Wealth of Nations Rules

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    The Game of Industrial Production

    and International Trade

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    108 Flags

    Each player uses a set of 18 Flagsto identify their Industry tiles andclaimed hexes.

    6 Reference Cards

    Reference cards provide a summaryof the rules for use during play.

    15 Farm Tiles

    Farms produce Food

    60 Food Cubes

    9 Generator Tiles

    Generators produce Energy

    50 Energy Cubes

    9 Academy TilesAcademies produce Labor

    50 Labor Cubes

    9 Mine Tiles

    Mines produce Ore

    40 Ore Cubes

    9 Factory Tiles

    Factories produce Capital

    40 Capital Cubes

    9 Bank Tiles

    Banks produce money

    200 Monetary Notes

    Money is used to buy and sellCommodity cubes and is worthVictory Points at the end of thegame

    30 Promissory Notes

    Promissory notes keep track of eachplayers debt.

    9 Automation Tokens

    Automating allows you to use Oreinstead of Food when you run yourIndustries.

    1 First player marker

    6 market Boards

    e Markets keep track of thecurrent price of each Commodity.

    1 game board

    Components

    1 Rule Book

    e board contains hexes that youclaim with your Flags and developwith your Industry tiles.

    First

    Player

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    Overview

    Each full dot produces 1Commodity cube

    Industry Tile

    Commodity Cube Purple represents Banks (which simplygenerate money) and the Finance Market.

    Bank Tile Finance Market

    Black represents Factories, which produceCapital, which is traded on the Capital Market.

    Factory Tile Capital Cube Capital Market

    White represents Mines, which produce Ore,which is traded on the Ore Market.

    Mine Tile Ore Cube Ore Market

    Red represents Academies, which produceLabor, which is traded on the Labor Market.

    Academy Tile Labor Cube Labor Market

    Blue represents Generators, which produceEnergy, which is traded on the Energy Market.

    Generator Tile Energy Cube Energy Market

    Yellow represents Farms, which produce Food,which is traded on the Food Market.

    Farm Tile Food Cube Food Market

    Full Dot

    Industries & Commodities

    Partial Dot

    Wealth of Nations is the game of industrial productionand international trade. You take on the role of aworld economic power, developing and runningIndustries to collect the Commodities they produce.Sell these Commodities on the Market, trade themwith other players, or invest them in the development

    of new Industries.

    As your Industries increase in eciency, theyproduce more and more Commodities. SellingCommodities earns you much-needed cash, butwatch out if you sell too many youll collapsetheir market value, leaving you with Industries tooexpensive to run! A wise player will have the rightmix of expansion and diversication, and will alwaysget a good bargain when trading with fellow players.

    e game ends when certain conditions are reached

    (see pg.14). At the end of the game, the players scoreVictory Points based on their cash reserves and howmany Industry tiles they have on the board. ewinner is the player with the most Victory Points.In other words, the player with the most valuablecombination of Industry tiles and money wins.

    IndustriesIn Wealth of Nations, you build Industries thatproduce Commodities. ese elements of the gameare color-coded. Each Industry produces one type

    ofCommodity, which is bought and sold at a particularMarket. ere is a unique color associated witheach Industry, Commodity, and Market set (see thediagram to the right).

    Each Industry tile contains full dots and/or partialdots. Partial dots are any colored dots that do notform a complete circle. Each full dot in a group oftiles produces exactly one Commodity cube of thecorresponding color.

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    ese two Academy tileshave 3 full dots, so theycan make 3 Labor cubes.

    DOts on Industry Tiles

    ese three Academy tileshave 5 full dots, so theycan make 5 Labor cubes.

    Industrial Blocs

    ese are two separateBlocs since the two tilesarent connected by

    touching partial dots.

    ese are two separateBlocs since the two tilesare of dierentIndustries.

    ese are two separateBlocs since each tile isowned by a dierentplayer.

    is is one BlocofGenerators.

    is is one BlocofFactories even thoughthe dot they share is nota full dot.

