rules of play
RULES OF PLAY
Technologies emerged in the very early stages of human history as an expression of the development of the human mind.
Starting with basic tools such as the wheel and the plow, humanity has developed more and more sophisticated tools leading
to the building of machines and the Industrial Revolutions.
Mankind has made a tremendous effort to understand its own history, the way we evolved from nomads, hunters and
gatherers to the modern society we live in today. Sir Arthur C. Clarke once said that “any suff iciently advanced technology
is indistinguishable from magic” and yet here we stand, a civilization built on the knowledge and technologies of our
predecessors.
We are now ready to acknowledge our own past and examine what we have learned. In Progress: Evolution of Technology,
players are immersed in the universe of science and magic, recreating humanity’s technological path until the f irst Industrial
Revolution.
Game Overview
Progress: Evolution of Technology is a card driven civilization game about
the development of technologies throughout history.
In Progress: Evolution of Technology, players compete to develop the
most technologically advanced nation in history.
Table of Contents
1 ... Game Overview
2 ... Game Components
3 ... Game Setup
4 ... Game Concepts
5 ... Playing the Game
5 ... Development phase
5 ... Action phase
6 ... Upkeep phase
6 ... Benefits
6 ... New Age
6 ... The end of the game
7 ... Final Scoring and Victory
7 ... Solo Version
7 ... Variants
8 ... Expansions
Each player guides her nation’s research efforts through a maze of technologies from the earliest signs of
human development, moving progressively through the Antiquity, the Middle Ages and the Renaissance until
the first sparks of the Industrial Revolution.
The goal of each player is to accumulate the most Victory Points by researching technologies. With each
technology, a player will gain benefits which will enhance her game board. She will advance her position on
one or more of the Power Tracks and gain Victory Points which will be added towards her grand total at the
end of the game.
Note from the designers: For the past tens of thousands of years, humanity has developed an almost infinite number
of technologies. After careful research, we have chosen to represent in the game those technological advancements which
had the most meaningful impact on the evolution of our society. We developed Progress: Evolution of Technology
around three major areas of technological progress, Science, Engineering and Culture, leaving Government and
Military for future expansions. Some technologies in the game were particularly difficult to categorize into a specific
age and area due to their major impact on several aspects of human life. In such cases, we chose to enhance the game
play over depicting every technology with maximum historical accuracy.
1
Game Components
184 Technology cards
Science,
The Skill (
The type of Technology
Engineering or
,
,
,
,
The age (I, II or III) and
the name of the Technology.
Culture.
,
,
)
or the Knowledge token ( ,
,
,
)
provided by this Technology
Advancement on one or more Power Tracks
Prestige,
Victory Points
at the end of the game.
Population or
Army.
Illustration
(flavor)
The discovery cost(s) and/or the
prerequisites of this Technology.
Knowledge value for discarding
this Technology card.
Number of players
56 Knowledge Tokens
The type of Knowledge provided
by the token.
1 POWER Board (double SIDED)
5 Player Boards
Players will keep track of their Skills and the associated Victory Points they
will receive at the end of the game on their own Player Boards.
The Power Board depicts the three Power Tracks (
Prestige,
Population and
Army). At the end of the game, players will receive Victory Points according
to their positions on these three tracks. The back side is only used in the solo game.
11 AGE TOKENS
5 SUMMARY SHEETS
(Tech Tree)
11 markers depicting end of Age symbols. Use them to mark the number of
symbols necessary to end each Age, depending on the number of players.
100 Wooden Markers
14 markers in each of the 5 player colors (red, green, blue, yellow and white)
and 30 common black markers.
NOTE: All the components in the box with the exception of the Technology cards are
considered unlimited.
This Rule book
2
5 INFO CARDS
Game setup
Select the Technology Cards according to the number
of players. For a solitaire game use only the Technology
Cards marked 1+, for a 2-player game use only the
Technology Cards marked 1+ and 2+ and so on. Place
the rest of the Technology Cards back in the box, they
will not be used in the game.
Separate the Technology cards according to their age
(I, II and III) and create three separate decks. Shuffle
each deck.
Take a Player Board and place it in front of you.
