Rules to the game - Fantasy Flight Games

Rules to the game - Fantasy Flight Games
Introduction
Component List
Ladies and gentlemen, welcome to the Colonies! Well, a Colony.
Maybe we’ll name this one after you. I bet you’d like a boomtown
with your name on it.
OO 1 Game Board
OO 90 Plastic Pieces, including:
»»35 Bronze Tanks
We are booming sure enough, with entrepreneurs of all sorts
risking the trip across the Boiling Sea to get in at the beginning.
We got water—plenty of it! We got quartz and a mess of valuable
ores. No cavorite, so the gas-bag airship is the order of the day
here. You’re standing on hot rocks all over, so plenty of local
energy. Stake your claims, set up your tanks, and watch the
credits roll in! What could be easier?
Everyone have their warrants of investment? Good! What the
Colonies need more than anything else right now is bright
men and women who know an opportunity when they see
one. Captains of industry. Capitalists with the vision to turn a
boomtown into a thriving city, to make their Colony more than
just a dot on a map. You do this right, you’ll be the toast of the
capital, not that you’ll ever want to go back there…
»»14 Silver Quartz Converters
»»14 Gold Ore Converters
»»14 Gray Energy Converters
»»13 Bronze Superchargers
OO 350 Cardboard Pieces, including:
»»85 Claim Markers (14 black, 14 green, 14
orange, 14 purple, 14 yellow, 15 gray)
»»30 Quartz Tokens (5x “5,” 25x “1”)
»»30 Ore Tokens (5x “5,” 25x “1”)
»»30 Water Tokens (5x “5,” 25x “1”)
Overview
»»30 Energy Tokens (5x “5,” 25x “1”)
»»130 Credit Tokens (20x “1,” 20x “5,” 20x “10,”
20x “20,” 25x “50,” 25x “100” )
»»8 Resource Supply and Price Indicators
»»1 Tank Supply Marker
Planet Steam is a game of extracting resources and
accumulating wealth for 2–5 players. Each player
assumes the role of an entrepreneur trying to reap
the most profit from resource mining in a town on the
planet Steam. Players extract resources from their zones
using tanks and converters, and they buy and sell those
resources in a volatile market.
»»1 Support Airship Marker and Plastic Stand
»»1 Round Marker
»»4 Order Markers
OO 67 Bridge-Sized Cards, including:
»»10 Specialist Cards
Object of the Game
»»40 Carrier Cards (8 black, 8 green, 8 orange, 8
purple, 8 yellow)
»»14 Certificate Cards (7 Building Licenses, 7
Luxury Quarters)
The player with the most wealth at the end of the game is
the winner.
»»3 Optional Cards
OO 5 Reference Sheets
OO 1 Six-Sided Die
OO This Rulebook
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The tank supply marker is a marker players
use on the game board to track the number and
price of tanks available in the local tank market.
Component Overview
The support airship marker and plastic
stand indicate which row of tanks on
the map players use to extract additional
resources.
This section describes the Planet Steam components in
detail.
The round marker is a marker players use on
the game board to track the current game round.
The game board consists
of the resource terminal,
where resource prices and
supplies are tracked, and
the map, where players
place claim markers and use
tanks to extract resources.
Order markers are
markers players use in the
advanced rules to indicate the
order in which resources are
bought and sold during the
Resource Phase.
Tanks are plastic pieces players
place on their zones to extract
resources.
Converters are plastic pieces
players can attach to their tanks to
change the type of resources a tank
can extract.
Specialist cards represent
specialists from whom players
receive benefits. These cards are
also used to determine player
turn order.
Carrier cards represent cargo
ships players can use to store
resources.
Superchargers are plastic pieces players can
attach to their tanks to increase the amount
of a resource a tank can extract.
Claim markers are cardboard pieces players
use to claim zones.
There are two types of
Certificate cards: building
licenses and luxury quarters.
Players can use building licenses
to claim zones. Luxury quarters
have a credit value at the end of
the game.
Resource tokens track how
many resources a player
has. There are four types of
resources: quartz, ore, water,
and energy. Resource tokens
are available in denominations
of 1 and 5.
Optional cards can be used with
both the standard and advanced
rules to provide players with
additional abilities and an
alternative carrier to use during
the game.
Credit tokens represent
currency players use to buy and
sell items. They are available in
denominations of 1, 5, 10, 20,
50, and 100.
Resource price and supply indicators
(gold and bronze, respectively) are
markers players use to track the price
and supply of resources available at
the resource terminal.
Reference sheets list the
turn sequence and the costs
to purchase the various items
for sale in the game.
The six-sided die is used when players
attempt to claim zones.
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7 .
Setup
1 .
Place Game Board: Place the game board in the
center of the play area.
2 . Place Support Airship and Die: Place the support
airship and the die near the game board.
3 . Prepare Reserve: Sort the tanks, converters, and
superchargers; place them in separate piles near
the game board.
Sort the quartz, ore, water, and energy tokens by
type; place them in separate piles near the game
board.
Sort the building licenses and luxury quarter
certificate cards according to “Table 1” on page 24;
place them in separate stacks near the game board.
Return the remaining certificate cards to the game
box; they are not used this game.
4 . Prepare Specialist Cards: Compile a set of
specialist cards that correspond to the number of
players and place them faceup in numerical order
near the game board; this is the specialist card area.
Each card has one or more set indicators players
use to compile a set of specialist cards. Each set
indicator corresponds to a specific number of
players, as follows:
OO 2 players: card set 2
OO 3 players: card set 3
OO 4 players: card set 4
OO 5 players: card set 5
(2 specialist cards)
(3 specialist cards)
(4 specialist cards)
(5 specialist cards)
Return the remaining specialist cards to the game
box; they are not used this game.
Note: Several specialist cards contain multiple
set indicators; they are used in multiple sets. For
example, a card with a 2 and a 3 set indicator is
used in both a two-player and a three-player game.
5 . Prepare Local Tank Market Track: Place the
tank supply marker on the local tank market track
space with the 2 indicator for a two-player game,
the space with a 3 indicator for a three-player
game, the space with a 4 indicator for a fourplayer game, or the space with a 5 indicator for a
five-player game.
6 . Place Round Marker: Place the round marker on
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the Round Track space with a 5 indicator for a
five-player game, the space with a 4 indicator for
a four-player game, the space with a 3 indicator
for a three-player game, and the space with a 2
indicator for a two-player game.
Prepare Resource Gauges: Place one price
indicator on the red number on each of the four
price tracks in the resource terminal (see “Resource
Terminal Anatomy” on page 17). Place one
supply indicator on the appropriate number on each
of the four supply tracks in the resource terminal
according to “Table 1” on page 24.
8 . Take Claim Markers: Each player selects a player
color and places the claim markers of that color in
his play area.
9 . Take Starting Carrier Cards: Each player takes
the eight carrier cards that contain a player icon of
his player color and places the class 1/class 2 carrier
card for each resource type in his play area with the
class 1 carrier side faceup. Players set aside their
class 3/class 4 carrier cards to use later in the game.