    Producing Commodities

    For 3 Food and 1 Energythis Bloc will produce 5

    Labor cubes.

    Putting Industry tiles together creates full dotswhere the tiles meet. is means that the moreIndustry tiles you put together, the moreCommodity cubes they can produce.

    Industrial BlocsA Bloc is a group of the same Industry tiles, allowned by the same player, that are connected byshared partial dots. Tiles in a Bloc may or may notcreate full dots where they intersect.

    ProducingYour Industry tiles produce Commodity cubes whenyou feed and power them. Feeding Industry tilesrequires you to spend Food. Each Industry tile mustbe fed one Food cube (except Farms, which feedthemselves for free). You also have to power your

    Blocs by spending Energy. Each Bloc of Industrytiles must bepowered with one Energy cube (exceptGenerators, which power themselves for free).In summary, running a Bloc requires one Foodcube per tile in the Bloc, plus one Energy cubefor the entire Bloc.

    Alternately, you may purchase Automation for anIndustrial Bloc. An Automated Bloc requires onlya single Energy cube and a single Ore cube for theentire Bloc(see page 12).

    CommoditiesUse Commodity cubes to build additional Industrytiles, run your existing Blocs, or trade your surplusto acquire what you need. When you trade, you canbarter with other players, or sell to the Markets.

    MarketsEach Commodity has its own Market. You can buyand sell your Commodity cubes through theassociated market. For instance, Food is alwaysbought and sold at the yellow Food Market, while

    Capital is always bought and sold at the blackCapital Market.

    Goal of the GameYour goal is to earn the most Victory Points (VPs)at the end of the game. You earn 4 VPs for eachIndustry tile and 1 VP for every $10. If youre indebt at the end of the game, this will cost you VPs,since you lose 3 VPs for each Promissory note youhave. e best way to earn VPs is to develop newIndustries, produce Commodity cubes that are inhigh demand, and make the most money possible.

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    Setup

    Setting up the Markets

    Place one Commodity

    cube in each well in thStarting Marketarea.

    Place the remainingCommodity cubes inthe supplyarea.

    1

    2

    3

    5

    4

    6

    1

    2

    3

    5

    4

    6

    4

    5

    Place the game board in the middle of the table.

    Place the 6 Markets around the board in order:

    Food (yellow), Energy (blue), Labor (red), Ore(gray), Capital (black), and Finance (purple).

    Set up each of the Markets as follows:

    Stack Industry tiles on their matching images.Each Commodity goes with its own Market(yellow Food cubes on the yellow Food Market,etc.) On each Market, place one Commoditycube into each well in the Starting Market Area.Place the remaining Commodity cubes in thesupply area.Stack the Automation tokens, money, andPromissory notes on their matching imageson the Finance Market.

    First PlayerPlace one Industry tile per player face down on thetable. One of these should be a Generator and therest Farms. Randomize the face-down tiles and haveeach player pick one. e player who picks theGenerator tile is the rst player.

    e rst player takes the rst player marker.isplayer goes rst throughout the rst round of play. Atthe end of each round, the rst player marker passes tothe next player to the le.

    Aer selecting a rst player, return the Industry tiles

    to their stacks. Starting with the rst player andproceeding clockwise, each player selects the Flagdesign of her choice and takes all of those Flags.Each player should also take the Reference card withher Flag depicted on it.

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    Industry Packages

    Commodity Packages

    Starting Packages

    3 Farms

    3 Farms

    2 Generators& $10

    2 Academies& $10

    2 Mines

    2 Factories

    Industry Package 1

    Industry Package 2

    Industry Package 3

    Industry Package 4

    Industry Package 5

    Industry Package 6

    9 Food,1 Energy & $40

    Commodity Package 1

    3 Food, 2 Energy,1 Labor & $40

    Commodity Package 2

    1 Energy,3 Labor & $40

    Commodity Package 3

    1 Labor, 1 Ore,1 Capital & $40

    Commodity Package 4

    3 Ore & $40Commodity Package 5

    1 Energy, 2Capital & $40

    Commodity Package 6

    Placing Starting INdustries

    is placement is illegalfor Industry tiles received

    from Packages.

    is placement is allowed.

