Underwater Cities (New) - Rio Grande Games 2500G

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R1,842.00
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Product information

Condition:
New
Location:
South Africa
Product code:
17329-655132005647
Bob Shop ID:
613099506
Introduction:

Build a future under the waves.

As overcrowded metropolises spread across the earth, humanity has realized it is time to establish a new home on the ocean floor. Kelp farms can provide food. Desalination plants can provide water. And laboratories can provide the technology needed to build a network of underwater cities.

Players direct the founding of their own underwater nations. They collect resources to build cities, a transportation network, and the facilities necessary to support life under the sea.

Everything is accomplished by playing cards to choose various actions. If the card matches the action, the player also gains a benefit from the card. At times, the action may be so important that the player will choose it even with a non-matching card. At other times, the benefit of the card may be so good that any action is acceptable as long as the card matches it. Balancing these choices is the key to building an underwater habitat in which humanity can thrive.

Underwater Cities is a game for 1-4 players and takes about 30-45 minutes per player. The players represent the most powerful brains in the world, brains nominated due to the overpopulation of Earth to establish the best and most livable underwater areas possible.
Features:

The earth is overpopulated. The colonization of Mars is always four decades away. Only one avenue is open for human expansion: the world under the sea.

Players compete to build the best underwater nation — an archipelago of undersea cities connected by a network of transportation tunnels. Kelp farms and desalination plants will provide your people with food and water. Laboratories will give you the knowledge you need to run everything more efficiently. Perhaps you will even be able to build symbiotic cities, fully integrated with the underwater ecosystem.

Beginning as a single city, you will expand your network, connecting it with the coastal metropolises. At a time when hunger has exceeded agricultural output and water shortages strain the bonds of the Federation of Nations, you will build a nation that is self-sustaining, perhaps even someday exporting your products to those who have been left ashore.

This is your task.
This is your destiny.
The world's hopes lie in your underwater cities.

How to play:

PLAY ORDER:

Players take turns choosing actions. They play in the order depicted on the play-order track, and this order does not change during the round.

A TURN:

You always start your turn with 3 cards. On your turn, you play one card and simultaneously choose one of the available action slots. That is, you choose a slot that no one else has chosen this round. (There is also a special slot, explained later, that is always available.) You place one of your action tiles on the slot to indicate that you have chosen it. This makes the slot occupied and not available for the rest of the round

If the color of the card you played matches the color of the slot you chose, you also get to perform the card's effect. If the color does not match, you just take the action and discard the card with no effect — you assigned some personnel to the job, but it was not their area of expertise, so they just did the job without accomplishing any additional tasks.

At the end of your turn, you always draw 1 card. It's also possible to draw additional cards as part of an action or card effect. If you end up with more than 3 cards, you will have to discard down to 3. You may discard any time before you take your next turn.

A ROUND:

Players continue until each has taken 3 turns. As cards are played, slots will be occupied, making them unavailable for those who play later in the round. The number of available slots will diminish. When everyone has taken 3 turns, it is the end of the round. The end of the round is described in detail on page.

THE ERA MARKER:

At the end of each round, the era marker advances one space along the era track. When it reaches a Production space, there is a Production phase.

PRODUCTION:

During Production, your underwater network will produce various resources. At the end of Production, each of your connected cities will consume 1 kelp. Details are on page.

AN ERA:

An era consists of 4 rounds in Era I and 3 in Era II and Era III. The end of each Production phase marks the end of an era. New cards will come into play, as explained on page. The game has a different deck of cards for each era. At the end of Era III, the game is done.

FINAL SCORING:

At the end of the game, players score various aspects of their underwater network, and the player with the most points wins.

Underwater Cities Includes:

1 Main Game Board
4 Double-sided Player Boards
4 Player Info Cards
4 Final Scoring Cards
4 Personal Assistant Cards
66 Era I Cards
57 Era II cards
57 Era III cards
10 Three-credit Special Cards
15 One-and-two-credit Special Cards
8 Government Contract Cards
3 Action Tiles in Four Colours
16 Metropolis Tiles
Credit Tokens
Kelp Tokens
Steelplast Tokens
Science Tokens
Biomatter Tokens
46 Double-sided Tunnel Tiles
1 Action-cloning Tile
4 Multiplier Tiles
Farm Tokens
Desalination Plant Tokens
Laboratory Tokens
17 Nonsymbiotic City Domes
13 Symbiotic City Domes
1 Era Marker
12 Player Markers
Specifications:

Publisher: Rio Grande Games
Release Date: 2018
Genre: Board Game
Ages: 14+
Play Time: 90-120 minutes
Players: 1-4

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