10 . Take Starting Resources: Each player takes the
appropriate starting resources according to “Table
2” on page 24 and places them on his corresponding
carriers (see “Carrier Cards” on page 8).
11 . Take Starting Credits: Each player takes the
starting credits appropriate for the number of
players (see “Table 2” on page 24) and places them
in his play area. Place all remaining credits in a
reserve pile near the game board.
12 . Take Reference Sheets: Each player takes one
reference sheet.
13 . Set Up Starting Claim Markers: Complete the
starting claim marker setup on the map as shown
in the diagrams on page 24. There is a different
starting setup depending on the number of players.
Place the claim markers of the appropriate player
colors and the neutral claim markers on the
indicated zones.
When playing with only two or three players, several
zones on the map are unavailable during the game.
To indicate this, place a claim marker of an unused
player color facedown on each of the unavailable
zones (see “Setup for Different Numbers of Players”
on page 24).
Return any remaining claim markers from unused
player colors to the box.
14 . Determine First Player: Each player rolls the die.
The player who rolls the highest result is the first
player for the beginning of the game. If there is a
tie for the highest result, the tied players reroll until
they break the tie.
15 . Upgrade Carrier Card: Starting with the first
player and proceeding clockwise, each player
immediately upgrades one of his four carriers to
class 2 by flipping the carrier card over so that
its class 2 side is faceup. (When playing the game
for the first time, each player should upgrade his
water carrier.)
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Game Setup (Three Players)
6
5
11
4
8
7
12
1
10
9
13
14
2
3
27
28
26
16
29
15
30
25
24
19
17
22
18
21
20
1 . Game Board
2 . Local Tank Supply Marker
3 . Round Marker
4 . Die
5 . Tank Reserve
6 . Energy Converter Reserve
7 . Ore Converter Reserve
8 . Quartz Converter Reserve
9 . Supercharger Reserve
10 . Credit Reserve
11 . Support Airship
12 . Building License Reserve
13 . Luxury Quarters Reserve
14 . Specialist Cards (3 set)
15 . Price Indicator
16 . Supply Indicator
17 . Starting Carrier Cards
18 . Upgraded Starting Carrier
Card
19 . Class 3/4 Carrier Cards
20 . Starting Resources
21 . Quartz Reserve
22 . Ore Reserve
23 . Water Reserve
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24 .Energy Reserve
25 . Starting Credits
26 . Player Claim Markers
27 . Reference Sheet
28 . Unavailable Zones
29 . Player Claim Markers
(on board)
30 . Neutral Claim Markers
(on board)
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Game Board Anatomy
1
2
7
6
3
8
4
5
1 .
Local Tank Market
Track
2 . Round Track
3 . Bonus Resource
Box
4 . Resource Terminal
5 . Map
6 . Zone
7 . Mooring Point
8 . River Zone
Attaching Converters and Superchargers
Players attach and detach converters and
superchargers during the Tank Phase of the game.
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Playing the Game
Winning the Game
Planet Steam is played over a series of rounds. Each round
After the round marker advances to the final space of the
round track—the space that contains a gold player icon—
players calculate their final wealth to determine a
winner. Players calculate their final wealth by adding
the credit value of their assets to the value of their credit
tokens. Assets have the following credit values:
consists of four phases performed in sequence. After the
last phase of a round ends, the next round begins. The
game continues in this manner until players advance the
round marker to the final space on the round track (see
“Winning the Game” in the next column).
Phases
OO Each resource has a credit value equal to that
During each game round, players resolve the following
phases in order. The detailed rules for each phase are
listed starting on page 10.
1 .
Expansion Phase: During the Expansion Phase,
players place bonus resources, acquire specialist
cards through an auction, place claim markers, and
place the support airship.
resource’s current price listed on the resource
terminal.
OO 25 credits for each claimed zone
OO 25 credits for each tank
OO 50 credits for each supercharger
OO 50 credits for each luxury quarters certificate
2 . Tank Phase: During the Tank Phase, players
Building licenses, carriers, and converters have no
credit value.
3 . Resource Phase: During the Resource Phase,
The player with the highest final wealth is the winner.
If players tie for the highest final wealth, all tied players
share a victory.
buy and reorganize tanks, converters, and
superchargers. They also buy carrier upgrades.
players extract resources and buy and sell
resources at the resource terminal.
4 . End Phase: During the End Phase, players
replenish the local tank supply, advance the round
marker, and prepare the game board and specialist
cards for the next game round.
Example: At the end of the game, Kay has claim markers in
10 zones (worth 250 credits total), six tanks (worth 150 credits
total), one supercharger (worth 50 credits total), and one luxury
quarters card (worth 50 credits total). She has three water valued
at eight credits each (worth 24 credits total) and two energy
valued at three credits each (worth six credits total). She also has
20 credits worth of credit tokens. The total value of her assets and
credit tokens is 550 credits.
Turn Order
Players perform some phases and steps in
turn order. To do so, the player possessing the
specialist card with a turn order indicator of “1”
(i.e., Lady Steam) resolves his turn first. Then,
the player with the specialist card with the next
lowest turn order indicator (i.e., “2”) resolves
his turn and so on until each player has resolved
his turn.
Component Limitations
Resources and credits are not limited by the
number of tokens in the game, and players may
freely make change. If players need additional
resources or credits, they can use any readily
available token or coin.
All plastic pieces (tanks, converters, and
superchargers) and all other tokens are limited
by the number of components that are included
with the game.
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Zone and Tank Overview
Card Overview
This section describes the rules for zones and tanks.
Zone
This section describes the rules for carrier and specialist
cards.
Carrier Cards
The map portion of the game board is divided into
zones. Zones are either claimed or unclaimed.
A claimed zone contains a player’s claim marker or a
neutral claim marker. An unclaimed zone contains no
claim markers. Some zones are outlined in blue; these
are river zones. Players can use river zones to extract
water without spending energy (see “Resource Phase” on
page 14).
When playing a 2- or 3-player game, some zones contain
facedown claim markers. Players cannot use zones
marked in this manner. As such, these zones are not
claimed or unclaimed.
There is a set of eight carrier cards for each player color.
The player icon printed on the lower right corner of each
carrier card indicates the player color for each set.
Each carrier card has a resource symbol followed by a
number printed in the upper left corner. The resource
symbol indicates which resource type a player can place
on a carrier card. A player cannot place resources on
a carrier card that do not match that card’s resource
symbol.
Tank
Players use tanks to extract resources. Players
can place tanks on their claimed zones, and each zone
can contain only one tank. There are two types of tanks
in Planet Steam: standard tanks and advanced
tanks. A standard tank is a tank without an attached
converter. Standard tanks can only extract water. An
advanced tank is a tank with an attached converter, which
allows the tank to extract quartz, ore, or energy instead of
water. Having a supercharger does not affect whether or
not a tank is a standard or advanced tank. Each converter
allows a tank to extract a different resource, as follows:
Carrier Card Anatomy
1
3
2
4
OO A quartz converter (silver)
allows a tank to extract
quartz.