    When setting up your starting Industry tiles,be sure that partial dots of dierent colors donot touch.

    PackagesAt the beginning of the game, each player selectssets of Industry tiles, Commodity cubes, and/ormoney. ese sets are called Packages, and eachplayer begins the game with two or more. ere aretwo types of Packages: Industry Packages and

    Commodity Packages. ere are 12 packages total,shown in the diagram to the le.Assemble each ofthese Packages by taking the appropriate Industrytiles from their stacks, Commodity cubes from theirsupplies, and money from the Finance Market.

    Place each Package in a separate pile off to the side

    of the board.

    Industry PackagesAn Industry package contains Industry tiles andsometimes money. Aer selecting your Industry

    Package, immediately place the tiles on the board,before the next player selects her Package. EachPackage may only be selected once; you may notselect a Package if another player has already taken it.When placing the Industry tiles you receive fromPackages, you must follow these rules:

    Tiles may only be placed in unoccupied hexes.All tiles received from Packages must be placed ina single, contiguous group.Industry tiles may not be placed if this causespartial dots of dierent colors to touch (although

    partial dots may touch blank tile-sides.)No tile may occupy the central hex of the board.

    Place one of your Flags on each of yourstarting Industries.

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    5 Players: Choose Packages

    Round 1

    Clockwise fromrst player1 Industry Package

    Round 2

    Counter-clockwise from last player1 Commodity Package

    Note: Industry Package 2 is notavailable in this setup.

    Note: One of the CommodityPackages will not be taken and isreturned to the Supply.

    4 Players: Choose Packages

    Round 1

    Clockwise fromrst player1 Industry Package

    Round 2

    Counter-clockwise from last player1 Industry or 1 Commodity Package

    Round 3

    Clockwise fromrst player1 Industry or 1 Commodity Package

    3 Players: Choose Packages

    Round 1

    Clockwise fromrst player1 Industry Package

    Round 2

    Counter-clockwise from last player1 Industry or 1 Commodity Package

    Round 3

    Clockwise fromrst player1 Industry or 1 Commodity Package

    Round 4

    Counter-clockwise from last player1 Industry or 1 Commodity Package

    6 Players: Choose Packages

    Round 1

    Clockwise fromrst player1 Industry Package

    Round 2

    Counter-clockwise from last player1 Commodity Package

    First

    Player

    First

    Player

    First

    Player

    First

    Player

    First

    Player

    First

    Player

    First

    Player

    First

    Player

    First

    Player

    First

    Player

    First

    Player

    Commodity PackagesA Commodity Package includes Commodity cubesand money. Each Package may only be selected once;you may not select a Package if another player hasalready taken it.

    Choosing PackagesPlayers select their Packages in rounds. Each roundhas a starting player and a direction, either clockwiseor counter-clockwise. e starting player anddirection reverse with each new round. So if youselect last on round 1, youll go rst on round 2, whichmeans that youll select two Packages in a row.

    e number of rounds depends on the number ofplayers, as shown in the Choose Packagesdiagrams below. In these diagrams, rst player

    means the player with the rst player marker andlast player is the player to her right. Once Packageselection is done, the game begins.

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    Playing

    Market Overview

    sell price

    buy price Barter price

    Lowest AvailableCommodity

    Highest EmptyWell

    Buy 1 Food cube from the Market for $7.Sell 1 Food cube to the Market for $4.e suggested Barter price for Food is currently $5.5.

