Steampunk Rally Rules - Roxley Game Laboratory

Steampunk Rally Rules - Roxley Game Laboratory
Game designed by
Orin Bishop
The Story
Components Included
It is the turn of the 20th century, a renaissance of steam, steel and the mysterious
power of Electricity! The mad genius, Nikola Tesla, has summoned the world’s greatest
minds to challenge them in a no-holds-barred race through the Swiss Alps. On this
neutral ground, the competitors will construct, push to the breaking point, and juryrig fantastical contraptions of their own design to crown, once and for all, the greatest
Inventor of all time!
“Race of the Century!” cry out newspapers around the world.
Controversy over the results of the Swiss Rally sparks public
interest in details surrounding the Inventors’ rivalries. This leads
to the construction of the Hoverdrome; an enormous
floating stadium built with strange and futuristic
technology by a mysterious private benefactor from
Earhart Industries. There, the Inventors can once
again test their mettle!
Gameplay Basics
Steampunk Rally is a card-drafting, dice-placement game. You will be rolling and
placing dice on your Invention to generate Motion, gain more dice, prevent & repair
damage, and discard used dice. Improve the efficiency of your Invention by adding
Machine Parts. Harness the power of various Boost technologies, utilizing them to
thwart your rival Inventors and achieve victory!
120 Machine Part cards in 3 colors
(Gold, Silver and Copper Bordered)
16 Inventor Pawn
tiles with bases
8 Light Bulb
32 Inventor Machine
Part & Cockpit cards
36 Steam
The game is played over a series of rounds until one player’s Invention crosses the
Finish Line, at which point one final round is played. The player furthest past the Finish
Line after the final round is declared the winner!
Video Tutorial
Are you more of a visual learner? We’ve got you covered. Open your web browser and
head over to to watch a video tutorial on how to play!
8 Damage
40 Boost Cards
(Black Bordered)
41 Cog tokens in
3 denominations
1 Play Direction
8 Player aids
36 Heat
36 Electricity
Finish Line
6 Challenge
8 Double-Sided Track tiles
1 Start, 5 Middle, 1 Finish Line, 1 End
Game Setup
Select which Racetrack you’d like to play (Swiss Alps or Hoverdrome) and ensure
that all the Track tiles are flipped to the selected side.
Select three of the five available Middle Track tiles and build a continuous
Racetrack of any shape.
Place the Start tile at one end of your newly created Racetrack.
At the other end of the Racetrack, attach the Finish Line tile as directed.
Complete your Racetrack by attaching the End Track tile to the Finish Line tile.
Place the supply of dice and Cogs within reach of all players.
Sort all Machine Part and Boost cards into four separate decks according to the
color of their borders (Gold, Silver, Copper and Black).
Shuffle and place each deck face down within reach of all players. Then take the
top card from each deck and place it face up beside the deck to create four
separate discard piles.
Flip the the Play Direction token like a coin, and place it between two random
Optional Setup: Challenge Tiles
Challenge tiles can provide new and exciting variations for experienced players.
After the Racetrack has been assembled, you may add a Challenge by placing
any one of the six Challenge tiles beside a space on the Racetrack that does not
already feature a Challenge.
• We recommend adding no more than three Challenge tiles to the Racetrack.
• Be careful when placing Challenge tiles! When placing one on a single side
of a forked path, the best route becomes clear, potentially making the game a
little less interesting.
Your First Setup
If this is your first time playing the game, we recommend the following changes to
Game Setup:
• Play with six or fewer players.
• Use the Swiss Alps Racetrack.
• Play without the optional Challenge tiles (you still use the Challenge spaces on the
Player Area Setup
Select an Inventor. Take the associated Inventor Cockpit, Inventor Machine
Part, and Inventor Pawn. We recommend that players who didn’t fare as well in
a previous game be allowed to select first.
Place your Inventor Pawn on the Racetrack Start space.
Construct your Invention by placing your Inventor Cockpit and Inventor
Machine Part face up in front of you, with both cards rotated upright (so the
words are not upside down). Your starting Invention must have a complete valve
connection (see “Valve Connections” below).
Leave space below or to the side of your Invention for your Dice Pool.
Place a Light Bulb token in your Player Area with the “On” side facing up.
Place a Damage Gauge in your Player Area and set it to “0”.
Once all players have finished setting up, return all unselected Inventor cards
and Pawns to the box.
Dice Pool
Valve Connections
When the valve graphics of two Machine Parts come together to form a circle, it is
considered to be a “complete” valve connection.