1 . Resource Symbol: This indicates what type of
OO An ore converter (gold)
resource a player can place on a carrier card.
allows a tank to extract ore.
2 . Load Capacity: This number indicates the
OO An energy converter (gray)
number of resources a player can place on a
carrier card.
allows a tank to extract
energy.
Each tank can have one attached converter and one
attached supercharger at a time (see “Attaching
Converters and Superchargers” on page 6).
3 . Class Indicator: This number indicates the
carrier’s class; higher classes have an increased
load capacity.
4 . Player Color: This icon indicates which set of
carrier cards belongs to which player.
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The number next to the resource symbol is that carrier’s
load capacity and indicates how many resources a
player can place on a card. If a player exceeds the load
capacity of a carrier, then he must return his excess
resources of that type to the reserve.
The number in the upper right corner of a carrier card
indicates that carrier’s class. Each player begins the
game with four class 1/class 2 carrier cards in his play
area—one for each resource. Each player can never have
more than four carrier cards in his play area, but he can
upgrade a carrier card to a higher class to increase its load
capacity (see “Buy Carrier Upgrades” on page 13). A
player can upgrade each carrier card up to three times.
Each carrier card has two sides, and each side represents
a different class of the same carrier. Class 1 and class 2
carriers are on the opposite sides of the same carrier
cards, and class 3 and class 4 carriers are on the opposite
sides of the same carrier cards.
Airship Captain
The player who possesses the Airship Captain specialist
card places the support airship on a mooring point during
the Expansion Phase (see “Place the Support Airship” on
page 12).
Engineer
The player who possesses the Engineer specialist card
may immediately take one building license or 15 credits
from the reserve.
Bank Agent
The player who possesses the Bank Agent specialist card
may immediately upgrade one of his carriers to the next
class or take one resource of his choice from the reserve
(this does not affect the supply track in the resource
terminal) and place it on his appropriate carrier card.
Specialist Cards
Specialist Card Anatomy
During the Expansion Phase, each player acquires one
specialist card. It serves two purposes: to determine
player turn order and to provide a benefit to the player
who possesses the specialist card. Each specialist card
depicts at least one specialist and lists his title. Each
specialist card has a number printed in the upper right
corner. That number dictates the player turn order
for each game round. The player in possession of the
specialist card with the lowest number is first in the
turn order, followed by the player in possession of the
specialist card with the second lowest number, and so on.
The player resolving his turn is the current player.
In a two- or three-player game, players use some
specialist cards that depict two specialists per card. If
a player possesses one of these cards, he can use both
benefits during the round.
The following section describes the benefits provided by
each specialist:
1
2
3
4
1 . Turn Order Indicator: This number dictates
the player turn order for each game round
except the first.
2 . Specialist Title: This is the title of the specialist
Lady Steam
The player who possesses the Lady Steam specialist card
is the first player and plays first during each game phase.
depicted on the card. Some specialist cards
depict two specialists, each with his own title.
3 . Benefit: This text describes the player benefit
the specialist provides. Some specialist cards
depict two specialists, each providing a benefit.
Venturer
The player who possesses the Venturer specialist
card chooses an unclaimed zone to auction during the
Expansion Phase (see “Auction a Zone” on page 11).
If the player with the Venturer wins the bidding round
for that auction, he only pays half his bid, rounded up,
to the reserve.
4 . Set Indicator: This icon indicates which
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specialist cards players use; each set is based
on the number players in the game.
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To begin a bidding round, the first player bids credits for
the opportunity to choose a specialist card. He must bid
at least one credit; he cannot pass. Then, the player to his
left bids or passes. Each bid must exceed any previous bids
that bidding round, and a player cannot bid more than he
can afford to pay in credits. Bidding continues clockwise
until each player except the highest bidder passes. After a
player passes, he cannot bid again that bidding round.
The Game Round
This section describes the game round in detail.
Expansion Phase
To resolve the Expansion Phase, players follow these steps:
1 . Place Bonus Resources
2 . Auction Specialist Cards
3 . Auction a Zone
4 . Claim a Zone
5 . Place the Support Airship
Place Bonus Resources
During this step, the players check the supply track for
each resource in the resource terminal and, if able, place
resources in the bonus resource box (see “Resource
Terminal Anatomy” on page 17). If a resource’s supply
is “1” or greater, players place one of that resource in
the bonus resource box and adjust the resource’s supply
by moving the supply indicator down one space on the
supply track.
Example: The quartz supply is at “2.” The players place one
quartz in the bonus resource box and reduce the supply to “1.”
The ore supply is at “0.” The players do not place any ore in
the bonus resource box. The players continue this process with
water and energy.
Auction Specialist Cards
During this step, players participate in an auction to
acquire specialist cards. Each player must purchase one
specialist card during the auction. Before the auction
begins, each player with zero credits receives two credits
from the reserve.
Auctioning a Specialist Card
10
The first player begins the auction’s initial bidding round.
For the first game round’s specialist card auction, the
player randomly determined during setup to be the
first player is the first player. During the specialist card
auction in subsequent rounds, the first player is the
player who possessed the Lady Steam specialist card the
previous round. Bidding proceeds clockwise starting with
the first player, not in turn order.
The player with the highest bid wins the bidding round,
pays credits to the reserve equal to his bid, and chooses
an available specialist card to place in his play area.
The specialist card remains in his possession for the rest
of the game round. If a player chooses the Engineer
or Bank Agent specialist card, he resolves the benefit
of that specialist card immediately. If a player chooses
Lady Steam, he does not become first player for the
current auction.
After a player wins a bidding round, he cannot participate
in the specialist card auction for the remainder of the game
round, and all remaining players begin a new bidding
round. The first player begins each bidding round until he
is the highest bidder and receives a specialist card. After
the first player wins a bidding round, the next player
clockwise from him begins each subsequent bidding
round until he is the highest bidder. Players continue in
this manner until each player wins a bidding round and
receives a specialist card.
Note: Players may conceal or reveal the amount of credits
they possess as they wish. Players cannot examine other
players’ credits.
Taking a Bonus Resource
After a player wins a bidding round and acquires a
specialist card, he immediately takes one resource,
if able, from the bonus resource box. After a player
takes a resource from the bonus resource box, the player
places that resource on the appropriate carrier card in his
play area if its load capacity allows (see “Carrier Cards”
on page 8). If that carrier card cannot hold any
additional resources, the player must return that resource
to the reserve and adjust the supply for that resource by
moving the supply indicator up one space on the supply
track. This situation is the only instance when a player’s
not having sufficient capacity to hold a resource causes
the resource’s supply to increase. If there are any bonus
resources on the game board after the Auction Specialist
Cards step, players return them to the reserve and adjust
their supplies by moving their supply indicators up one
space on their supply tracks.
Note: A player who takes the Bank Agent specialist card
can upgrade his carrier before taking a bonus resource
from the auction.
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Claim a Zone
Specialist Card Auction Example
First Bidding Round: All four Specialist cards are available at the
start of the game. Martin is the first player and opens the bidding
with a bid of 20 credits. Jen, seated clockwise from him, bids 22
credits. Kay, the third player, as well as Eric, the fourth player, both
pass. It’s Martin’s turn again, and he raises his bid to 23 credits.