    FirstPlayer

    1. Trade PhaseIn the Trade phase, you can buy a Commodity cubefrom a Market, sell a Commodity cube to a Market,or barter with your fellow players. Doing any one ofthese things counts as taking a Trade action.You take one Trade action at a time, aerwhich the player to your letakes one Tradeaction.

    Each player continues taking Trade Actions,going around and around the table, until everyplayer passes in succession. It is possible forone player to take several actions in a row, ifall other players pass. Once all players pass insuccession, the Trade phase ends and a newDevelop phase begins.

    ere are four possible Trade actions:

    Buy 1 Commodity cube from the MarketSell 1 Commodity cube to the MarketBarter any amount of Commodity cubesand/or money with one playerPass and do nothing

    If you pass on a Trade action, youre still allowedto take other Trade actions later in the phase.You can also take out or repay one or morePromissory notes on the Trade phase (see pg. 9).

    e game takes place over a series of rounds. Eachround moves through three dierent phases. Eachphase allows you to take certain actions.

    1.e rst is the Trade phase, in which you buy orsell Commodity cubes, or barter with other players.

    Your goal is to acquire the Commodity cubes youllneed to Develop your Industries and Produce moreCommodity cubes in the following two phases.

    2.e Develop phase is second. You spend Commoditycubes to claim hexes and purchase Industry tiles.Your goal is to expand your existing IndustrialBlocs, or diversify into a new type of Industry.

    3.e Produce phase comes last. You feed andpower your Blocs to produce Commodity cubes.With this done, the round ends. Pass the rst

    player marker one seat to the le

    and start anew round with a new Trade phase.

    Your ResourcesDuring the game, youll accumulate money andCommodity cubes. You must keep all of yourCommodity cubes and money in view of all playersat all times. However, you are not required to letanyone count your money nor do you have to reveal

    exactly how much money you currently hold.

    The MarketsEach market contains three rows of circular wells,each of which can hold one Commodity cube. At thebeginning of the game, half of these wells containCommodity cubes and half are empty. Each well hasthree numbers associated with it: a number insidethe well (the sell price), a number beneath the well(the buy price) and a number to the right of the well(the barter price).

    Buy a Commodity from the MarketIf you want to buy a Commodity cube from aMarket, nd the cube closest to the lower right ofthe Market. In other words, youll always buy thecheapest Commodity cube currently on the market.Pick up this cube and spend an amount of moneyequal to the buy price beneath the well that it wasin. If the Market rows are empty, you can buy a

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    Tip Barter price

    Tip Planning Ahead

    When you take a Promissory note, you receive acertain amount of money from the supply on theFinance Market. e amount of money you receiveequals $20, minus the number of notes you currentlyhave in front of you (not including the one you justtook). So,yourrst Promissory note gives you $20,

    the second $19, the third $18, and so on. If thesupply is exhausted, record further notes on paper.

    Each Promissory note you hold at the end ofthe game reduces your nal score by 3 VPs.Its therefore a good idea to pay them back beforethe game ends. It costs $25 to repay a singlePromissory note. Place $25 into the moneysupply on the Finance Market, and return one ofyour Promissory notes to the supply. Youre alsoallowed to trade Promissory notes with otherplayers as part of bartering. Taking a players note

    is like giving her money, so when you take a notefrom a player, make sure you get something valuablealong with it.

    Commodity cube from the supply by paying theMarket Empty Buy Price shown in the supply area.Buying one Commodity cube counts as your Tradeaction, so once youve bought it, the player toyour le gets to go. You cant buy more than oneCommodity cube at a time.

    Sell a Commodity to the MarketIf you want to sell a Commodity cube to the Market,nd the empty well closest to the upper le of theMarket. In other words, youll always sell for thehighest price currently available on the market.Place your cube in this well, and take money fromthe supply equal to the number inside the well. IftheMarket rows are full, you can sell a Commoditycube tothe supply, and receive the Market Full Sell Priceshown in the supply area. Selling one Commoditycube counts as a Trade action, so once youve sold it,the player to your le gets to go. You cant sell morethan one Commodity cube at a time.