Choose a color and take all the markers in that color.
Place one marker on the starting position of each Skill
Track on your Player Board.
RED PLAYER AREA
Knowledge
tokens
Culture
Technologies
Engineering
Technologies
Science
Technologies
Technologies
under
Development
Place the Power Board in the middle of the gaming
table. Each player places one marker of their color on
the starting position of each Power Track (
Prestige,
Population and
Army). Place the Knowledge
tokens and the black makers next to the Power Board
within easy reach of all players.
Age I
discard
Place the Age I deck next to the Power Board and
leave enough space for a discard pile. Set aside the
Age II deck and the Age III deck, they will enter the
game at a later stage. However, leave enough space
on the gaming table for these two decks and their
corresponding discard piles.
Age II
deck
Age II
discard
Age III
deck
Age III
discard
Leave enough space in front of you to create your own
Player Area.
Decide on the starting player. If you cannot find
common ground within one minute, allow the
youngest player to become the starting player.
Please take a look at the right hand side of this page
for a complete setup for two players.
Technologies
under
Development
Check the Tech Tree on the Summary Sheets for a
sound strategy during the game.
The Age
(on the back of each
Technology card)
Science
Technologies
Engineering
Technologies
3
Culture
Technologies
Knowledge
tokens
Blue player Area
From the starting player and going clockwise around
the table, each player draws a number of cards from
the Age I deck as follows:
• solitaire game: 6 cards
• 2-player game: 5 / 6 cards
• 3-player game: 5 / 6 / 7 cards
• 4-player game: 5 / 6 / 6 / 7 cards
• 5-player game: 5 / 6 / 6 / 7 / 7 cards
Game CONCEPTS
SKILLS
6. Research Skill – represents the number of markers a player
must place on a Technology card when taking the Research
action. The starting value is 4.
Skills reflect a player’s efficiency to perform various actions
throughout the game.
Each player has 7 Skill Tracks depicted on her player
board. The position of the marker on each Skill Track
defines the current level of the Skill.
1. Action Skill – represents the number of actions a player
may take each turn. The starting value is 2 (a player may
take up to 2 actions during their turn).
Research Skill Track on the player board
7. Quick Draw Skill – the two numbers represent: the number
of cards a player may draw and add to their hand, and the
number of cards the player then must discard from their hand.
The starting value is 1/0 (a player may draw 1 card and does not
have to discard any cards).
Quick Draw Skill Track on the player board
Action Skill Track on the player board
2. Draw Skill – represents the number of cards a player
may draw with the Draw action. No further actions may
be taken after this on a player’s turn. The starting value is 3
(a player may draw up to 3 cards from any decks and must
then end her turn).
Draw Skill Track on the player board
3. Hand Size Skill – represents the maximum number of
cards a player may keep in hand at the end of her turn. The
starting value is 5 (a player may have more than 5 cards in
her hand during her turn, but no more than 5 at the end
of her turn).
Hand Size Skill Track on the player board
4. Shuffle Skill – represents the number of cards a player
may draw after shuffling the same number of discard piles
into their respective decks. The starting value is 1 (a player
may shuffle 1 discard pile into its respective deck and then
draw 1 card from that deck).
Shuffle Skill Track on the player board
5. Development Skill – represents the number of
Technologies a player may have under Development at
any given point during the game. The starting value is 1 (a
player may have 1 Technology card under Development).
Development Skill Track on the player board
Technology Cards and Knowledge
The Technology cards have a double role in the game, serving
both as means and purpose. A Technology card may:
• become an Active Technology as a result of a Discovery
action, or a Technology under Development as a result of
a Research action.
• be discarded for the purpose of paying the Knowledge cost
of discovering another Technology.
Knowledge acts as a currency in the game and it is used to
pay the discovery cost of Technologies. There are three types
of Knowledge:
•
Science - represented by
,
•
Culture - represented by
.
•
Engineering - represented by
,
There is also General Knowledge represented by
which
may be freely substituted for any Knowledge type at any point
during the game.