Jen does not want to go any higher and passes. Because Kay and
Eric have already passed and cannot bid again during this bidding
round, Martin’s bid is the highest. He wins the bidding round
and pays 23 credits to the reserve. He examines the four available
specialist cards and chooses the Venturer (card number 2). He
places the card in his play area and then chooses quartz as his
bonus resource, placing it on his quartz carrier card.
Second Bidding Round: Jen starts the bidding for the next
auction because she is clockwise from Martin and Martin has
won a bidding round. There are three specialist cards left for the
winner to choose from. Eric wins this bidding round with a high
bid of 15 credits, and he chooses Lady Steam (card number 1)
and chooses ore as his bonus resource.
During this step, players may place claim markers on
unclaimed zones. Each player, in turn order, can place a
claim marker by resolving one of the following two actions:
OO Roll a Die
OO Use a Building License
Roll a Die
The current player chooses an unclaimed zone on the map
where he wants to place one of his claim markers. Then, he
rolls the die. If the die result is a “4,” “5,” or “6,” he places one
of his claim markers from his play area on the zone he chose.
Claiming a Zone by Rolling a Die
Third Bidding Round: Now, Jen and Kay bid for the right to
take one of the last two specialist cards and bonus resources. Jen
cannot pass and must open the bidding with an opening bid of at
least one credit. Jen bids one credit and Kay passes. Jen pays the
one credit and takes the Engineer (card number 4). She takes a
building license (the benefit of the Engineer) along with water as
her bonus resource.
Fourth Bidding Round: Kay takes the Airship Captain (card
number 3) for a minimum payment of one credit. Kay takes
the last bonus resource, energy, but because her carrier card
for energy is already at its load capacity she must return that
resource to the reserve and adjust the supply for that resource by
moving its supply indicator up one space on the supply track.
B
Auction a Zone
During this step, the player possessing the Venturer
specialist card chooses an unclaimed zone on the map to
be auctioned. Players resolve the auction using the same
rules as the specialist card auction, except that the player
who now has the Lady Steam specialist card is the new
first player. The player who has the Lady Steam specialist
card is the new first player for this round and begins the
auction by placing an initial bid. Then, bidding continues
clockwise. The player with the highest bid pays a number
of credits equal to his bid to the reserve and claims the
auctioned zone by placing one of his claim markers on
it. If the player with the Venturer specialist card wins
the bidding round for the auction, he only pays half the
number of credits equal to his bid (rounded up). He may
bid more than the number of credits he possesses as long as
he can afford the actual amount he is required to pay.
If there are no more unclaimed zones prior to the auction,
the player with the Venturer specialist card chooses a
zone with a neutral claim marker to auction. The highest
bidder claims the neutral zone and replaces the neutral
claim marker with one of his own.
A
C
D
The orange player wants to place a claim marker
on zone A. Unfortunately, he rolls a “1” result.
Now, he must choose one of the available
unclaimed zones: B, C, or D.
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If the die result is a “1,” “2,” or “3,” he places one of his claim
markers from his play area on the closest unclaimed zone
from his chosen zone in any orthogonal direction (horizontal
or vertical) of his choice. If there are no unclaimed zones in
any of those directions, the player gains 15 credits instead of
placing a claim marker.
Placing the Support Airship
After a player rolls a die, he is committed to placing a
claim marker on a zone using that method; he cannot
choose to use a building license that game round. If there
are no unclaimed zones on the game board, a player
cannot roll a die to place a claim marker on a zone.
Use a Building License
The current player can use a building license to claim a
zone in one of the following two ways:
OO He can place one of his claim markers on an
unclaimed zone of his choice without rolling a die.
OO He can replace a neutral claim marker with one of
his own claim markers.
After a player uses a building license, he must return it
to the game box. A player can possess as many building
licenses as he can acquire, but he can only use one
building license per turn. A player does not need to have
the Engineer to use a building license.
The orange player possesses the Airship Captain
specialist card and places the support airship on
the mooring point shown at the right. During the
Resource Phase, each tank in this row can extract a
bonus resource, including the green player’s tank.
Note: River zones are treated just like other zones with
respect to auctioning them and claiming them.
Place the Support Airship
Pay Activation Cost
The player who has the Airship Captain specialist card
places the support airship on one of the seven mooring
points along the right side of the map. The support airship
provides an extraction bonus to each tank in the same
row as the mooring point on which the support airship is
currently located (see “Support Airship” on page 16).
During this step, the current player may spend one
water as an activation cost. If he chooses to pay the
activation cost, he may proceed to the next step of this
phase. The current player completes both steps of this
phase before the next player in turn order begins his turn.
If the current player does not pay the activation cost,
he takes one water from the reserve and his turn ends
immediately.
Tank Phase
During this phase, players buy tanks, converters, carrier
upgrades, and superchargers by spending credits and
resources. To spend credits or resources, players take
the spent tokens from their play area and place them in
the reserve. Players do not adjust a resource’s supply in
the resource terminal when spending resources.
Players resolve the Tank Phase in turn order as dictated
by the specialist cards. The player with the lowest
numbered specialist card resolves both steps of this phase,
followed by the player with the second lowest number, etc.
To resolve the phase, each player follows these two steps:
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1 . Pay Activation Cost
2 . Buy and Reorganize
Buy and Reorganize
If the current player has paid the activation cost in step
one of this phase, he may perform any number of the
following actions repeatedly and in any order:
OO Buy a Tank from the Local Tank Market
OO Import a Tank
OO Buy a Converter
OO Buy a Supercharger
OO Buy a Carrier Upgrade
OO Rearrange Tanks, Converters, and Superchargers
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Buy a Tank from the Local Tank Market
Local Tank Market Track Anatomy
The current player may buy a tank from the local tank
market. To buy a tank, the player spends one water plus
the number of credits indicated by the credit cost that
corresponds to the space occupied by the tank supply
marker. After spending the water and credits, the player
takes one tank from the tank reserve and places it on
one of his claimed zones that does not already contain a
tank. If a player does not have any claimed zones without
a tank, he cannot buy a tank during this phase.
1
After buying a tank, the player moves the tank supply
marker one space toward the out of stock space. If a
player buys the last available tank from the local tank
market, place the tank supply marker on the out of stock
space of the local tank market track.
2
Import a Tank
The current player may import a tank. To import a tank,
the player spends one water, two quartz, and five credits.
After spending these resources and credits, the player
takes one tank from the tank reserve and places it on
one of his claimed zones that does not already contain a
tank. If a player does not have any claimed zones without
a tank, he cannot import a tank during this phase. The
player does not adjust the tank supply marker on the
local tank market track when importing a tank, and he
may import a tank even if the local tank supply marker
is on the out of stock space.