    BarterWhen you barter with another player, you negotiateany exchange of Commodity cubes or resourcesthat the two of you can agree to. is exchange caninclude any combination of Commodity cubes,money, Promissory notes, or promises of futureexchanges on a subsequent Trade action. You maynot barter Flags or Industry tiles.

    Barter can only occur between the player whoseaction it is and one other player. You cant barterwith more than one player at a time, nor can twoplayers barter unless one of them is the activeplayer. Once you reach an agreement with the otherplayer and carry out your transaction, the nextplayer takes her Trade action.

    Ending the Trade PhasePlayers continue taking Trade actions in turnuntil every player has passed in a row. Youllgenerally continue trading until you have theCommodity cubes you need to develop yourIndustries and feed and power your Blocs.

    Promissory NotesYou can take out a loan at any time during theTrade phase, by taking one or more Promissorynotes. You may do so even if its not currentlyyour turn to take an action. Taking (or repaying)Promissory notes does not count as a Trade action(although you may only do so on the Trade phase).

    Each Market shows barter prices. Barter pricesgenerally represent the fair trade value of theCommodity. Its usually not advisable to deviatefrom these values just to squeeze an extra dollarout of a trade. is only slows down the game foran insignicant benet. However, if two or moreplayers are competing for your Commodities, letthem bid up the value and take the best deal.

    By the end of each Trade phase, you want toensure that you have all the Commodity cubesyoull need in the upcoming Develop and Producephases. If you plan to build an Industry tile thisround, set aside the required Commodity cubes

    as you acquire them. You can place them on theapplicable space on the Reference card to keeptrack. Youll also need enough Food and Energyto run your Blocs in the Produce phase. Place oneEnergy cube on each Bloc on the board, and oneFood cube on each Industry tile (plus an extraFood cube for each new Industry tile you intendto build). If the Bloc is (or will be) Automated,place one Energy and one Ore cube on the Bloc.

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    building Industries

    Farm: 1 Ore and 1 Capital

    Showa can place a Flag in any of the spaceshighlighted in blue.

    Placing Flags

    Generator: 1 Ore and 1 Capital

    Academy: 1 Ore and 1 Capital

    Mine: 1 Labor, 1 Energy and1 Capital

    Factory: 1 Labor and 2 Ore

    Bank: 1 Energy, 1 Ore and1 Capital

    2. Develop Phasee Develop phase works a little like the Tradephase. You get one Develop action at a time, aerwhich the player to your le can take a Developaction. Everyone keeps taking one Develop action ata time, around and around the table, until everyoneconsecutively passes.

    ere are ve possible Develop actions:

    Place a FlagBuild an Industry tileMove Industry tilesAutomatePass and do nothing

    If you pass on a Develop action, youre still allowedto take other Develop actions later in the phase.Once all players pass in succession, the Develop

    phase ends and a new Produce phase begins.

    Place a FlagYoull notice that the cost for each Industry tileon the Reference card also includes the cost forplacing a Flag (one Labor cube). You cant put anIndustry tile on the board unless you have a Flagin the hexrst.e Flags represent your claim on ahex. You spend one Labor cube to place a Flag in ahex. Place the spent Labor cube in the supply area ofthe Labor Market, not on the Market rows.

    e hex youre claiming must be adjacent to a hexthat already contains one of your Flags. You cantplace a Flag in a hex that already contains a Flag.You may never place a Flag (or an Industry tile) inthe central hex of the board. Once youve placedyour Flag in a hex, youve claimed that hex and canbuild an Industry tile there as a later Develop action.

    Build an Industry TileYou can build an Industry tile in any hex thatcontains your Flag, but no Industry tile. e cost

    for each Industry tile is listed on your Referencecard and the diagram to the le. Place the spentCommodity cubes in the supply area of theirMarkets, not on the Market rows.

