Professional Documents
Culture Documents
Contents: 162 cards (108 part cards in 3 colors, 36 boost cards, 6 inventors, 6 propulsion, 6 player aid), 6 pawns, 7 track tiles,
6 Damage Gauges, 84 dice in 3 colors, 40 Cog Tokens, direction token, these rules + example turn sheet
Drafting Phase
Overview
Each player is dealt 4 cards, one from each deck. (If the decks
run out, reshuffle their discards to form new decks. Each deck
should have its own discard to make sorting easier.)
At the turn of the century, the world's greatest minds meet on neutral
territory in the Swiss alps to settle once and for all, in a no holds barred
race, who is the greatest inventor of all time!
The game is played over a series of rounds until a player's invention
crosses the finish line, at which point one final round is played and then
the player furthest past the finish line is declared the winner!
Each round starts with a drafting phase, followed by a venting phase,
a racing phase, and then a damage phase.
Setup
Randomly select 3 tiles
to create a continuous
racetrack and place the
start tile at one end.
At the other end of
your newly created
track, you must create
the finish line. Do this
by first attaching the
tile that features the
checkered line,
orienting it such that
the checkered line is
closest to the point of
attachment. Then
place the final tile that
shows the town.
Each player selects a card in their hand to play, placing it facedown in front of them and then revealing simultaneously. (If
there is an issue with timing, resolve according to the direction
token.) Each card can be used to perform one of 3 actions (with
reminder icons in the corner of each card):
Boost cards
Shields
Boost cards (black border) have no valves; when you construct them,
keep them hidden and stash them in a separate boost card pile under
your Damage Gauge. You may play them at any time unless the boost
card specifies when it is played.
Venting Phase
Players may now spend their cogs to vent dice on their invention.
Each cog spent allows you to remove 2 pips, which may be split
between dice. If a die is reduced to 0 pips, it is put back in the general
supply, thus freeing up the die space in your invention (see below).
1. Racing Phase
The racing phase is performed by everyone simultaneously. (If there is
an issue with timing, players resolve their activations in order
according to the direction token.)
At the start of this phase all players roll all the dice they claimed during
the draft using fuel actions, as well as any additional dice from cards
that activate at no cost (e.g. 'Capacitor'). (Cards with no cost have a
green exclamation point icon on them.)
Now players can activate cards in their invention by placing available
dice on them. The die must be placed in an open space, and the color of
the die must match the color of the space. Each card's effect is resolved
before another card can be activated.
Each card has a
symbol, or a
with a number. Dice are placed
on the space(s) to the left of this symbol. The card's effect is shown to
the right of this symbol.
For cards with a numbered
, divide the number of pips on the die
you are using to activate the card by this number (rounded down). This
is how many times the card's effect happens. You may activate with
multiple dice at once and add their pips together (provided there are
enough open spaces).
For cards with the
symbol, any die can be used to activate the
card's effect, regardless of how many pips it has. (Keep that number
showing on the die though.)
After the effect is resolved, the die(/dice) remains on the card. Placed
dice are unavailable and do nothing but block that space on the card
until it is removed using repair action(s) (they do not continue to
activate the part).
Dice Icons
If a card's effect shows a
/
/
icon, immediately roll a die
of that color and add it to your pool of available dice.
If it shows a
/
/
, you can remove a die of that color from
any card in your invention (regardless of pips) and put it back in the
general supply. A card may remove a die from itself.
Wheels
When a card generates
, immediately move your pawn that
many spaces forward on the racetrack. Then reduce your
Damage Gauge by 1 for each terrain icon (
moved into/through.
) in spaces you
Cogs
When a card generates
, immediately take that many Cog
tokens from the central supply. You may spend these during any
racing phase (returning them to the supply) to reroll a die OR
add 1 to a die for each Cog spent. (A die with 6 pips cannot be
increased.) Only unplaced dice may be augmented with Cogs.
You may also spend Cogs to buy additional dice while your
pawn is on a space on the track with a die icon (1 die of that
color per Cog spent). Immediately roll these dice and add them
to your die pool. Cogs can also vent dice, but only during the
venting phase.
2. Damage Phase
The racing phase ends when all players are done activating cards.
Players now look at their position on the Damage Gauge. If they
are at 0 or higher, nothing happens to their invention and their
dial remains how it is. However if they are at a negative value,
they must now discard cards from their invention equal to how
far they are in the red. After losing cards, their dial is reset to
0.
If losing cards means you can no longer arrange your invention
such that all parts connect back to your inventor via a chain of
valves, you must discard unconnectable cards. If losing cards
ever forces a player to discard their inventor card, instead they
keep their inventor card but their invention is considered to have
violently exploded and their pawn is sent to one space behind the
player in last (or one space back if they themselves were in last).
All unplaced dice must now be returned to the supply
(Exception: Flywheel cards let you store dice). Cogs may be
hoarded round to round.
A new round begins, and players are dealt cards for a new
drafting phase.
End of Game
When a player crosses the finish line
, it signals that the
next round will be the last. A final round is played out as normal
(including a drafting phase and action cards phase) and at the end
of that round's racing phase, the invention that is the most spaces
past the finish line is declared the winner! If there is a tie, the
player with the most cards left in their invention (after resolving
the final rounds damage) wins. If there is still a tie, the game
ends in a draw.
Example Round
Tesla, Edison and Curie are playing the first turn of a 3-player game.
For the drafting phase, each are dealt 4 cards, one of each color.
From his first hand, Tesla selects Ion Thrusters and chooses to attach it
to his invention. (He could get 2 cogs or 2 electricity dice ,
but he hopes to get electricity dice from other cards.) His
remaining cards are passed to Edison who is on his right
since the direction token currently shows counter-clockwise.
From the next three cards (passed to him by Curie) he selects
Thermocouple, attaches it to his invention, and passes the remaining
two cards to Edison.
From two cards he selects the boost card Weather
Machine which states that it can be played at the
start of a racing phase. He stashes it under his
Damage Gauge for safekeeping (rather than
discard it for a die/cogs) and passes one card.