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| Most money wins!
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| ## The idea
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| You run a nuclear plant for a company that cares more about its investors than
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| its employees. Build the facility, staff it, and finish with the most money —
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| whatever that costs your workers.
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| Five of the six departments play each game, so no two games offer the same
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| cards or the same workers.
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|
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| ## Setup
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| Each player takes an **HQ card** and **$5**. The HQ has two clinic rooms and
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| four action spaces, and it belongs to no department, so any worker can use it.
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| In the middle go the **deck**, the face-up **Clinic supply**, the **Leak supply**
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| (only when Waste Management is one of the five departments), the **worker bag**,
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| and **one goal more than there are players** — one from the $25 tier, one from
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| the $20 tier, and a $15 goal for every player after the first.
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|
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| ## A round, in four steps
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| **1 · Draw and split.** The 1st player draws cards and workers from the deck and
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| the bag — plus any bots, investors or radiation Leaks that last round's cards
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| added to the draft — and divides everything into one pile per player.
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| The pieces are not comparable, so this is not an exercise in making the piles
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| even. A great card with no worker to run it is a trap. The 1st player is
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| steering everyone off what they need.
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| **2 · Draft.** Players choose in reverse turn order: starting with the player to
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| the 1st player's right and continuing counterclockwise, each takes one pile of
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| their choice. **The 1st player takes whatever is left.** You are never handed a
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| pile; you take one, and leave the rest thinner for whoever picks next.
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| **3 · Turns.** Everyone plays at the same time. There is no hand and no holding
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| back: **everything you drafted this round must be played this round.**
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| **4 · End of round.** Every worker needs a room — see below.
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| ## Your turn
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| Begin by taking every worker out of your clinic and setting them in front of
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| you. Those rooms are empty for the rest of the round.
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| Then, in any order and as often as you can:
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|
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| - **Play a card face-up.** Pay the price on its tag and add it to your plant. An
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| **action card** brings a new action space and a bot station. An **upgrade**
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| starts working immediately; an **event** scores at the end of the game. A card
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| played face-up **activates once, immediately, for free**.
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| - **Play a card face-down as a clinic room.** Free. Tuck it above your HQ with
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| the clinic mark showing. Any facility card can be used this way, so a card you
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| cannot afford is never dead.
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| - **Activate an action space.** Place a worker **of that card's color** on it for
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| free, or a worker of any other color for **$2**. Your HQ charges nobody. A
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| card's bot can run its space instead, and bots need no clinic room.
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| - **Claim a goal.** Meet its printed requirement, spend any worker, take the
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| money. Each player may claim a given goal once, and several players can claim
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| the same goal in the same round — but every goal claimed this round is
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| discarded at the end of it, along with the workers spent on it. So the round a
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| goal is first claimed is the last round anyone can claim it.
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| - **Resolve a Leak.** Pay, discard a worker or a bot, or cover one of your own
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| action cards with it. A covered card is out of play until the Leak is lifted —
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| but an attachment on it keeps working and still scores.
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| Declare when you are finished. You are never required to place all your workers.
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| ## End of round
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| Workers head to the clinic, and **every worker needs a room**. Your HQ's two
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| printed rooms count.
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| **Investors take a room too — permanently, and ahead of your staff.** They fund
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| you when you are short of cash, and then they never leave. Every loan you take
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| is a room your workers do not get.
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| Anyone left without a room is discarded, and a discarded worker is out of the
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| game for good. The bag is never refilled.
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| **An investor with no room is worse than a casualty: it loses you the game.**
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| That is avoidable, and planning for it is the point.
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| Then the 1st player token passes clockwise and the next round begins.
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| ## The game ends
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| At the end of any round in which a player has **15 or more cards** in their
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| facility — clinic rooms and attachments count, Leaks and the cards they cover do
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| not — or the deck or the bag cannot fill the next draw.
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| Then, in order:
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| 1. Every player resolves their event cards and collects the money.
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| 2. Every player **pays $10 for each investor** they have.
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| 3. **Most money wins.** Ties go to the most surviving workers.
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| ## What to know before your first game
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| - **Color is a rule, not decoration.** A card runs on a worker of its own color,
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| or on anyone else's for $2 — which is usually more than the space earns.
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| - **The squeeze is the game.** Rooms are the scarce thing, not money, and the
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| investor who solves this round's cash problem takes a room off you for the
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| rest of the game.
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| - **Waste Management is the advanced department.** If you are learning, use the
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| "No Waste Management" table option — Leaks turn a card you have already paid
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| for into a card you cannot use, and knowing when that is worth it takes a game
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| or two.
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