    Take a tile from the stack on the associated Market.Immediately place it on the board, in a hex thatcontains your Flag, but no Industry tile. You maynot purchase an Industry tile and hold it otheboard. If you dont have enough Commodity cubes,if there is no legal hex available, or if there are notiles le in the stack, you cant build the Industry tile.

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    Placement Rules

    You may not place thisGenerator tile next tothis Academy tile (unlessyou Force Placement).

    You may not place thisFactory tile next to this

    Academy tile (unless youForce Placement).

    Dot colors dontmatch.

    If you and anotherplayer have the samecolored partial dotstouching, thats OK.

    You are also allowed toto place a partial dotnext to a blank side.

    Allowed

    Not Allowed

    ese Factories arecorrectly placed.

    Tip - Building

    When you add Industry tiles to an Industrial

    Its usually a good idea to build a Bloc up to at

    least three or four tiles to take advantage of this

    economy of scale. Just be careful that your

    production doesnt outstrip demand, which can

    You cant place an Industry tile if doing so causespartial dots of dierent colors to touch. If you andanother player have the same colored partial dotstouching, thats OK. Youre allowed to place a partialdot next to a blank side of another Industry tile (seethe diagram to the right). Youre also allowed to

    place tiles so that two blank sides touch.

    Exception: Force PlacementYou can spend one Capital cube to ForcePlacement of an Industry tile yourebuilding (or moving, see pg. 12). When you ForcePlacement, youre allowed to ignore any partialdots that dont match. Spending a Capital to ForcePlacement counts for the whole tile. No matter howmany conicting dots there are, it only costs oneCapital to Force Placement of a single tile.

    When you Force Placement, build (or move) yourIndustry tile as normal, then spend the extra Capitalcube to ignore the rules about matching dots. Placethe spent Capital cube in the supply area of theCapital Market, not on the Market rows. ForcingPlacement counts as part of building (or moving) anIndustry tile; it is not a Develop action unto itself.

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    Move IndustriesYou can Move up to three Industry tiles byspending one Capital cube. Place the spent Capitalcube in the supply area of the Capital Market, noton the Market rows. Take up to three of your Tilesothe board, keeping their ags on them. Put eachof them down in any empty hex, or any hex thatcontains your Flag, but no Industry tile.

    You can place each Industry tile anywhere on theboard (excluding hexes claimed by other players).You may move the tiles to hexes that arent adjacentto any of your Flags. You can move any three tiles,they dont need to be of the same type. You are notrequired to keep groups of Industry tiles together.

    If you move an Industry into a hex that contains

    your Flag, return this Flag to your supply, andkeep the Flag that was originally on the Industrytile. If you cant place an Industry tile in its newhex without causing unlike partial dots to touch,you must either pay to Force Placement or nd adierent hex.

    AutomateFor a cost of one Energy and two Capital cubes,you can Automate one of your Industrial Blocsby placing an Automation token on it. If yourIndustrial Bloc is Automated, you can choose tofeed the entire Bloc with one cube of Ore, ratherthan feeding it with one Food per Industry tile.Nomatter how many tiles are in the Automated Bloc,only one Ore is required to feed the entire Bloc.

    You can still use Food to feed an Automated Bloc(one Food per tile, as usual) if you do not wish touse Ore. An Automated Bloc still requires oneEnergy to power (unless its a Bloc of Generators Generators never require Energy). If Food isexpensive and Ore is relatively cheap, Automating

    can save you money in the long run.

    If your Automated Bloc is ever split into two ormore Blocs (because you moved Industry tiles, forexample), only one of the newly created Blocs isAutomated. You decide which of the new Blocsreceives the Automation token. If the supplyruns out of Automation tokens, use apenny or other convenient counter.

    run an automated Bloc

    is Automated Academy Bloc can be run witha payment of 3 Food cubes and 1 Energy cube,or 1 Ore cube and 1 Energy cube (Automated).

