WoN Lo Res Rules

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    The Game of Industrial Production

    and International Trade

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    108 Flags

    Each player uses a set o 18 Flagsto identiy their Industry tiles andclaimed hexes.

    6 Reference Cards

    Reerence cards provide a summaryo the rules or 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

    00 Monetary Notes

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

    30 Promissory Notes

    Promissory notes keep track o eachplayers debt.

    9 Automation Tokens

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

    1 First player marker

    6 market Boards

    Te Markets keep track o thecurrent price o each Commodity.

    1 game board

    Components

    1 Rule Book

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

    First

    Player

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    Overview

    Each ull dot produces 1Commodity cube

    Industry ile

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

    Bank ile Finance Market

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

    Factory ile Capital Cube Capital Market

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

    Mine ile Ore Cube Ore Market

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

    Academy ile Labor Cube Labor Market

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

    Generator ile Energy Cube Energy Market

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

    Farm ile Food Cube Food Market

    Full Dot

    Industries & Commodities

    Partial Dot

    Wealth o Nations is the game o industrial productionand international trade. You take on the role o 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

    o new Industries.

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

    Te game ends when certain conditions are reached

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

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

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

    Each Industry tile contains ull dots and/or partialdots. Partial dots are any colored dots that do notorm a complete circle. Each ull dot in a group otiles produces exactly one Commodity cube o thecorresponding color.

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    Tese two Academy tileshave 3 ull dots, so theycan make 3 Labor cubes.

    DOts on Industry Tiles

    Tese three Academy tileshave 5 ull dots, so theycan make 5 Labor cubes.

    Industrial Blocs

    Tese are two separateBlocs since the two tilesarent connected by

    touching partial dots.

    Tese are two separateBlocs since the two tilesare o dierentIndustries.

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

    Tis is one BlocoGenerators.

    Tis is one BlocoFactories even thoughthe dot they share is nota ull dot.

    Producing Commodities

    For 3 Food and 1 Energythis Bloc will produce 5

    Labor cubes.

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

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

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

    Blocs by spending Energy. Each Bloc o Industrytiles must bepowered with one Energy cube (exceptGenerators, which power themselves or ree).In summary, running a Bloc requires one Foodcube per tile in the Bloc, plus one Energy cube

    or the entire Bloc.

    Alternately, you may purchase Automation or anIndustrial Bloc. An Automated Bloc requires onlya single Energy cube and a single Ore cube or 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 o the game. You earn 4 VPs or eachIndustry tile and 1 VP or every $10. I youre indebt at the end o the game, this will cost you VPs,since you lose 3 VPs or each Promissory note youhave. Te 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

    3

    5

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    6

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    5

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    5

    Place the game board in the middle o 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 o the Markets as ollows:

    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 ace down on thetable. One o these should be a Generator and therest Farms. Randomize the ace-down tiles and haveeach player pick one. Te player who picks theGenerator tile is the rst player.

    Te rst player takes the rst player marker. Tisplayer goes rst throughout the rst round o play. Atthe end o each round, the rst player marker passes tothe next player to the lef.

    Afer selecting a rst player, return the Industry tiles

    to their stacks. Starting with the rst player andproceeding clockwise, each player selects the Flagdesign o her choice and takes all o those Flags.Each player should also take the Reerence 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

    Tis placement is illegalor Industry tiles received

    rom Packages.

    Tis placement is allowed.

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

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

    Commodity Packages. Tere 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 rom theirsupplies, and money rom 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,beore 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 romPackages, you must ollow these rules:

    iles may only be placed in unoccupied hexes.All tiles received rom Packages must be placed ina single, contiguous group.Industry tiles may not be placed i this causespartial dots o dierent colors to touch (although

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

    Place one o your Flags on each o yourstarting Industries.

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    5 Players: Choose Packages

    Round 1

    Clockwise rom frst player1 Industry Package

    Round 2

    Counter-clockwise rom last player1 Commodity Package

    Note: Industry Package 2 is notavailable in this setup.

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

    4 Players: Choose Packages

    Round 1

    Clockwise rom frst player1 Industry Package

    Round 2

    Counter-clockwise rom last player1 Industry or 1 Commodity Package

    Round 3

    Clockwise rom frst player1 Industry or 1 Commodity Package

    3 Players: Choose Packages

    Round 1

    Clockwise rom frst player1 Industry Package

    Round 2

    Counter-clockwise rom last player1 Industry or 1 Commodity Package

    Round 3

    Clockwise rom frst player1 Industry or 1 Commodity Package

    Round 4

    Counter-clockwise rom last player1 Industry or 1 Commodity Package

    6 Players: Choose Packages

    Round 1

    Clockwise rom frst player1 Industry Package

    Round 2

    Counter-clockwise rom 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 i another player hasalready taken it.