Buy a Converter
The current player may buy a converter for one of his
tanks. After buying a converter, the current player takes
it from the reserve and attaches it to one of his tanks. The
player can buy a new converter to replace an existing
one, and the existing converter must either be moved to
a different tank or returned to the reserve. No tank can
ever have more than one converter at a time. The number
of credits a player must spend for each converter is as
follows:
OO Quartz Converter: 8 credits
OO Ore Converter: 5 credits
OO Energy Converter: 2 credits.
Buy a Supercharger
The current player may buy a supercharger for one of
his tanks. A supercharger increases a tank’s extraction
capability by one. To buy a supercharger, the player
spends one water, one ore, and two quartz. After spending
these resources, the player takes one supercharger from
the reserve and attaches it to one of his tanks. Each tank
can only have one supercharger.
3
4
1 .Tank Credit Cost
3 . Tank Supply Marker
2 . Tank Supply Space 4 . Out of Stock Space
Buy a Carrier Upgrade
The current player may upgrade one of his carriers from
one class to the next higher class by spending one ore and
one energy. Each class upgrade increases the carrier’s
load capacity.
To upgrade a carrier from class 1 to 2 or from 3 to 4, the
player flips the carrier card to the class 2 or class 4 side
as appropriate. To upgrade from class 2 to 3, the player
returns his class 1/class 2 carrier card to the game box
and replaces it with his class 3/class 4 carrier card, which
he set aside during setup (see “Setup” on page 4).
Rearrange Tanks, Converters, and
Superchargers
The current player may freely rearrange any of his tanks,
converters, or superchargers. A player can swap the
positions of his tanks or move them to his claimed zones
that do not have tanks. The current player may also freely
move converters and superchargers among his tanks. The
player may optionally remove converters from his tanks
at this time, returning them to the reserve.
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Tank Phase Diagram
4
1
2
3
5
8
6
7
1 . The green player pays her one water activation
cost so that she can perform actions during her
Buy and Reorganize step.
2 . She buys one tank from the local tank market,
spending one water and 20 credits.
3 . She places the tank on one of her claimed zones.
4 . She moves the local tank supply marker one space
toward the out of stock space.
Resource Phase
During the Resource Phase, players extract resources,
buy and sell resources at the resource terminal, and buy
and sell certificates.
To resolve the Resource Phase, players follows these steps:
14
1 . Extract Resources
2 . Buy/Sell Resources
3 . Buy/Sell Certificates
5 . She buys an energy converter, spending two
credits, and attaches it to one of her tanks.
6 . She moves a tank with a quartz attachment from
one of her claimed zones to another one of her
claimed zones.
7 . She upgrades her energy carrier from class 1 to
class 2, spending one ore and one energy.
8 . She flips her energy carrier to its class 2 side.
Players resolve each step completely before proceeding
to the next step. That is, all players resolve the Extract
Resources step before resolving the Buy/Sell Resource step.
Extract Resources
During this step, the current player may use his
tanks to extract resources. Tanks can extract
resources through basic extraction and bonus
extraction. When performing this step, the current
player acquires all resources through basic extraction
before acquiring resources through bonus extraction.
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Basic Extraction
Bonus Extraction
The current player must choose which tanks he is going
to use to extract resources and then spend one energy for
each tank chosen with the following two exceptions:
After the current player acquires all resources through basic
extraction, he can acquire additional resources through any
of the following applicable methods of bonus extraction:
OO Standard tanks placed on a river zone.
OO Synergy Effect
OO Advanced tanks with an energy upgrade.
OO Supercharger
The current player can extract resources from both of
the previous exceptions without spending energy. After
spending the appropriate amount of energy, the current
player acquires all extracted resources by taking them from
the reserve and placing them on his corresponding carriers
(see below). If any of the player’s carriers are full, he
returns the excess resources he extracted to the reserve.
Because the current player extracts resources after he
spends energy, he cannot spend energy tokens during the
same Resource Phase in which he extracted those tokens.
The basic extraction for each tank is as follows:
OO A tank without a converter extracts one water.
OO A tank with an energy converter extracts one energy.
OO A tank with an ore converter extracts one ore.
OO A tank with a quartz converter extracts one quartz.
OO Support Airship
Each resource a tank extracts through bonus extraction
must be of the same resource type it extracted through
basic extraction this phase. Tanks that did not extract
a resource this phase cannot extract any additional
resources from bonus extraction.
Synergy Effect
If the current player has tanks that are orthogonally
grouped (vertical or horizontal) and that extracted the
same resource through basic extraction, they collectively
extract additional resources. The number of additional
resources a series of grouped tanks can extract is one
fewer than the number of grouped tanks. For example,
two grouped tanks extracting the same resource
extract one additional resource, three tanks extract two
additional resources, etc. The synergy effects do not apply
to tanks owned by different players. A player can have
more than one grouping of tanks that extract additional
resources through the synergy effect.
Basic Extraction Example
3
1
3
2
2 . She chooses to extract resources using her
The green player has one standard tank and two
advanced tanks with ore converters.
1 . She chooses to extract resources using one of her
tanks with an ore converter and spends one energy
to extract one ore. The other tank with an ore
converter does not extract anything.
standard tank in the river zone and extracts one
water. She does not need to spend any energy to
do this.
3 . She places one ore on her ore carrier and one
water on her water carrier.
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Supercharger
A tank with a supercharger extracts one additional
resource.
Bonus Extraction Example
(Synergy and Support Airship)
Support Airship
A tank in the same horizontal row as the mooring point
on which the support airship is located extracts one
additional resource.
1
Bonus Extraction Example
(Supercharger and Synergy)
1
2
2
3
4
3
4
5
6
6
5
The orange player has four grouped standard
tanks. One of them has a supercharger. He also
has a class 2 water carrier with no water on it.
Thus, it can hold a maximum of seven water.
1 . He spends four energy (one energy per tank)
to extract resources with each of his tanks.
2 . He extracts four water through basic
extraction (one per tank).
3 . He extracts one water through bonus
The purple player has five advanced tanks with
quartz converters. There is a group of three tanks
and a group of two tanks. He has a class 4 quartz
carrier.
1 . He spends five energy (one energy per tank)
to extract resources with each of his tanks.
2 . He extracts five quartz through basic
extraction (one per tank).
3 . He extracts two quartz through bonus
extraction from the synergy effect of the
group of three tanks (3-1=2).
4 . He extracts one quartz through bonus
extraction from the synergy effect of the pair
of two tanks (2-1=1).
extraction from the supercharger.
4 . He extracts three water through bonus
extraction from the synergy effect (4-1=3).
5 . He places seven water on his water carrier.
6 . The carrier cannot hold the eighth water he
extracted, so he returns it to the reserve.
5 . He extracts two quartz through bonus
extraction from the support airship. (One per
tank in the support airship’s row.)
6 . He places 10 quartz on his quartz carrier.
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Resource Terminal Overview
Resource Terminal Anatomy
This section describes the gauges and tracks in
the resource terminal.
1
Resource Gauges
The resource terminal contains four resource
gauges, each consisting of a price track (white)
and a supply track (colored). At the top of each
resource gauge is an order number, and at the
bottom of each resource gauge is a resource icon.
