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Underwater cities - solo v.1.

I. setup
 Place the Game Board the 2 player side up.
 Put the following game components at hand:
game flow in short
Resource tokens (Kelp, Steelplast, Science, Biomatter, and I. SETUP
Credits), Buildings (green Kelp Farms, white Labs, and yellow
Desalination Plants), Tunnels, Cities (white) and 7 Symbiotic Cities II. PLAY 10 ROUNDS OVER 3 ERAS
(dark red).
 Separately shuffle the Era 1-3 decks. Place the Era 1 deck on the ONE ROUND
board (upper right) and deal each player 6 cards. th
1. Block a 4 slot with the penalty tile if you haven’t
 Separate the Special “S” cards into “1 or 2-cost” cost cards and progressed on Federation Track last Round.
“3” cost cards. Shuffle the “1” and “2” cost deck, and place it in 2. Discard from your hand down to 3 cards.
its space on the board face-down. Flip the top card over and 3. TAKE 3 CONSECUTIVE TURNS (see below).
leave it on the top of the deck. Randomly pick 6 of the “3” cost 4. Take back your action tiles, move all “opponent”
cards and lay them out face-up on their board spaces. The rest of blocking tiles one slot clockwise and remove the
the “3” cost cards go back to the box, out of play. penalty tile (if any).
 Take a Player Board. Use the advanced game side. 5. Return your Federation Track marker below space “4”.
6. Any time it reaches a Production symbol box, execute
 Choose your colour. Take 2 wooden markers in that colour (Score
the PRODUCTION PHASE AND CONCLUDE THE ERA (see
and Federation Track markers) and one white marker (Era
below).
marker). Take a starting Personal Assistant “A” card, a Player Aid
7. Start another Round. If you have finished your 10th
card and an End-Game Scoring card. Take also 3 action tiles in
Round, execute the END GAME SCORING and end the
your colour, 3 “opponent” action tiles in a different colour and 1
game.
penalty action tile in yet a different colour.
 Put a Score marker on space “0” of the score track, a Federation ONE TURN
Track marker on its space below the Federation Track (ignore the 1. Play one card AND take one action slot.
player order track completely), and finally put an Era marker at 2. Resolve all actions you are allowed to (the action slot,
the starting box of the Time Track (bottom right). the card just played, the claimed cards)
 Take 1 Kelp, 1 Steelplast, 1 Science and 2 Credits. 3. Draw one card.
 Place 1 non-Symbiotic City on the bottom right round space of
the Player Board. This is your starting City.
PRODUCTION PHASE / COCNLUDE ERA
1. Produce resources and feed the Cities.
 Take 2 random blue and 1 random brown Metropolis tile (don’t
2. Replace the current Era cards with the next Era cards
use the brown tile that awards a number of cities built) and place
and draw 3 cards from the new deck.
them face-up on the player board in the 3 corners (the brown tile
3. Ready all used Action cards.
must go to the upper left) .
4. Advance the Era marker to the next box.
 Take the 3 “opponent” action tiles 1 in each right-most action
slot of each of the 3 coloured slot areas. III. END GAME SCORING
 Government Contract Cards are not used in solo play.