    OR

    Tip - moving Industries

    Tip - food and automation

    players to Automate. If numerous Blocs are

    to automate.

    up with Industry tiles. In some cases, you might

    your Industry tiles to a less congested area. Now

    new location.

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    3. Produce Phase

    is is Arazzaqs Automated Blocof 3 Factories. Arazzaq can runthe whole Bloc with 1 Energy and1 Ore. It produces 4 Capital cubes.

    is is Federal Provinces Bloc of3 Generators. Federal Provincesspends 3 Food to run the Bloc. Itproduces 5 Energy cubes.

    is is Showas Bloc of 4Academies. Showa spends 4 Foodand 1 Energy to run this Bloc.It produces 7 Labor cubes.

    Production Example

    In this phase, you run your Industrial Blocs by spendingFood, Energy, and possibly Ore cubes. When you runyour Industries, each Bloc produces one Commoditycube for each full dot within the Bloc. Banks are anexception; each full Bank dot produces $30 when youfeed and power your Banks.

    If two players have adjacent Blocs of the same Industry,any full dots shared between the two Blocs do notproduce any Commodity cubes for either player. Youmay not run any Bloc more than once during a singleProduce phase.

    Running BlocsIt costs one Food cube per Industry tile to feed a Bloc,and one Energy cube to power the whole Bloc. If youdont have enough Food for every Industry tile, you canchoose not to feed certain tiles. When collecting yourCommodity cubes, ignore any dots located (even onlypartially) on unfed Industry tiles.

    Feed and power all of your Blocs before producingyour Commodity cubes. You cant use any Food,Energy or Ore you produced on the current phaseto run Blocs on the same phase. Remember, Farmsfeed themselves and Generators power themselves.

    AutomationIf the Bloc is Automated, you can spend one Orecube to feed the whole Bloc, instead of spending oneFood cube for each Industry tile in the Bloc. You stilhave to spend one Energy to run a Bloc, whether itsAutomated or not (except Generators, which neverrequire Energy).

    Spending and CollectingWhen feeding and powering your Blocs, place allspent Commodity cubes into the supply area of the

    applicable market, not on the Market rows.

    eCommodity cubes you produce also come from thesupply. Money earned from Banks comes from themoney supply on the Finance Market. If any supplyruns out, record further production on paper.

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    WinningTip - Final Trade

    Victory Points

    Each Industry tileyou have on theboard is worth 4Victory Points.

    = 4

    =

    = -3

    1Each $10 you haveis worth 1 VictoryPoint.

    Each Promissorynote you have is

    worth -3 VictoryPoints.

    Credits

    For More Information

    In the nal Trade phase, players oen havea large quantity of Commodity cubes to sell.Selling these Commodities one at a time can take

    a substantial amount of time. To speed up theprocess, consider recording the money earnedfrom each sale on paper, rather than taking themoney from the Finance market each time.

    e following conditions signal that the end of thegame is approaching:

    Any player has placed all 18 of her Flags on theboard.Every hex on the board contains a Flag and/or

    Industry tile.At least 5 out of the 6 dierent types of Industrystacks have run out of tiles.

    ese conditions will always occur in the Developphase. When one or more conditions are met at theend of a Develop phase, there is one nal Producephase and then a nal Trade phase. Once playershave sold otheir last remaining Commodities inthe nal Trade phase, the game ends.

    Players earn 4 Victory Points (VPs) for each

    Industry tile they have on the board and 1 VPfor every $10 they have. Ignore any remainder ofmoney that doesnt add up to a full $10. EachPromissory note that has not been repaid reducesthe score by 3 VPs. e player with the most VPswins. Ties are broken in favor of the player withthe most money; further ties are broken in favor ofthe player with the most ags on the board. In theunlikely event that the game is still tied, all tyingplayers can consider themselves winners.