2
3
4
Price Track
The price track contains a range of numbers that
indicate the potential price, in credits, for the
corresponding resource. Below the price track is
a credit icon to remind players that the track
indicates that resource’s price. A resource’s price
is marked by a price indicator, which players
place during setup (see “Setup” on page 4).
Each time players adjust a resource’s price, they
move the price indicator up or down the track as
required (see “Price Adjustment” on page 18).
5
6
A player cannot reduce a resource’s price below
its price track’s lowest printed value or increase
a resource’s price above its price track’s highest
printed value.
Supply Track
The supply track contains a range of numbers
that indicate the potential supply for the
corresponding resource. Below the supply
track is a supply icon
to remind players
that the track indicates that resource’s supply.
A resource’s supply is marked by a supply
indicator, which players place during setup (see
“Setup” on page 4).
Each time a player adjusts a resource’s supply,
he moves the supply indicator up or down the
track as required (up if the supply increases;
down if it decreases).
7
1 . Order Number
2 . Resource Gauge
3 . Price Adjustment
Track
4 . Price Track
5 . Supply Track
6 . Starting Price
7 . Resource Icon
A player cannot reduce a resource’s supply
below zero. Additionally, a player cannot
increase a resource’s supply above its supply
track’s highest printed value.
Price Adjustment Track
The price adjustment track is the colored track
in the resource terminal that is not part of any
of the four resource gauges. Players use the
price adjustment track to determine how a
resource’s current price changes throughout the
game (see “Price Adjustment” on page 18).
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Buy/Sell Resources
During this step, each player may buy and sell resources
using the resource terminal. Following the order
numbers on the resource gauges, each player in turn
order may buy or sell any number of that resource. For
example, the first player may buy or sell any number of
quartz (order number “1”), and then each other player
in turn order may buy or sell any number of quartz.
Then, the first player may buy or sell any number of ore
(order number “2”) followed by each other player in
turn order. This step continues in this manner for water
and energy until each player has had an opportunity to
buy or sell all four resources.
When the current player resolves his turn to buy or sell
a particular resource, he performs one of the following
actions: buy, sell, or pass.
Buy
To resolve a buy action, the current player may buy
resources up to an amount equal to that resource’s supply
by spending a number of credits equal to that resource’s
price multiplied by the number of resources bought. The
player takes the purchased resources from the reserve
and places them on his carrier. Then, he decreases that
resource’s supply by lowering the supply indicator on the
supply track a number of spaces equal to the number of
resources he bought. Finally, he adjusts the resource’s
price (see “Price Adjustment” in the next column).
The current player may choose to neither buy nor sell
a particular resource by passing. After passing, the
current player still adjusts the resource’s price (see Price
Adjustment” below).
Price Adjustment
After each player resolves a buy, sell, or pass action for a
resource, he must adjust that resource’s price.
To adjust a resource’s price, the current player checks
the color (red, orange, yellow, green, blue, or black) of
the resource’s current supply and compares it to the
matching color on the price adjustment track. Then, he
adjusts the resource’s price track by the amount equal to
the number on the matching color of the price adjustment
track (see “Selling Resources Example” on page 19).
For example, if the ore supply is “9” (yellow), the current
player decreases ore’s price by 1. A resource’s price
cannot decrease below the minimum value on its price
track or increase above the maximum value on
its price track.
Supply and Price Indicator Adjustment
If a player buys more resources than he can place on
his carrier, he returns all excess resources to the reserve
without adjusting that resource’s supply track.
Players only adjust supply indicators in the
following circumstances:
Example: Currently, the price of water is 7 credits, and the supply
of water is 6. Jen buys two water for 14 credits. She spends 14
credits and then takes two water from the reserve and places
them on her water carrier. She decreases the water supply by two
and then must adjust the price. The supply is in the green range,
so the price does not change. Then, the next player in turn order
has the opportunity to buy or sell water.
OO When bonus resources are placed on the
Sell
Players only adjust price indicators in the
following circumstances:
To resolve a sell action, the current player may sell any
number of the resources currently on his carrier card
by placing them in the reserve (see “Selling Resources
Example” on page 19). Then, he receives an amount of
credits from the reserve equal to the number of resources
he sold multiplied by that resource’s price. After selling
his resources, the current player increases that resource’s
supply by raising the supply indicator on the supply track
a number of spaces equal to the number of resources he
sold. Then, he adjusts the resource’s price (see “Price
Adjustment” in the next column).
18
Pass
game board or are returned to the reserve.
OO When resources are bought or sold during the
Resource Phase.
OO When new tanks are produced during the
End Phase.
OO When resources are bought, resources are
sold, or if a player passes during the Resource
Phase.
OO When no new tanks are produced during the
A player can continue to sell a resource even if the
supply indicator on that resource’s supply track is at its
maximum value.
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End Phase.
Buy/Sell Certificates
After players have completed the Buy/Sell Resources
step, each player may choose, in turn order, to resolve one
of the following actions:
Selling Resources Example
Buy One Building License
1
3
4
The current player may spend one quartz and two water
to take one building license from the reserve and place it
in his play area.
Sell One Building License
The current player may sell one of his building licenses
to receive 15 credits from the reserve. If a player sells a
building license, he must place it in the game box, not in
the reserve. The sold license is not available for the rest of
the game.
Buy One Luxury Quarters
The current player may spend one quartz and one ore to
take one luxury quarters from the reserve and place it in
his play area. Luxury quarters have a value of 50 credits
each at the end of the game.
2
End Phase
5
During the End Phase, players produce new tanks and
perform maintenance to prepare the game board for the
next game round.
To resolve the End Phase, players follow these two steps:
Energy is the last resource bought or sold in the
Resource Phase. Currently, the price of energy
is 4 credits, and the supply of energy is 9.
1 .
Produce New Tanks
2 . Perform Maintenance
1 . The purple player chooses to sell five energy.
He takes five energy from his energy carrier
and places them in the reserve.
2 . He takes 20 credits from the reserve for the sale.
3 . He increases the energy supply indicator five
spaces to “14.”
4 . He checks the energy supply track to
determine how to adjust the price for energy.
Since the supply of energy is currently in the
red range, he checks the red portion on the
price adjustment track, which is “–3.”
5 . He decreases the price indicator on the energy
price track from “4” to “1.” The price of energy
for the next player is now 1 credit. After all
players have completed their buying/selling of
energy, the Buy/Sell Resources step ends.
Produce New Tanks
During this step, the local tank market produces new
tanks, if able, using ore and energy from the resource
terminal. Players must check the supply of ore and energy
in the resource terminal as well as the supply of tanks in
the local tank market to determine how many tanks, if
any, the local tank market can produce.
Check Supply of Resources
Players check whether the supplies of ore and energy
are greater than 0. If one or both of the supplies are
at “0” on the supply track, then the local tank market cannot
produce new tanks. Additionally, for each supply that is
at “0” on the track (ore and energy only), players must
increase that resource’s price by moving its corresponding
price indicator up four spaces on its price track.
If the supplies for both ore and energy are greater than 0,
the players must check the local tank market to make
sure there is space for additional tanks (see “Check Local
Tank Market” on page 20).