Knowledge may be generated by discarding cards from your
hand or by spending Knowledge tokens. When you discard
a card from your hand, you generate the amount of General
Knowledge depicted in the lower left corner of the card. When
you spend a Knowledge token by flipping it on its gray side, you
generate 1 Knowledge of that specific type.
The Age I deck is considered an open deck from the
beginning of the game. The Age II and Age III decks are
added to play and thus become open decks at a later point
in the game (check the New Age section for details).
Note from the designers: Age I represents the late prehistoric
era and Antiquity and it covers the period of time between
roughly 10,000 BCE and 500 CE. Age II represents the
Middle Ages, from the collapse of the Western Roman Empire
in 476 CE to the birth of the Renaissance around 1450 CE.
Age III represents the Renaissance, an era of great discoveries
which ends with the First Industrial Revolution around 1740
CE. This base game ends at this specific point, but when we
created the game we had several expansions in mind, covering
the Age of Industry, the Modern Period and the Near Future.
Playing the Game
In clockwise order players take turns until the game ends.
The active player is the player currently taking her turn.
Each turn consists of three phases and the active player
performs them in the following order:
1. Development Phase
2. Action Phase
3. Upkeep Phase
After the active player has completed her Upkeep Phase,
the next player in clockwise order becomes the active
player and starts her turn. Optionally, experienced players
may save time by performing their Upkeep Phase while
the next player has already started her turn.
Development Phase
In the Development Phase, the active player must
remove one marker from each of her Technologies under
Development.
NOTE: The term Technologies under Development will be
explained in the Action Phase section of these rules.
If, as a consequence of removing markers, any Technology
under Development has no more markers on it, it becomes
an Active Technology immediately. The active player
gains the benefits of this Technology. Please check the
following sections of the rules for more details: Benefits,
New Age and The End of the Game.
At the end of the Development Phase, the active player
may take back in her hand any or all of her Technologies
under Development.
Example (left): discarding this card generates 2 General Knowledge.
Example (right): spending (flipping) this token generates 1
Culture Knowledge.
OPEN DECKS
An open deck and its discard pile refers to a deck of
Technology cards and its corresponding discard pile which
players are allowed to draw cards from.
4
ACTION Phase
During the Action Phase the active player will take a
number of actions equal to her Action Skill.
NOTE: Taking actions is not mandatory. You may forego
any number of actions, but doing so will reduce your
chances of winning the game.
The active player must perform each action completely
before starting her next action.
The possible actions are:
• Discover
• Research
• Draw
• Quick Draw
• Shuffle & Draw
Example: Jane decides to discover Irrigation. She has in her player
area the following Active Technologies: Alphabet, Bridges and
Pottery. Jane also has three Knowledge tokens: 1 Engineering, 1
Science and 1 General Knowledge.
Example: With another action, Jane decides to discover
Philosophy. She has in her player area the following Active
Technologies: Alphabet, Bridges, Pottery and Irrigation. She
also has Knowledge tokens, but they are already spent.
DISCOVER
The purpose of a Discover action is to place a Technology
card from your hand into your player area as an Active
Technology.
To perform a Discover action, select a Technology card
from your hand, making sure first that you can pay its cost,
and place it in your player area.
NOTE: We suggest that you group your Active
Technologies by type, covering the illustration and cost
areas and leaving only the name and benefits visible. You
will save space while having access to all the relevant
information. Please take a look at the following example.
Irrigation has two cost lines:
•
•
3
2
Philosophy has two cost lines:
OR Calendar as a prerequisite
•
OR Agriculture as a prerequisite
•
2
2
OR Musical Instruments as a prerequisite
OR Alphabet as a prerequisite
Example: Grouping your technologies by type.
A technology may have one or two discovery costs and/or
prerequisites, each depicted in a separate line.
Each cost is represented as a number followed by a type
( ,
or
) and it may also be followed by one
prerequisite Technology. If you:
• have the prerequisite Technology in your player area,
you do not have to pay the associated cost.
• do NOT have the prerequisite technology in your
player area, you must pay the cost with Knowledge of
that specific type. Generate and spend an amount of
Knowledge equal to or exceeding the depicted cost.
The Knowledge you generate must be of the correct
type. Remember that General Knowledge replaces
any Knowledge type.
