid may also be spent to advance Research according to the values shown on your player board

Breakthroughs

Research Breakthrough: Choose an instant bonus from the available breakthrough spaces along the top of the player board. Completing a group of breakthroughs also provides its associated bonus (usually an energy point).

Sector Breakthrough: Upgrade a sector of your choice from the A side to the B side. A preview of the B side icons can be found at the bottom of each sector. Clean Breakthrough: All of your green multipliers are worth 1 more in every column.

Industry Breakthrough: Play a card from hand (or the basic industry cards) of the listed value or less for free, using its icons immediately.

Round Structure

Each round is played through the following six steps.

1. Plan

  • Each player secretly chooses one Industry Sector to charge. All choices are revealed simultaneously.
  • If you are the only player who chose a sector, you gain an Innovation boost and may move that sector one column to the right, bumping other up to make room.
  • If one or more other players chose the same sector, you gain a Collaboration boost and advance your Research marker one space.
  • The round marker advances as the round begins.

2. Acquire

  • You may purchase up to one Industry card by paying its cost with energy from your depots. Place the card in any slot on any one of your Industry Sectors.
  • If you play a card into an occupied slot, the existing card(s) will be nudged down to make room. Sectors are always filled top to bottom.

3. Charge

  • Your chosen sector, all cards on that sector, and any card indicated by a charged arrow card will automatically become charged.
  • Arrows only charge cards, not sectors.

4. Discharge

  • Select a charged (highlighted) card to discharge it, using its actions. Some actions, like producing energy, will resolve automatically. Others will trigger a prompt asking you how you wish to spend it.

5. Fulfill Demand

  • You may spend the required energy cubes from your grid to fulfill Demand cards if you have the correct quantities to do so, receiving its rewards.
  • You may fulfill Demand cards in any order, including multiple cards in the same round, but you will only receive the gold (priority) rewards for the FIRST TWO that you fulfill. Any further goals fulfilled will award only the grey (basic) rewards
  • Each player may fulfill each Demand card only once, although multiple players may fulfill the same card.

6. Reset

  • Once you choose to end your turn, you will have an opportunity to preselect your sector for the next round. You can change your selection at any time before all players have ended their turn.

Game End and Scoring

The game ends at the conclusion of Round 12.

The player with the most Energy Points (gained primarily by fulfilling Demand cards and from groups of Research Breakthroughs) wins.

If players are tied, the player who performed the most total Research wins. Count Research Breakthroughs first, then the current position of the Research marker.

If the tie remains, the player with the highest total value of remaining energy cubes wins, counting any transmitted energy cubes for their pre-transmission value, if necessary.

Solo Mode

When you choose your sector, the token on it will be mixed with the two tokens not currently on any sectors (at the beginning, this will always be one innovation and one collaboration token). One of the three will then be selected at random to determine what boost you get, and placed back on the sector.

When you fulfill a demand goal that awards a bonus star, you will collect the leftmost star on the round track. At the end of the game, you will earn bonus points (or lose points!) depending on the number of stars collected. When the round marker overlaps a star, it is lost, and can no longer be claimed.

At the end of the game, if you equal or exceed the energy point threshold required by your difficulty level, you win!