This is a documentation for Board Game Arena: play board games online !

Gamehelphalflifed: Difference between revisions

From Board Game Arena
Jump to navigation Jump to search
Created page with "Most money wins! ## The idea You run a nuclear plant for a company that cares more about its investors than its employees. Build the facility, staff it, and finish with the most money — whatever that costs your workers. Five of the six departments play each game, so no two games offer the same cards or the same workers. ## Setup Each player takes an **HQ card** and **$5**. The HQ has two clinic rooms and four action spaces, and it belongs to no department, so any..."
 
Blanked the page
Line 1: Line 1:
Most money wins!


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

Revision as of 18:57, 9 September 2026