Each line of cost and prerequisite must be fulfilled
separately.
If you have generated more Knowledge than you have
spent for the current Discover action, you may use the
remaining Knowledge for other Discover actions during
the same turn. Any spare Knowledge is lost at the end of
your current turn. After placing the new Active Technology
in your player area, you will gain its specific benefits and
you may trigger the changing of the Age or the end of the
game. Please check the following sections of the rules for
more details: Benefits, New Age and The End of the Game.
Jane realizes that she does not have any of the prerequisites, but she
decides to proceed. She spends all her Knowledge tokens by flipping
them over, thus generating 1
from her hand Calendar for 1
,1
and 1
and she discards
and Poetry for 1
.
covering the first cost line.
Jane discards Monotheism for 2
She has Alphabet in her player area, hence the second cost line is
covered by this prerequisite.
AGE I
DISCARD
Jane adds Philosophy to her player area as an Active Technology
and gains the benefits depicted on this card.
RESEARCH
AGE I
DISCARD
Jane adds Irrigation to her player area as an Active Technology and
gains the benefits depicted on the card.
5
The purpose of a Research action is to place a Technology
card from your hand into your player area as a Technology
under Development which will later become an Active
Technology.
The advantage of Research is that no costs or prerequisites
have to be met, but the new Technology will only become
active a few turns later.
To perform a Research action, place the desired Technology
card from your hand into your player area away from your
Active Technologies to avoid confusion. Place a number
of black markers equal to your Research Skill ( ) on this
card. A card that has been played this way immediately
becomes a Technology under Development.
You may only perform a Research action if your total
number of Technologies under Development does not
exceed your Development Skill (
).
Your Technologies under Development are not Active
Technologies. They serve as prerequisites for further
Discover actions, but they bring no other benefits.
Example: Jane wants to discover Crop Rotation, but she
realizes that she won’t be able to meet the costs. She chooses to
Research this Technology instead.
QUICK DRAW (X/Y)
With a Quick Draw action you will first draw X cards and then
discard Y cards, where X and Y are numbers indicated by your
Quick Draw Skill (
).
You will draw X cards one by one. Every time you draw a card,
you may do so from any open deck or discard pile. You must
always draw the top card of the chosen deck or discard pile.
Then you will discard Y cards. You may choose any cards from
your hand to be discarded. Please note that discarding cards
as a part of a Quick Draw action is a requirement and thus
generates no Knowledge.
NOTE: Every time you discard a card, you must place it in the
correct discard pile according to its Age.
SHUFFLE & DRAW
The purpose of the Shuffle & Draw action is to shuffle a
number a discard piles into their respective decks and then
draw a number of cards from those decks.
To perform a Shuffle & Draw action, you will take the following
Her Development Skill value is 2. She already has one
Technology under Development, so she can add another one
without breaking the rules.
She has a Research Skill value of 4. She places Crop Rotation
in her player area, away from her Active Technologies and
places 4 black markers on this card.
steps a number of times equal to your Shuffle Skill ( ):
• Shuffle a discard pile into its corresponding Age deck.
• Draw the top card of that deck.
You may choose the same deck more than once. If that deck
has already been shuffled (and thus has no discard pile), to save
time you may skip the first step (shuffle) and simply draw the
top card of that deck.
UPKEEP Phase
During the Upkeep Phase, the active player prepares for her
next turn. While doing this, she may allow the next player to
start her turn (recommended only for experienced players).
The active player performs the following steps:
• discards cards from her hand down to her Hand Size Skill
Crop Rotation is now Jane’s Technology under Development.
She gains no immediate benefits, but she may use Crop
Rotation as a prerequisite for Discover actions. A few turns
later, Crop Rotation will become an Active Technology.
•
BENEFITS
NOTE: A player may never have more than one copy
of any Technology in her player area, either as an Active
Technology or a Technology under Development.
Every time you add an Active Technology to your
player area you gain specific benefits. They are
depicted in the area on the left hand side of each
Technology card.
DRAW
With a Draw action you will draw a number of cards
In the top section you will find Skill upgrades and
Knowledge tokens which you gain immediately:
equal to your Draw Skill ( ) and forego your remaining
actions, thus moving to your Upkeep Phase.
