winner is determined. PHASE ORDER. A Player's turn is broken up into three (3) phases: Draw,. Action and Cleanup. Note â
OFFSHORE
RESIDENTIAL
OUTER SPACE
RULEBOOK
A CITY-BUILDING STRATEGY CARD GAME
GAME SETUP The setup is split into two distinct zones: Central Zone
PLAYERS: 2 - 4
AGES: 12+
TIME: 30 - 40
and Player Zones. The Central Zone consists of 3 Tracks. A Player Zone consists of a Power Grid, a Private Agenda and a hand of PRISM cards.
OBJECTIVE The object of the game is to be the player with the most influence by building and expanding their power grid. The game ends when a player has powered eight
1
(8) or more districts, or there are no districts left on the
2
Private Contract deck.
CARDS 1
“The Exchange”
4
Company Power Plant
4
Private Agenda
54
PRISM
45
District Contract
3 5
6
4
CENTRAL ZONE 1
PRISM TRACK
PLAYER ZONE 4
PLANT CAPACITY
Take the 54 PRISM cards and shuffle them. Place the
Deal two (2) PRISM cards from the PRISM Deck to each
deck face down to form the PRISM Deck and deal four
player face down to form a player’s hand of PRISM
(4) cards face up to form the PRISM Track.
cards.
2
CONTRACT TRACK
5
PRIVATE AGENDA
Take the 45 District Contract cards and shuffle them.
Take the four (4) Private Agenda cards and shuffle
Place the deck, inactive side up to form a Contract
them. Deal one (1) card to each player. Players are free
Deck. Deal four (4) cards, keeping the inactive side up,
to look at the Agenda they picked, but must keep it
to form the Contract Track.
secret until the end of the game.
3
EXCHANGE TRACK
6
POWER GRID
Place the “The Exchange” marker card somewhere in
Hand each player a Power Plant card. Place it on their
the Central Zone. This forms the Exchange Track.
their player zone to form their starting Power Grid.
PLAYING THE GAME
TURN PHASES
FIRST PLAYER
DRAW
Before the game begins, determine a first player. We
At the start of the turn, a player must draw PRISM cards
recommend cutting the PRISM deck. The player who
equal to their Draw Power. Start by taking PRISM cards
reveals the highest value goes first. In the case of a tie,
from the PRISM Track. Should the player’s Draw Power
those players should cut the deck again until a clear
exceed the number of available PRISM cards on the
winner is determined.
PRISM Track, then draw the remaining cards from the PRISM Deck.
TURN SEQUENCE
You must always draw cards equal to your Draw Power.
The game consists of a sequence of turns performed by
Once drawing its complete, discard cards until you have
each player proceeding clockwise, starting from the
reached your Plant Capacity.
first player. Note – The PRISM Track is not refilled until the
PHASE ORDER A Player’s turn is broken up into three (3) phases: Draw, Action and Cleanup.
Cleanup phase.
TURN PHASES (Cont.) ACTION
TURN PHASES (Cont.) ACQUIRE A CONTRACT
During the Action phase, a player has two (2) action
This is how you fundamentally expand your Power Grid.
points to spend on the five (5) available actions in any
Take a card from the Open Contract track and connect
order or combination they wish. Every action requires
it to your Power Grid. The district remains inactive and
one (1) action point to perform.
can only be connected either to your Power Plant or to an activated district.
The available actions are: Once an active district is attached to your Power Grid, it Acquire a Contract
cannot be moved. An inactive district can only be moved if it is used as an upgrade (see: “Upgrade a
Power a District
District”)
Upgrade a District Note – The Contracts Track is not refilled until the Take a District from The Exchange Execute an Exchange Ability
Cleanup phase.
TURN PHASES (Cont.) POWER A DISTRICT
TURN PHASES (Cont.) UPGRADE A DISTRICT
Before powering a district, ensure your power plant has
Upgrading a District involves paying the District’s PRISM
enough Grid Capacity. If your capacity is equal to or
cost of an inactive District. Power the District, then
greater than the number of activated districts on your
place it on top of another active district of the same
power grid, then you are able to power a district.
name.
To power a district, pay the activation cost by
Should the District you’re upgrading have a lower
discarding PRISM cards of the same symbol and colour,
Influence Point than the card you are upgrading to,
equal to or greater than the value signified by the
you must place the lower influence District on the
District Contract’s PRISM cost. Then place the
exchange prior to the upgrade.
discarded PRISM cards into the discard pile. Note – In essence, the district you are placing on top Once payment is made, flip the District card to its
as an upgrade must have a lower Influence than the
activated side. You will now gain the District Bonus of
District below. You are able to remove upgrades from a
that district.
district to The Exchange until the upgrade you wish to perform follows the upgrade rule.
Should you pay the exact amount of PRISM required, you earn an additioanl Action Point available to use this turn.
TURN PHASES (Cont.) Upgrade Example #1 – You have an active “Seaport”
TURN PHASES (Cont.) TAKE A DISTRICT FROM THE EXCHANGE
with 4 Influence and no upgrades. You have an inactive
Check you have enough Grid Capacity. Then remove
“Seaport” with two 2 Influence you wish to use as an
the desired District from “The Exchange” and connect
upgrade. You pay the PRISM cost, power it and place
it to your Power Grid. Ensure the rules for connecting
the District on top of the active one.
to a Power Grid is complied.
Upgrade Example #2 – You have an active “Parklands”
Note – There is no PRISM cost associated with taking a
with 5 Influence and an existing upgrade with 2
district from “The Exchange.”