II. play 10 rounds over 3 eras


Underwater Cities is played over 3 Eras. Each Era is divided into Play 3 Turns
Rounds (4,3 and 3). Each Era is ended by a Production Phase. Each 1. Place 1 of your action tiles on an empty slot in the yellow, green,
Round consists of 3 consecutive Turns. On each Turn, you play one or red areas (or use the “always open”, “colourless” slot in the
card, take one action slot and resolve all allowed actions, mainly middle) AND play one card from your hand.
building your underwater Network. After the final Production Phase, 2. Then
the game ends and End Game Scoring occurs. a. If the card colour matches the slot colour, the card may also
be used (see “The Cards” below.) You can carry out all the
Start of a Round actions on the chosen slot (in any order) before or after you
1. If you did not advance on the Federation track on your previous use the action on your card. The card action cannot interrupt
Round, you will have a 4th slot blocked this Round. Flip over the the slot actions being carried out though (if more than one).
top Era card, note the number at the bottom, and add its digits Note: The “colourless” slot never matches.
together. Starting with the right-most green space, count out the b. If the card colour doesn’t match the slot colour, the card is
equal number and action slots clockwise and block off the slot simply discarded without any effect. You can carry out all the
you reach with the penalty tile. If the slot is already blocked, actions on the chosen slot
place the penalty tile on the next empty slot. Note: A slot can offer more than one action (build two Tunnels).
2. Discard from your hand down to 3 cards. The “1 or 2-cost” You have to be able to execute at least a part of the slot action
Special cards are put on the bottom of their deck, the ”3-cost” (build one Tunnel), otherwise you cannot choose it.
Special cards are removed from the game and the Era cards from 3. Draw 1 card from the Era deck and start another Turn.
previous eras are put with their particular decks. If you have placed your last action tile, the Round is over.
End of a Round
1. Take back your action tiles, move all the “opponent” tiles 1 slot
The cards
clockwise and remove the penalty tile (if any). Each card has a colour (yellow, red or green). Cards are first played
2. Return your Federation Track marker below space “4”. from your hand (as you are taking a slot), and then they are:
3. Advance the Era marker. If it reaches a Production symbol (gears)  discarded without using (the colour doesn’t match)
box, proceed with a Production Phase. Otherwise, start another  discarded without using (Player’s decision)
Round. If this was the end of Round 10, execute the last  used and discarded (Instant cards)
Production Phase and then proceed to End Game Scoring.  claimed (non-Instant cards). Claimed cards go to the claimed
cards area where they either have lasting effect or wait for their
moment to trigger.
Production Phase:
1. Connected Buildings, Tunnels, Cities and some Metropolises will
produce resources and VPs now. Era Cards:
 The “Underwater Network” chapter on the next page lets you Era cards are drawn from their deck at the end of each Turn.
see when the parts are connected to your Network. In the upper left corner, each card has a symbol defining its type:
 Upgraded Structures produce extra.
 If you have 2 upgraded Buildings of the same type next to the Instant cards.
same City, there is a synergetic Production bonus.  When played, use its effect and discard it.
 Symbiotic Cities produce 2 VP each, non-symbiotic Cities do
not produce anything. Action cards.
2. Your claimed cards with Production symbol will produce.  They must be claimed to be used.
3. Feed the connected Cities. Discard 1 Kelp per City. If you run out  Claimed Action cards can be executed when an “A”
of Kelp, use Biomatter and if you run out of Biomatter, spend 3 card/slot action permits them. After using it, rotate it 90
VPs per City left (can’t go below 0 VPs). degrees to mark you cannot use them again this Era.
4. Ready all used Action cards by rotating them to the upright  You can only have a maximum of 4 Action cards (that
position. They are ready to be used during the next Era. includes Personal Assistant) in front of you at any time. If
5. Remove all the finished Era’s cards, and put the next Era’s deck you want to claim a 5th “A” card, discard down to 4 first.
on the board.  If the “A” card you are discarding hasn’t been used yet
6. Draw 3 cards from the new deck (you will discard down to 3 this Era, you can use it before you discard it.
cards at the start of the next Round).  You can use an Action card during the same slot action
7. Advance the Era marker to next Round box. you have played it for, if the slot action permits it.

Permanent Effect cards.