To perform a Draw action, you will draw cards one by
one. You may examine each card drawn before deciding
where to draw the next card from. Every time you draw a
card, you may do so from any open deck or discard pile.
You must always draw the top card of the chosen deck or
discard pile.
( ) value.
refreshes all her Knowledge tokens by turning them over
to the colored side up and
•
increases your Action Skill by 1
•
increases your Draw Skill by 1
•
increases your Hand Size Skill by 1
•
increases your Quick Draw Skill by 1
•
increases your Development Skill by 1
•
increases your Shuffle Skill by 1
6
•
•
increases your Research Skill by 1
,
,
or
depicted type.
provide a Knowledge token of the
In the middle section you will find symbols corresponding
to the three Power Tracks ( ,
and
). Update your
position on the Power Tracks accordingly.
In the bottom section you will find Victory Points which
you will score at the end of the game.
NOTE: All benefits apply immediately. For example, if
you gain another action due to a Discovery action, you
may take that extra action immediately.
NEW AGE
Some Technology cards feature a new age symbol (
,
,
). When a specific number of these symbols are
depicted on Active Technologies in players’ areas, a new
age starts and the corresponding Age deck is added to the
game as an open deck.
To progress into Age II, the required number of Age II
symbols ( ) is:
• 1, with 1,2 or 3 players
• 2, with 4 or 5 players
To move into Age III, the required number of Age III
symbols ( ) is:
• 1, with 1or 2 players
• 2, with 3 or 4 players
• 3, with 5 players
As soon as enough Age II symbols ( ) are present in
the player areas, Age I ends and Age II begins. The game
is paused and the Age II deck is added as an open deck
into the game.
As soon as enough Age III symbols ( ) are present in
the player areas, Age II ends and Age III begins. The game
is paused and the Age III deck is added as an open deck
into the game. Also, all players must discard all their Age
I cards from their hands. All Age I cards except Active
Technologies are immediately removed from the game,
including Technologies under Development.
THE END OF THE GAME
The number of
symbols necessary to end the game is:
• 1, with 1 player
• 2, with 2 or 3 players
• 3, with 4 or 5 players
As soon as enough Age IV symbols are present in the
player areas, Age III ends and the game ends immediately.
All the Technologies under Development are removed
from the game and players count their Victory Points to
determine the winner. This will be described in detail in
the next section of the rules.
NOTE: With the Age IV expansion, the
symbol will
no longer end the game, but start a new age instead.
If the current Age deck and discard are both simultaneously
empty, the Age ends automatically. If the current Age is
Age III, then the game ends.
FINAL SCORING & VICTORY
To determine the winner, players will count their Victory
Points as follows:
1. Power Tracks
SOLO VERSION
To play the solo version of Progress: Evolution of Technology,
follow the same setup and game play rules with the changes
listed below.
For the solitaire game, you will use the back side of the Power
Board, placing your markers on the first position on each Power
Track.
On the Prestige Track the most advanced player is
awarded 10 VP, the second player gets 6 VP, the third
player gets 3 VP and the fourth player gets 1 VP.
•
On the Population Track the most advanced player
is awarded 11 VP, the second player 7 VP, the third
player 4 VP and the fourth player gets 2 VP.
•
On the Army Track the most advanced player is
awarded 12 VP, the second player 7 VP, the third
player 3 VP and the fourth player gets 1 VP.
If there is a tie, compute an average between the tied
players. All tied players score Victory Points equal to the
average, rounded down.
Example: On the Prestige Track Jane and John are both on
position no. 6, Mary and David are both on position 5 and
Dan on position 3.
Jane and John will score 8 VP each, Mary and David will
score 2 VP each and Dan will not score any VP.
On the Population Track Dan is on position no. 8, Mary,
David and John are all on position 5 and Jane is on position 4.
Dan will score 11 VP, Mary, David and John will score 4 VP
each and Jane will not score any VP.
On the Army Track Jane is on position no. 5, David is on
position 4 and Mary, Dan and John are all on position 3.
