Economic

Nautilus

The players are building a research station at the bottom of the sea, trying to find Atlantis, recover sunken treasures, and extract raw materials. The board shows the sea floor as a grid with shades indicating the levels of depth.

Each round consists of three phases :

-expanding the station : extra research stations will be added, these give advantages depending on their type, cost to build depends on the underwater landscape on which they are placed. More stations in use of the same type give better advantages. They must be occupied by a scientist before any advantage can be enjoyed.

-deploying scientists : players must pay to bring them into the game. They can be moved around to start using the research stations. Once deployed they remain at this station. When using a station built by another player there is a cost.

-exploration : Up to 3 submarines can be launched when certain requirements are met. These explore outside the base searching for scientific and financial treasures as well as trying to find remains of Atlantis. The amount of built research stations and deployment of scientists greatly aid in the performance of the submarines.
All players have special goals, consisting of sea discoveries that provide more points when recovered.

The game ends when certain tiles or all of the Atlantis tiles are found, when nobody buys/builds anything to expand the base and when not a single sea discovery was recovered.

Points are scored for recovered Atlantis chips and sea discoveries. Discoveries corresponding to the player's special goals score more points. The total of the discoveries is multiplied by the points gained from the stations. Extra points are given for left over money.

Power Grid: The First Sparks

In 2001, 2F-Spiele published the original Funkenschlag.

In 2011, it is time to look back...a long time back! To celebrate the tenth anniversary of the original Funkenschlag, designer Friedemann Friese will take you back in time and let you relive the early beginnings of mankind. True to the name of the German edition (a literal translation of which is "Flying Sparks"), it is time for Funkenschlag: Die ersten Funken, or "The First Sparks".

The First Sparks transports the Funkenschlag mechanisms into the Stone Age. The order of phases during a game round, the player order, the technology cards: you know all these parts from “Funkenschlag”. But what is new? What is different?

The First Sparks is much faster and far more direct. You are immediately part of the action. Each turn, each decision is important. As a clan leader you decide on the well-being of your clan during the Stone Age. You need to develop new hunting technologies and get new knowledge - to successfully hunt food or to learn to control fire. With the help of these skills, you will harvest enough food to feed your clan and spread it far enough to reach new hunting areas.

In a game of The First Sparks you are always confronted with many decisions: Which technology cards offer you the biggest advantages? When is the right time to spread your clan on the game board? Which hunting areas will grant the most food? Reaching new hunting areas or trying to secure parts of the game board for your own clan are important factors for your strategy. Empty spaces are cheaper for you to settle compared to spaces in which other clans are already settled. If you are the first to increase your clan size to 13 clan members, you win The First Sparks.

Shipyard

We’re in 19th century, sea transport is more and more important. Both corporations and naval forces require newer and newer ships. Try to put yourself in the role of their manufacturers. Hire employees, buy accessories, get favour of evaluating committees. Don’t forget to rent a canal and you can heave anchor.

Players take turns, beginning with a randomly selected player and continuing around the table clockwise. On their turn, they will choose one of the available actions from the Action Track. The action will get the player something they need to help build their ships. On the player's next turn, they will move that Action Card ahead of all the others and choose a different action.

If a player completes a ship on their turn (ships consists of little cards depicting bows, sterns, and (preferably several) middle pieces with several options to add equipment or crew), it is taken out for a shakedown cruise in a canal, during which they may score points for speed, crew, equipment, or safety.

As players take their turns, the line of Action Cards will advance around the Action Track. When the lead Action Card reaches the Starting Space again, the countdown marker moves down one space, and play continues.

The game ends when the countdown marker reaches the finish space. (It can also end early if the players run out of Ship Cards.) Bonus points are scored for Government Contracts, and the player with the most points wins.

The game lasts about 30 minutes per player.

Globalization

Globalization brings the exciting world of big business into your living room. You are the head of a multinational corporation with one goal in mind: to make money. Outbid your competitors to acquire businesses within six different industries and grow your conglomerate. Streamline operating costs, build additional factories, sue your competitors or take one of your subsidiaries public for big returns. Your corporate strategy will impact which companies you buy and how to take your corporation worldwide. The synergy that comes from the right company combinations increases your perceived net worth. The first to reach a billion in net worth wins!





In the age of Corporate Imperialism, only the strong survive.

Power Grid: The Robots

You finally have a new opponent for your Power Grid games: a robot that acts as an additional player. Thanks to his different actions and special abilities he is a strong opponent. You will manage the robot's "decisions" and can use him to act against the other opponent(s).

With this expansion, Power Grid is an exciting and fun experience for two (and more) players!

Power Grid: The Robots is designed especially for two players, but you can use a robot with up to five human players, too. You can even use more than one robot in a game.

The robot consists of five tiles, one tile with rules for each phase (except phase 1 »Determine Player Order« and phase 5 »bureaucracy«) plus a special ability, which the robot uses during the game.

With a total of 30 tiles - six different tiles for each phase - your Power Grid games will never be the same again!

Power Grid: The Robots FAQ has many Frequently Asked Questions which have appeared multiple times in the forum!