Influence. You have an inactive “Parklands” with 4 Influence you wish to use as an upgrade. You first remove the upgrade with 2 Influence to the Exchange. Then you proceed as per normal upgrade rules.
EXECUTE AN EXCHANGE ABILITY Place an inactive District from your power grid to “The Exchange,” then trigger the District’s Exchange Ability;
Upgrade Example #3 – You have an active “Biosphere”
this must be played immediately. All Districts placed on
with 1 Influence and no upgrades. You have an inactive
“The Exchange” automatically becomes active.
“Biosphere” with 5 Influence you wish to use as an upgrade. You replace the active District with 1 Influence
Note – You do not need to pay the PRISM cost when
with the District with 5 Influence and place the replaced
you take this action.
District to the Exchange.
TURN PHASES (Cont.)
WINNING THE GAME
CLEANUP
The objective is to be the player with the most
This is the final phase before a player’s turn ends and
Influence when the game ends.
the following steps must be followed: The last round is triggered when a player has eight (8) 1
Check hand size. If a player’s hand exceeds Plant
Active Districts at the end of their turn, or the
Capacity, discard down to the capacity limit.
Contracts Deck has been depleted. When either of these conditions occur, all other players get one last
2
Refill PRISM Track from the PRISM Deck.
turn and then the game ends.
3
Refill Contracts Track from the Contracts Deck.
Each player tallies up all the Influence Points from each Active District along with any upgrades. In addition, for each upgrade on top of a District, earn an extra (1)
Note – It is permissable to exceed Plant Capacity
Influence Point.
during the Action phase. This could be made possible by an Exchange Ability on certain Districts
Each player now reveal their Private Agenda card and assign points to their total accordingly. That’s it. The player with the highest influence wins the game!
DISTRICTS EXPLAINED
DISTRICTS EXPLAINED (Cont.)
A
A
SECTOR
There are three (3) sectors in Rise To Power. OFFSHORE
B
Residential, Offshore, and Outer Space. Each one is
SEAPORT
represented by a colour and requires different PRISM OFF SHO
SEA D
F
PO
RT
Take play 2 unpo that er. Give wered dis play er a powe tricts fr red o distr m a ict to 1
7
5
costs to power..
RE
B
C G
DISTRICT
There are nine (9) different Districts, three (3) for each Sector. Each District offers a slightly different Exchange Ability and District Bonus. Only Districts of the same name can be upgraded (see “Upgrading Districts”).
E C
EXCHANGE ABILITY
A Sector
E
Influence Points
Instead of powering a district, it can be used for its
B District
F
District Bonus
Exchange Ability instead. Do this by removing an
C Exchange Ability
G PRISM Cost
D Grid Connection
inactive District from the player’s grid and place it on “The Exchange” as an active District.
DISTRICTS EXPLAINED (Cont.) D
GRID CONNECTION
DISTRICTS EXPLAINED (Cont.) F
DISTRICT BONUS
Each District has four (4) Grid Connection icons. Each is
Every District Bonus icon you have displayed on an
half a hexagon and matches the Sector colour.
active district adds one (1) to your Power Plant’s base value. Note that only the top most card of upgraded
All Districts must be connected to a player’s grid.
Districts count towards this total (See, “Upgrading
Inactive districts can only be connected to an active
Districts”).
District, or to the player’s Power Plant. G
PRISM COST
Two adjacent active Districts makes onet completed
All districts start out as a contract and is also considered
Grid Connection icon. While there is no disadvantage
inactive. Before they can be active (flipped over), its
to mixing connection colours, certain Private Agenda
PRISM cost must be paid.
grants bonuses depending now how you match your Grid Connections.
The colour and shape of the PRISM icon must correspond to the colour and shape of the PRISM card being used. The cost can be paid with any number of
E
INFLUENCE POINTS
PRISM cards necessary. A player can pay more than the
At the end of the game, players tally up the number of
amount required but paying the exact amount grants a
Influence Points. The player with the most Influence is
player an Action Point to spend on the same turn.
declared the winner.
POWER PLANT EXPLAINED
POWER PLANT EXPLAINED (Cont.)
DRAW POWER This represents how many PRISM cards to draw during
PRISM
POWER PLANT
Draw Power
your Draw phase. The power is boosted by one (1) for each District Bonus icon
2 4
Plant Capacity
PLANT CAPACITY Grid Connections
4
This represents how many PRISM cards you can hold in your hand. There are two places where capacity is checked during a Player’s turn. One at the end of the Draw phase and once more during the Cleanup phase.
GRID CONNECTIONS POWER PLANT
This represents how many active Districts can be
A Power Plant has three (3) attributes that reflect the
connected to your Grid. A District cannot be powered
plant’s capabilities. A Power Plant has four (4) yellow
unless the Connection limit is equal to or greater than
Grid Connections and is considered to be of any PRISM
the number of active Districts on your Grid. Note that
colour and type.
inactive Districts do not count towards your limit.
CREDITS GAME DESIGN
ART
COPY EDITING
Alistair Kearney
Nick Smith
Louise Vance
GRAPHIC DESIGN
PRODUCTION
PUBLISHER
Allen Chang
Alistair Kearney
Rule & Make
Allen Chang
SPECIAL THANKS Roland Cheung, Vysie Chang, Mimi Sirisay, Sue Mei Ang, Matt Parkes, Shane Charleson, Nickie Pruden, Mack Pruden.
RULE & MAKE www.ruleandmake.com
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