Jane will score 12 VP, David will score 7 VP, Mary, Dan and
John will score 1 VP each.
2. Victory Points on your player board
On each of the Skill Tracks on your player board, count
the number of Victory Point symbols ( ) situated on the
left side of the marker. Add these VP to your grand total.
3. Victory Points on your Technology cards
Add all the VP on the Technology cards in your player
area.
Compute the total. The player with the most Victory
Points is the winner of the game. In case of final ties, use
the following tie breakers (in order):
• number of General Knowledge tokens
• number of Culture Knowledge tokens
• number of Science Knowledge tokens
• number of Engineering Knowledge tokens
Quick Multi-player Game
During setup, each player places the marker for the Action
Skill track on the second position, thereby having at least
3 actions per turn from the beginning of the game. All the
other rules remain unchanged.
Quicker Multi-player Game
Players will be awarded Victory Points depending on their
positions on each of the three Power Tracks.
•
VARIANTS
Use the Quick Multiplayer Game rules. Additionally,
regardless of the number of players, the number of
necessary new age symbols to start a new age or to end the
game is exactly 1.
NOTE: When you prepare the game, use only the Technology
cards marked 1+.
To play the game, you will take turns one after another. At the
end of each turn, reveal the top card of the current Age deck (if
the deck is exhausted, shuffle the corresponding discard pile to
recreate a draw pile). If that card depicts a new age symbol (
,
,
) place that card in the correct discard pile and reveal
the next card until such a symbol is not present on that card.
Place that card aside in a separate pile called the Time deck. If
there is no such card, your game ends in defeat.
In a solitaire game, in addition to your actions, every turn you
may take a free action to exchange a Technology card from your
hand with a Technology card from the Time deck.
To determine your final score:
• add the number of Victory Points for each of the three
tracks on the Power Board
• add the number of VP on your player board and the
Technology cards in your player area
• subtract 1 VP for each of the first 7 cards in the Time deck,
2 VP for each of the next 7 cards in the Time deck, 3 VP
for each of the next 7 cards in the Time deck and so on
• compute your grand total
Finally, find your place in the hall of fame:
• up to 20 VP - Novice
• 21 to 40 VP - Leader
• 41 to 65 VP - Mastermind
• 66 VP or more - Demigod
KICKSTARTER EXCLUSIVE ITEMS
THE COMMON BOARD is used to organize your Technology cards decks and discard piles and to store various tokens.
The Victory Points Tokens are used during the final scoring. Alternatively, players may also use them during
the game to mark the VP obtained from the technology cards.
THE ACTION TOKENS are used by each player to keep track of actions spent during their turn.
If there is still a tie, the tied players share the victory.
7
Expansions
The Personalities, the Milestones and Progress:
Industrial Revolution are expansions for the base game.
You may add any or all of them to the base game, in any
combination.
The designers recommend that you add expansions to
the base game one by one and only after all the players
are familiar with all the game concepts of Progress:
Evolution of Technology.
PERSONALITIES
Personalities is a mini-expansion for the base game of
Progress: Evolution of Technology. It consists of 15
cards:
• 5 Ancient Philosophers
• 5 Medieval Scientists
• 5 Renaissance Artists
Before the game begins, deal one random Ancient
Philosopher to each player. Each player places her
Philosopher in her player area. At first, they are used for
establishing the turn order. Then, each player gains the
specific benefit of her Philosopher. Keep the Scientists
and the Artists within easy reach of players.
As soon as the game progresses into Age II, when your turn
comes, as a free action, you may replace your Philosopher
with a Medieval Scientist of your choice. As you do that,
flip the Philosopher on the back side and remember that
you are losing the benefit of the Ancient Philosopher and
gaining the benefit of the new Medieval Scientist.
When the game progresses into Age III, all the Ancient
Philosophers still in play are flipped on the back side. If your
civilization was still under the guidance of a Philosopher,
you may immediately choose a Medieval Scientist. On
your turn, as a free action, you may exchange your Scientist
with a Renaissance Artist of your choice. As you do that,
flip the Scientist to the back side and remember to update
the benefit from your guiding Personality.