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Check Local Tank Market
Players check the tank supply marker on the local tank
market track. If the marker is on the space furthest
from the out of stock space, then the local tank market
cannot produce new tanks. If the tank supply marker is
positioned anywhere else on the local tank market track,
the local tank market can produce new tanks.
Produce Tanks
Each tank costs one energy and one ore to produce.
For each tank the local tank market produces, players
must adjust the ore and energy supply by moving each
resource’s supply indicator down one space on its supply
track. Additionally, for each tank the local tank market
produces, players must adjust the local tank market
supply by moving the tank supply indicator one space in
the direction away from the out of stock space.
The local tank market keeps producing tanks, one at a
time, until one or more of the following conditions are met:
OO The supply indicator on the ore supply track
is at “0.”
OO The supply indicator on the energy supply track
is at “0.”
OO The tank supply indicator is on the space furthest
from the out of stock space on the local tank
market track.
Note: The local tank market produces tanks according
to the previous rules regardless of the number of plastic
tanks remaining in the reserve (e.g., the tank supply
indicator can be on the maximum capacity space even
when less than 14 plastic tanks remain in the supply).
Tank Supply and Reserve
Unlike resources in the resource terminal,
players cannot adjust the supply and price for
tanks independently. Thus, players use the tank
supply indicator to indicate the price and supply.
However, it is possible that the supply, as
indicated on the local tank market track, exceeds
the number of plastic tanks in the reserve. If this
situation occurs, the supply for tanks is equal
to the number of plastic tanks in the reserve,
and each time a player moves the tank supply
marker, only the tank price changes.
Example 1: There are 5 ore and 9 energy in the resource
terminal—enough resources to produce up to five tanks There
are seven tanks in the local tank market, providing space to
produce up to seven new tanks. As a result, the local tank market
produces five tanks. Players move the local tank supply marker
five spaces in the direction away from the out of stock space.
Players reduce the ore and energy supply by 5 each.
Example 2: There are 5 ore and 9 energy in the resource
terminal. There are 11 tanks in the local tank market, so it can
only produce up to three new tanks. Players move the local tank
supply marker three spaces in the direction away from the out of
stock space. Players reduce the ore and energy supply by 3 each.
Example 3: There are 5 ore and 0 energy in the resource terminal.
The local tank market cannot produce any tanks because the
energy supply is 0, so it does not matter how many tanks are in
the local tank market. The price of energy increases by 4. The
price of ore remains unchanged.
Perform Maintenance
During this step, players perform the following sub-steps:
1 .
Players advance the round marker one space on
the round track toward the space that contains the
gold player icon. If players advance the marker
to the space with the gold player icon, the game is
over (see “Winning the Game” on page 7). If
the game is not over, players continue to the next
sub-step.
2 . Players place their specialist cards in numeric
order in the specialist card area.
3 . Players remove the support airship from the game
board and place it in the reserve.
If the game is not over, a new round begins.
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Advanced Rules
Variable Claim Marker Setup
It is recommended that players use the following
advanced rules only after all players are familiar with the
game. All advanced rules are independent of each other,
and players can add them (or not) as they wish.
Note: The length of the game increases by about 30
minutes if players use all the advanced rules.
Immobile Tanks
When using this advanced rule, a player cannot move a
tank after he has placed it on a zone. However, he can still
move his converters and superchargers freely.
When using this advanced rule, players do not place any
starting claim markers on the map during setup; the map
is empty at the start of the game except for the unused
zones in a two- or three-player game. Then, during the
Expansion Phase of the first game round, immediately
after the specialist card auction, each player in turn order
places claim markers on the map.
After setup, players must agree on the number of neutral
claim markers to place on the river zones. If all players
cannot agree, the first player rolls the die to determine the
number as follows:
Two-Player Game
OO 1–3: Players place neutral claim markers on a
number of river zones equal to the die result.
OO 4–6: Players cannot place neutral claim markers on
River Production Limits
river zones.
In this variant, only water and energy can be extracted
on river zones. Tanks there cannot have ore or quartz
converters. As a result, the synergy effect cannot span the
river zones for ore or quartz extraction.
Variable Trading Order
Three-Player Game
OO 1–4: Players place neutral claim markers on a
number of river zones equal to the die result.
OO 5–6: Players cannot place neutral claim markers on
river zones.
When using this advanced rule, players must place the
four order markers near the game board during setup.
The order markers replace the pre-printed order numbers
in the resource terminal, allowing players to specify the
order in which resources are bought and sold during the
Resource Phase.
After a player wins a specialist card bidding round, he
must place one of the available order markers on any order
number space in the resource terminal that does not already
contain an order marker. Players remove all order markers
from the game board during the Perform Maintenance step
of the End Phase.
In a two-player game, each player places two order
markers instead of one. In a three-player game, players
place the remaining order marker on the last empty order
number space. In a five-player game, the last player does
not get to place an order marker.
During the Resource Phase, players buy and sell resources
in the order determined by the new order numbers.
Example: Martin wins the first bidding round of the specialist card
auction. He chooses Lady Steam (card number 1) and places the
card in his play area. He chooses quartz as his bonus resource,
placing it on his quartz carrier card. Finally, he takes trading
marker “4” and places it in the order number space corresponding
to water in the resource terminal. Water is the last resource players
can buy and sell in the Resource Phase this game round.
Four- and Five-Player Game
OO 1–5: Players place neutral claim markers on a
number of river zones equal to the die result.
OO 6: Players cannot place neutral claim markers on
river zones.
The first player places the appropriate number of neutral
claim markers on the river zones of his choice. After
determining the neutral claim marker layout for the river
zones, each player takes two neutral claim markers from
the reserve. In games with fewer than five players, the first
player takes four neutral claim markers instead of two.
Then, beginning with the first player and continuing in
turn order, each player places one of his claim markers on
an empty zone and one neutral claim marker on an empty
zone. In games with fewer than five players, the first
player places two neutral claim markers.
Finally, starting with the last player and continuing in
reverse turn order, each player places one of his own
claim markers on an empty zone and one neutral claim
marker on an empty zone. In games with fewer than five
players, the first player places two neutral claim markers.
After the variable claim marker setup is completed, the
game continues as usual.
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Reduced Starting Resources
During steps 10 (Take Starting Resources) and 11 (Take
Starting Credits) of setup, players use the following table
instead of “Table 2” on page 24.
Table 3: Reduced Player Starting
Credits and Resources
2
3
4
5
Credits
80
90
100
110
Quartz
0
0
0
0
Ore
0
1
1
1
Water
2
3
3
3
Energy
3
2
3
3
Optional Rules
If all players agree at the start of the game, players may
use one or both of the following optional rules when
playing the standard or advanced game.
Predictable Zone Claiming
Players can resolve the Claim Zone step of the Expansion
Phase without rolling a die. Instead, the current player can
claim any unclaimed zone of his choice.
Additionally, the current player still has the option to use
a building license.