III. End-game scoring


 They must be claimed to be used.
 The abilities on these cards are lasting, and happen
usually when a condition is met, even on the same turn
they have been claimed.
Score End-Game VPs in the following order:
1. Check your connected brown Metropolis tile. Score VPs based on Production cards.
how well you satisfied the conditions. They must be claimed to be used.
2. Score VPs earned from all cards you have claimed. Some End- They trigger only during the Production Phase.
Game cards require you to “spend” resources to earn the VPs
shown. End-Game scoring cards.
3. Going City by City, score VPs based on different Building types They must be claimed to be used.
surrounding the City. Score 2 /3 /4 / 6 VPs for each connected They trigger only during the End-Game Scoring.
City that has 0 / 1 / 2 / 3 different Building around it (upgraded or
not).
4. Cash in your Biomatter for 2 Credits each, then cash in your Kelp, Special Cards:
Science, and Steelplast for 1 Credit each. Special cards comprise of the all above mentioned types.
5. Lastly, for every 4 Credits you now have, earn 1 VP. They are gained via. the “S” slot action from their designated board
deck/space. When gained, they go into your hand like the drawn Era
cards. The main difference is that when you later play them, you also
have to pay 1-3 Credits as shown on each card. If you ever decide to
Victory conditions discard a Special card, the “1” and “2” cost cards go on the bottom of
their deck and the “3” cost cards go to the game box (out of play).
You win if you have 7 connected cities and at least 100 VPs at the end There are 3 ways to gain a Special card via the “S” action:
of the game.
 Take the top card from the “1” and “2” cost deck (which is always
face-up). Put it in your hand. Flip the next card face-up.
 Put the face-up card from the top of the “1” and “2” cost deck to
the bottom and draw 3 cards from that deck. Pick one to put in
your hand, and the other 2 on the bottom of the deck. Turn over
the top card, so it is face-up.
 Take 1 of the remaining 3 cost cards (don’t replace it) and put it
in your hand. These are all end game scoring cards.
The underwater network Metropolises
 Building restrictions: There are none. Metropolises are placed
Starting with you starting City and spreading over your Game Board, during the Setup. You don’t build them.
you build a Network of underwater Cities. The Cities are connected  To make it connected: You must reach it with a legally built
with Tunnels and surrounded by supporting Buildings. The whole Tunnel (or two on one site if needed).
Network can be later connected to ground-based Metropolises.  As soon as you connect a Metropolis to your Network, you can
 You can only build a part of your Network on an empty site use its immediate bonus . Later on, you can use its Production
(designated for that part) when a slot or card action lets you. or End-Game Scoring bonus.
 Building parts of your Network and connecting them to your  Metropolises cannot be upgraded.
Network so they can produce, are two different things. Built parts
are not automatically connected to your Network.

Cities GENERAL BUILDING notes


 There are 2 types of Cities in the game - common Cities (white)  Building site bonuses: If you ever build on a site with a symbol,
and Symbiotic Cities (dark red). The only differences are the price take that bonus immediately.
and the fact that the connected Symbiotic Cities produce VPs.  Surcharges: Some building sites are framed in red. Those sites
 All players start with 1 “starting” common City which is the have an extra building cost pictured on them and an extra
starting point for everything in your Network. Production Bonus pictured next to them. The surcharge cost
 Building restrictions: The new City must be adjacent to an must be paid after any discounts or cost reductions have applied.
existing City, which means there must be a Tunnel or one empty  You can always substitute Kelp or Steelplast with Biomatter while
Tunnel site between them. paying the building cost but not for the Surcharge cost.
 To make it connected: There must not be an empty Tunnel site  Production multipliers: Some building sites multiply their
between this city and the starting City. standard production. The multiplier is printed next to the site.
 Cities cannot be upgraded.
 To build a City, choose which type and pay the appropriate cost
as shown on your Player Aid. Follow the building restrictions
Assorted notes
Buildings • Only Cities, Metropolises and Structures connected to your
 Also referred as “Structures” along with Tunnels. network will produce during the Production Phase.
 There are 3 Buildings in the game represented by small discs - • If you use an Instant Special Card, don’t discard it. Keep it under
green Kelp Farms, white Laboratories, and yellow Desalination your player board.
Plants.
• Card actions are always optional.
 Each City space has 3 available circular building sites for
Buildings. City can have multiple Buildings of the same type. The • When you are choosing a slot to take, you must be able to carry
extra dotted-line sites can only be accessed via cards that allow it. out at least one of its actions, otherwise you cannot chose it .
 Building restrictions: A Building can be build next to an existing
City or next to an empty building site where a City could be
legally build.
 To build it, pay the cost and follow the building restrictions.
 To make it connected: It must be next to a connected City.
 Buildings do 2 things - if built around a connected city, a Building
will produce during Production Phase. Also, at the end of the
game, the more different types of Buildings you have around a
connected City, the more VPs that City will be worth.
 Buildings can be upgraded to produce more. After you have paid,
place a 2nd disc on top of the 1st one to mark it has been
upgraded.
 Synergetic production: If a connected City has 2 upgraded
Buildings of the same kind, they synergize to produce even more
stuff (see the upper right area of the Player Aid).

Tunnels
 Also referred as “Structures” along with Buildings.
 Building restrictions: Tunnels must be built so there is no empty
Tunnel site between two Tunnels (there can be an empty City site
though).
 To build a Tunnel, pay the cost and place the Tunnel with the
basic side up, following the building restrictions.
 To make it connected: There must not be an empty City site
between this Tunnel and the starting City.
 Tunnels can be upgraded to produce more. After you have paid,
simply flip it over.

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