    Designed by: Nico CarrollOriginal Art by: Gregor BenedettiExecutive Producer: AnthonyompsonProducer: Robert CarrollArt Director: Peter HansellDesign Team: Robert Carroll, Monte Lin, RayLong and Peter Hansell

    We would like to thank the following playtesters fortheir contribution: Shelly DiGiacinto & her playtestingcrew, Alex Barbieri & his playtesting crew, Irwin Hurst

    & his playtesting crew, Tim Harrison & his playtestingcrew, Jonathan Sue, Chad Barr, David Mitchell, JeanineIshii, Monika Houtnagl, John Westlund, James Fung,Erich Blattner, Conor Maury, Pam Hampton, LeifHuhn, Jon Felder, Kristen Morey, Peter Minnis, RileyMcLaughlin, Albert Chu, Bruce Chiriatti, omasClayton, and Paul Eiser.

    Copyright 2008 TableStar Games, LLC,1942 University Ave. #208, Berkeley, CA 94704e TableStar Games logo is a trademark

    of TableStar Games, LLC

    To get more information about Wealth of Nations,including a sample game, please visit our website:

    www.TableStarGames.com

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    the Nations

    Anglica

    Federal

    Provinces

    Bolshevia

    Bharat Arazzaq

    Showa Republic

    We are not interested inthe possibilities of defeat.ey do not exist.

    We have resolved toendure the unendurable

    and suer what isinsuerable. Adversity isthe foundation of virtue.

    Michi Yoshihito

    With the blessing andgrace of Almighty Godand with the assistanceof the faithful, we shallcontinue the march ofconstruction and

    development.

    Khalid ibn al NejdAnant Nayan

    Character, in the longrun, is the decisive factorin the life of an individualand of nations alike.

    Russell Rider

    e poisoned arrow ofbourgeois imperialism ever

    points at the heart of theglorious socialist revolution.

    Vladimir Leonidovich

    Players in Wealth of Nations are represented by the Flags of their nations. e boxes below give the name ofeach nation and its leader, plus a pithy quote to sum up its national character.

    A moment comes when westep out from the old to

    the new; when an age ends;and when the soul of anation long suppressed

    nds utterance.

    Alexandrina Hanover

  • 8/2/2019 Wealth of Nations Rules

    16/16

    Automate a Bloc

    Spend 1 Energy and2 Capital cubes toAutomate one of yourIndustrial Blocs.

    Place a FlagSpend 1 Labor cube to plaa Flag in an empty hex

    adjacent to one of yourexisting Flags.

    Build Industry TiSpend Commodity cubesto place a new Industrytile in a hex that youveclaimed with a Flag.

    2. Develop Phas

    3. Produce Phase

    Force PlacemenIf building or moving anIndustry tile causes partiadots of dierent colorsto touch, you must ForcePlacement spend oneCapital cube to ignore allconicting partial dots.

    Move Industry TilSpend one Capital cubeto move up to 3Industry tiles.

    Run AutomationIf the Bloc is Automated,you may spend oneOre cube to feed thewhole Bloc.

    1. Trade Phase

    Sell to a MarketSell one Commodity cube ata time to the Market rows.You receive the sell price,the number inside thewell to which you sell

    the cube.

    Promissory NotesTake out a loan or repay somedebt. is doesnt count asa Trade action and may bedone at any time during theTrade phase (even whenits not your turn.)

    Buy From MarketBuy one Commodity cube ata time from the Market rows.You pay the buy price (thenumber beneath the well thatcontains the cube.)

    BarterConduct atransactionwith oneother player.You mayexchangeany amountof money,Commoditycubes, andPromissorynotes.

    P

    P

    P

    P

    P

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    Pass the First PlayerMarker to the le.

    First

    Player

    Power BlocsSpend one Energy cubefor each Bloc you wishto run. Page

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    Feed Industry Tiles

    Spend one Food cubefor each Industry tileyou wish to feed.

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