Optional Cards
Planet Steam includes three optional cards, originally
printed as promotional cards. They can choose to
use none, any, or all of these cards during a game.
Price Manipulation
The price manipulation card allows the
player in possession of the card to adjust the
price indicators in the resource terminal.
During the Prepare Specialists Cards step of
setup, place the price manipulation card in
the specialist card area.
22
Using the Card: The player who receives the price
manipulation card must use it immediately. To use the price
manipulation card, the player must manipulate the prices
in the resource terminal in one of the following ways:
OO Weak Manipulation: The player adjusts the price for
one resource (excluding quartz) by moving its price
indicator a maximum of three spaces up or down.
OO Moderate Manipulation: The player spends
four credits to adjust the prices of any resources
(excluding quartz) by moving their price indicators
a maximum of four spaces.
OO Strong Manipulation: The player spends eight
credits to adjust the price for any resources by
moving their price indicators a maximum of five
spaces.
Example: Jen spends four credits and uses moderate manipulation
to move the price indicator for ore up three spaces and to move the
price indicator for energy down one space. She has moved price
indicators the maximum allowed by moderate manipulation, so
her manipulation is finished.
Returning the Card: At the beginning of the End Phase,
the player who possesses the price manipulator card takes
credits from the reserve equal to the order number on his
specialist card. Then, he returns the price manipulator
card to the specialist card area.
Sabotage
The sabotage card allows the player in possession
of the card to prevent one of his opponents from
using one tank for one game round. During the
Prepare Specialists Cards step of setup, place
the sabotage card in the specialist card area.
Acquiring the Card: During each Auction
Specialist Cards step after the first game round, the
player who wins the final bidding round of the specialist
card auction takes both the remaining specialist card and
the sabotage card from the specialist card area.
Using the Card: The player who receives the sabotage
card must use it immediately. To use the sabotage card,
the player chooses one opposing player. Then, the chosen
player selects one tank on one of his claimed zones and
tips the tank on its side, indicating that he cannot use that
tank during the rest of the round.
A player cannot use or relocate a tank that is on its side.
As such, any tank that is on its side cannot extract any
resources, nor can any converters or superchargers be
attached to it or removed from it.
Acquiring the Card: During each Auction Specialist
Cards step, the player who wins the first bidding round
of the specialist card auction takes both the specialist card
of his choice and the price manipulation card from the
specialist card area.
Returning the Card: At the beginning of the End Phase,
the player who controls a tank that is on its side returns
the tank to its standing position and rolls the die. He
takes a number of credits equal to the die result multiplied
by two from the reserve. Then, the player who possesses
the sabotage card returns it to the specialist card area.
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Freelance Carrier
Credits
The freelance carrier card allows the
player in possession of the card to hold
additional resources. During the Take
Starting Carrier Cards step of setup, place
the freelance carrier card next to the game board.
Acquiring the Card: At the end of Expansion Phase of
the first game round, players auction the freelance carrier
card following the same rules for auctioning specialist
cards (see “Auction Specialist Cards” on page 11). The
player who wins the bidding round for the freelance
carrier card places it in his play area next to his other
carrier cards. Instead of placing the credits he spent for
the auction in the reserve, he places them on the freelance
carrier card. These credits act as a reminder of how many
credits the player bid to receive the freelance carrier card;
he cannot spend these credits.
Using the Card: The player who possesses the freelance
carrier card can use it to hold additional resources. The
freelance carrier has a load capacity of three resources
and can carry any type and combination of resources.
If a player loses control of the freelance carrier card, he
can redistribute any resources on it to his other carriers.
If he doesn’t have room on his other four carriers for the
additional resources, he must place all excess resources in
the reserve.
Returning the Card: At the end of the Expansion Phase
after a player acquired the freelance carrier card, he can
choose to keep it or auction it again. To keep the card
for an additional game round, he spends a number of
credits equal to the number he used to win the previous
bidding round (the number of credits he placed on the
freelance carrier card). Then, he removes all credits from
the freelance carrier card and places them in the reserve.
He cannot keep the freelance carrier card for a third
consecutive game round; he must auction it. However, he
can bid and win the auction according to the normal rules.
Game Design: H.G. Thiemann
Producer: Mark O’Connor
Original English Rules: Patrick Korner
Technical Writing: Adam Baker
Graphic Design: David Ardila with Chris Beck and
Brian Schomburg
Cover and Card Art: Ian McQue
3D Sculpting and Concepting: Jason Beaudoin
Managing Art Director: Andrew Navaro
Art Administration: Zoë Robinson
Production Management: Eric Knight
Production Coordination: John Britton, Megan Duehn,
and Jason Glawe
Managing Game Producer: Steven Kimball
Executive Game Designer: Corey Konieczka
Executive Game Producer: Michael Hurley
Publisher: Christian T. Petersen
The designer would like to thank all playtesters and people who
helped create this game. In particular: the Hippodice Game Club,
all players at AllGames4you, Malte and Helge Thiemann,
Wolfgang and Erika Fleiter, Martin Götz, Harald Bilz, Heiko
Eller, Oliver Erhardt, Heribert Bertram, Michal Scharf, Jürgen
Kiesheyer, Karin and Mathias Michels, Oliver Warzecha,
Claudia and Uwe Dinglinger, as well as Uwe Rosenberg, Basti,
Keith Hurley, Lukas Litzsinger, Brady Sadler, and many more.
© 2013 Fantasy Flight Publishing, Inc. No part of this product may be reproduced
without specific permission. Copyright of the German version by Heidelberger
Spieleverlag. Planet Steam, Fantasy Flight Games, Fantasy Flight Supply, and the
FFG logo are ™ or ® of Fantasy Flight Publishing, Inc. Fantasy Flight Games
is located at 1975 West County Road B2, Suite 1, Roseville, Minnesota, 55113,
USA, and can be reached by telephone at 651-639-1905. Retain this information
for your records. Warning! Not suitable for children under 3 years due to small
parts. Choking hazard. Actual components may vary from those shown. Made in
China. THIS PRODUCT IS NOT A TOY. NOT INTENDED FOR USE OF
PERSONS 13 YEARS OF AGE OR YOUNGER.
p l a n e t s t e a m
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23
Setup for Different Numbers of Players
Depending on the number of players, use the tables and diagrams below to set up the game. Table 1 establishes the
quantity of resources in the supply and certificates in the reserve. Table 2 indicates the number of starting credits
and resources that each player receives. The diagrams depict how to place starting claim markers on the map.
Table 1: Resource Supplies and
Certificate Reserves
# of Players
2
3
4
5
Quartz Supply
4
5
6
7
Ore Supply
7
8
9
10
Water Supply
6
7
8
10
Energy Supply
10
12
14
16
Building Licenses
6
6
7
7
Luxury Quarters
4
5
6
7
2-Player Setup
Table 2: Player Starting
Credits and Resources
# of Players
2
3
4
5
Credits
100
110
120
130
Quartz
0
0
1
1
Ore
1
2
2
2
Water
3
4
3
3
Energy
3
2
3
4
3-Player Setup
4-Player Setup
24
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5-Player Setup
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