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

    Te number o rounds depends on the number oplayers, 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 rom the Market or $7.Sell 1 Food cube to the Market or $4.Te suggested Barter price or Food is currently $5.5.

    FirstPlayer

    1. Trade PhaseIn the rade phase, you can buy a Commodity cuberom a Market, sell a Commodity cube to a Market,or barter with your ellow players. Doing any one othese things counts as taking a rade action.You take one Trade action at a time, aerwhich the player to your le takes one Tradeaction.

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

    Tere are our possible rade actions:

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

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

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

    1. Te 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 ollowing two phases.

    .Te Develop phase is second. You spend Commoditycubes to claim hexes and purchase Industry tiles.Your goal is to expand your existing IndustrialBlocs, or diversiy into a new type o Industry.

    3. Te Produce phase comes last. You eed 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 rade phase.

    Your ResourcesDuring the game, youll accumulate money andCommodity cubes. You must keep all o yourCommodity cubes and money in view o 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 o circular wells,each o which can hold one Commodity cube. At thebeginning o the game, hal o these wells containCommodity cubes and hal 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 o the well(the barter price).

    Buy a Commodity from the MarketI you want to buy a Commodity cube rom aMarket, nd the cube closest to the lower right othe Market. In other words, youll always buy thecheapest Commodity cube currently on the market.Pick up this cube and spend an amount o moneyequal to the buy price beneath the well that it wasin. I 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 o money rom the supply on theFinance Market. Te amount o money you receiveequals $20, minus the number o notes you currentlyhave in ront o you (not including the one you justtook). So,your rst Promissory note gives you $20,

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

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

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

    Commodity cube rom the supply by paying theMarket Empty Buy Price shown in the supply area.Buying one Commodity cube counts as your radeaction, 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 MarketI you want to sell a Commodity cube to the Market,nd the empty well closest to the upper le o theMarket. In other words, youll always sell or thehighest price currently available on the market.Place your cube in this well, and take money romthe supply equal to the number inside the well. I theMarket rows are ull, you can sell a Commoditycube tothe supply, and receive the Market Full Sell Priceshown in the supply area. Selling one Commoditycube counts as a rade 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 o Commodity cubes or resourcesthat the two o you can agree to. Tis exchange caninclude any combination o Commodity cubes,money, Promissory notes, or promises o utureexchanges on a subsequent rade 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 two

    players barter unless one o them is the activeplayer. Once you reach an agreement with the otherplayer and carry out your transaction, the nextplayer takes her rade action.

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

    Promissory NotesYou can take out a loan at any time during therade phase, by taking one or more Promissorynotes. You may do so even i 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 rade phase).

    Each Market shows barter prices. Barter pricesgenerally represent the air trade value o theCommodity. Its usually not advisable to deviaterom these values just to squeeze an extra dollarout o a trade. Tis only slows down the game oran insignicant benet. However, i two or moreplayers are competing or your Commodities, letthem bid up the value and take the best deal.

    By the end o each rade phase, you want toensure that you have all the Commodity cubesyoull need in the upcoming Develop and Producephases. I 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 Reerence 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 or each new Industry tile you intendto build). I 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 o 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

    . Develop PhaseTe Develop phase works a little like the radephase. 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.

    Tere are ve possible Develop actions:

    Place a FlagBuild an Industry tileMove Industry tilesAutomatePass and do nothing

    I 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 or each Industry tileon the Reerence card also includes the cost orplacing a Flag (one Labor cube). You cant put anIndustry tile on the board unless you have a Flagin the hex rst. Te 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 othe Labor Market, not on the Market rows.

    Te hex youre claiming must be adjacent to a hexthat already contains one o 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 o 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. Te cost

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

    ake a tile rom 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 o theboard. I you dont have enough Commodity cubes,i there is no legal hex available, or i there are notiles le in the stack, you cant build the Industry tile.

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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 o the Capital Market, noton the Market rows. ake up to three o your ileso the board, keeping their fags on them. Put eacho 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 o your Flags. You can move any three tiles,they dont need to be o the same type. You are notrequired to keep groups o Industry tiles together.

    I 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. I 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 o one Energy and two Capital cubes,you can Automate one o your Industrial Blocsby placing an Automation token on it. I yourIndustrial Bloc is Automated, you can choose toeed the entire Bloc with one cube o Ore, ratherthan eeding it with one Food per Industry tile.Nomatter how many tiles are in the Automated Bloc,only one Ore is required to eed the entire Bloc.

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

    can save you money in the long run.