If you are using the Progress: Industrial Revolution
expansion, when the game enters Age IV, all the Scientists
are flipped on their back sides. If your civilization was still
under the guidance of a Scientist, you may immediately
choose a Renaissance Artist.
The Scientists and the Artists feature a special ability
called Heritage. On your turn, as a free action, you may
flip your guiding Personality on their back side and give
up their inherent benefit for the one time larger benefit
listed under Heritage. The Scientists may only be used for
their Heritage value before the start of Age III and the
Artists before the start of Age IV.
During the final scoring, add to your score all the VP
listed on your guiding Personalities during history.
MILESTONES
Progress: Industrial Revolution
Milestones is a mini-expansion for the base game of Progress:
Evolution of Technology. It consists of 16 cards:
• 7 Ancient Milestones
• 5 Medieval Milestones
• 4 Renaissance Milestones
Before the game begins, shuffle the Ancient Milestones and
create a face-up deck. The top card becomes the current
Milestone.
Each Milestone card has 2-4 cost sections (the bottom of the
card) and one or more benefits (the left section of the card).
On her turn, each player may take one free action to pay exactly
one cost of the current Milestone (the cost is paid in the exact
same way as a the costs for Technologies), then she places a
marker in her color on the current Milestone card covering that
cost.
Additionally, each player may spend regular actions to cover
the costs of the current Milestone (with one action you may
cover one single cost).
A Milestone is completed as soon as all the costs are covered.
Each player who has contributed to that Milestone immediately
receives any benefit from that Milestone, other than the Victory
Points. If one player has the most cubes on that Milestone (not
tied) she gets to keep the Milestone card in her player area,
(otherwise the card is removed from the game) and, at the end
of the game, she will gain the benefits again as well as any VP
depicted on the Milestone.
When the game progresses into Age II, all the Ancient
Milestones except the current Milestone are removed from the
game. Shuffle all the Medieval Milestones and create a face up
deck, than place the current Milestone on top of that deck.
When the game progresses into Age III, all the Medieval
Milestones except the current Milestone are removed from the
game. Shuffle all the Renaissance Milestones and create a face
up deck, than place the current Milestone on top of that deck.
Progress: Industrial Revolution is an expansion for the
base game of Progress: Evolution of Technology. It
consists of 55 Age IV cards.
At the end of Age III, instead of finishing the game, the
game progresses to Age IV.
To move into Age IV, the required number of Age IV
symbols ( ) is:
• 1, with 1or 2 players
• 2, with 3 or 4 players
• 3, with 5 players
As soon as Age IV begins, the game is paused and the
Age IV deck is added as an open deck into the game.
Also, all players must discard all their Age II cards from
their hands. All Age II cards except Active Technologies
are immediately removed from the game, including
Technologies under Development.
The number of Age V( ) symbols necessary to end the
game is:
• 1, with 1 player
• 2, with 2 or 3 players
• 3, with 4 or 5 players
There are three new symbols depicting benefits on the
Age IV Technology cards:
•
- at the end of the game, you gain 1 VP for every
5 Science Technologies in your player area
•
- at the end of the game, you gain 1 VP for every
5 Engineering Technologies in your player area
•
- at the end of the game, you gain 1 VP for every
5 Culture Technologies in your player area
If you are using the Progress: Industrial Revolution expansion,
when the game enters Age IV, remove from the game all the
Milestones except the current.
During the final scoring, you gain the benefits of all the
Milestones in your player area and you add to your score all the
Victory Point depicted on your Milestones.
Credits
A game by
Game Designer
Illustrations
Graphic design
Game box art
Game development
English rules
Special thanks
NSKN Games
Andrei Novac, Agnieszka Kopera
David Szilagyi
David J. Coffey
Kristi Kirisberg Harmon
Nick Laza, Błażej Kubacki, Eugen D.
Andrei Novac, Remy Suen, Błażej Kubacki
Richard Ham and Lance Myxter
8
For more information about Progress:
Evolution of Technology, including an
actively updated FAQ, please visit www.
nskn.net.
If your copy of Progress: Evolution of
Technology is missing any components
or if any game components are defective,
please contact our customer support at
www.nskn.net.
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