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

    run an automated Bloc

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

    OR

    Tip - moving Industries

    Tip - food and automation

    While a high Food price might seem to benet

    players with Farms, it will also encourage other

    players to Automate. If numerous Blocs areAutomated, the demand for Food will plunge

    and so will its price. Farmers should therefore

    continue building Farms to keep up with the

    ever-growing demand for Food. Otherwise, the

    price of Food will spike and players who dont

    have Farms will have a strong incentive

    to automate.

    As the game progresses, the board starts to ll

    up with Industry tiles. In some cases, you might

    nd yourself boxed in by your neighbors. If this

    happens, spend a Capital cube to move some ofyour Industry tiles to a less congested area. Now

    you can start claiming hexes adjacent to your

    new location.

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    3. Produce Phase

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

    Tis is Federal Provinces Bloc o3 Generators. Federal Provincesspends 3 Food to run the Bloc. Itproduces 5 Energy cubes.

    Tis is Showas Bloc o 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 or each ull dot within the Bloc. Banks are anexception; each ull Bank dot produces $30 when youeed and power your Banks.

    I two players have adjacent Blocs o the same Industry,any ull dots shared between the two Blocs do notproduce any Commodity cubes or either player. Youmay not run any Bloc more than once during a singleProduce phase.

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

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

    AutomationI the Bloc is Automated, you can spend one Orecube to eed the whole Bloc, instead o spending oneFood cube or each Industry tile in the Bloc. You stillhave to spend one Energy to run a Bloc, whether itsAutomated or not (except Generators, which neverrequire Energy).

    Spending and CollectingWhen eeding and powering your Blocs, place allspent Commodity cubes into the supply area o the

    applicable market, not on the Market rows. TeCommodity cubes you produce also come rom thesupply. Money earned rom Banks comes rom themoney supply on the Finance Market. I any supplyruns out, record urther 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 rade phase, players oen havea large quantity o Commodity cubes to sell.Selling these Commodities one at a time can take

    a substantial amount o time. o speed up theprocess, consider recording the money earnedrom each sale on paper, rather than taking themoney rom the Finance market each time.

    Te ollowing conditions signal that the end o thegame is approaching:

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

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

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

    Players earn 4 Victory Points (VPs) or each

    Industry tile they have on the board and 1 VPor every $10 they have. Ignore any remainder omoney that doesnt add up to a ull $10. EachPromissory note that has not been repaid reducesthe score by 3 VPs. Te player with the most VPswins. ies are broken in avor o the player withthe most money; urther ties are broken in avor othe player with the most fags 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: Anthony TompsonProducer: Robert CarrollArt Director: Peter HansellDesign eam: Robert Carroll, Monte Lin, RayLong and Peter Hansell

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

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

    Copyright 2008 ableStar Games, LLC,1942 University Ave. #208, Berkeley, CA 94704

    Te ableStar Games logo is a trademarko ableStar Games, LLC

    o get more inormation about Wealth o Nations,including a sample game, please visit our website:

    www.ableStarGames.com

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    the Nations

    Anglica

    Federal

    Provinces

    Bolshevia

    Bharat Arazzaq

    Showa Republic

    We are not interested inthe possibilities o deeat.Tey do not exist.

    We have resolved toendure the unendurable

    and suer what isinsuerable. Adversity isthe oundation o virtue.

    Michi Yoshihito

    With the blessing andgrace o Almighty Godand with the assistanceo the aithul, we shallcontinue the march oconstruction and

    development.

    Khalid ibn al NejdAnant Nayan

    Character, in the longrun, is the decisive actorin the lie o an individualand o nations alike.

    Russell Rider

    Te poisoned arrow obourgeois imperialism ever

    points at the heart o theglorious socialist revolution.

    Vladimir Leonidovich

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

    A moment comes when westep out rom the old to

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

    fnds utterance.

    Alexandrina Hanover

  • 7/28/2019 WoN Lo Res Rules

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    Automate a Bloc

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

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

    adjacent to one o yourexisting Flags.

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

    . Develop Phas

    3. Produce Phase

    Force PlacemenI building or moving anIndustry tile causes partiadots o dierent colorsto touch, you must ForcePlacement spend oneCapital cube to ignore allconficting partial dots.

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

    Run AutomationI the Bloc is Automated,you may spend oneOre cube to eed 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 Notesake out a loan or repay somedebt. Tis doesnt count asa rade action and may bedone at any time during therade phase (even whenits not your turn.)

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

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

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    Pass the First PlayerMarker to the le.

    First

    Player

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

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    Feed Industry Tiles

    Spend one Food cubeor each Industry tileyou wish to eed.

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