Complete valve
Incomplete valve
Draft Phase - continued
Playing the Game
Steampunk Rally is played over a series of rounds. Each round consists of four Phases:
Draft: add Machine Parts to your Invention; gain dice, Cogs, and Boost cards.
Vent: spend Cogs to subtract pips from dice currently occupying Die Slots on
your Machine Parts. The Vent Phase is skipped during the first round of the
Race: Roll your dice and use them to activate your Machine Parts.
At the beginning of the
Draft Phase each player draws one card from each deck to
create a hand of 4 cards. Then all players perform each of the following steps
simultaneously. Do not proceed to the next step until all players have finished
performing the current one.
Select a card from your hand and place it face down in front of you.
Perform one of the following actions using your selected card:
Reveal your selected Machine Part and immediately attach it to
your Invention (see “Building Your Invention” section). If you
cannot attach your selected card, you must instead discard it to
Generate Power or Gain Cogs as noted below.
Damage: if your Damage Gauge is below 0, discard Machine Parts.
After you have completed all four Phases, perform End of Round tasks. A new round
then begins with another
Draft Phase.
Generate Power
Discard your selected card to its appropriate discard pile.
Take dice from the supply matching the amount and color
displayed in the upper-right corner of the card. Place them in
your Player Area to form your Dice Pool. You will roll and
use these dice later, during the Race Phase.
Draft Phase
During the
Draft Phase, you will receive two types of cards to perform actions with:
Boost cards and Machine Parts.
Gain Cogs
Boost Cards
Boost cards feature a Black border A . Boost cards gained
during the
Draft Phase may be played to receive the effects
on the card B .
Discard your selected card to its appropriate discard pile and
take Cogs from the supply matching the amount displayed in
the upper-right corner of the card.
Machine Part Cards
Machine Parts are used to build your Invention, and can be activated using dice or the
Light Bulb token
during the
Race Phase. There are three types of Machine
Parts. Each has a defining characteristic identified by its border color in addition to any
other Race Effects it may generate:
Stash Boost
Place your selected Boost card face down under your
Damage Gauge. You are now able to play this Boost card.
Pass the remaining cards in your hand to the player sitting next to you in the
direction indicated by the Play Direction token. The cards you receive from an
adjacent player become your new hand. Repeats Steps 1-3 until you have no
cards left to pass, then proceed to the
Vent Phase.
Gold border
Generates Motion. Your
Invention needs to move,
so consider carefully
before passing these cards.
Silver border
Generates more dice,
providing more power for
your Invention.
Ada Lovelace
Copper border
Has four valve
connections, allowing
you to easily expand your
(1815-1852+) The mathematical talents of Augusta Ada King, Countess of Lovelace,
led her to become involved with Charles Babbage’s Difference Engine, an entirely
mechanical calculator based on principles similar to later Turing machines, and
eventually the modern computer, possibly making Ada the world’s first computer
programmer. Pushed towards mathematics by her mother at a young age in the
hope that she wouldn’t go down the path of her father, the poet Lord Byron, she
became inspired by the innovations of the industrial revolution and created fanciful
designs for ships and steam-powered flying machines. Unknown to reputable
historians, Ada’s ongoing poor health drove her to develop the Difference Engine to
a level that eventually allowed her to upload her consciousness into her invention,
thereby achieving immortality, thenceforth interacting with the physical world via a
construct of iron and porcelain.
A unique element of Steampunk Rally is that each Phase in a round is resolved by
all players simultaneously; there are no “turns” in the game. To ensure your game
maintains order, it is important that the players communicate regarding the round’s
current Phase. Before proceeding to a new Phase, check with the other players to
make sure they are ready to continue. This ensures that all players have had an
opportunity to complete their actions. Do not proceed until all players are ready.
Albert Einstein
(1879-1955) The academic world began to take notice of this dapper young college
professor in 1905, later touted as his miracle year. Einstein published four mindblowing papers that would forever revolutionize physics, covering the photoelectric
effect, Brownian motion, special relativity, and equivalence of mass and energy.
Initially shying away from celebrity, Einstein used his fame to promote pacifism,
internationalism, and Zionism. Despite his fervent belief in peace and cooperation,
fears of Nazi research into nuclear weapons compelled him to sign a letter to
Roosevelt that led to the creation of the Manhattan Project, a weaponization of his
famous formula, E=mc2. He would look back on this as his one great mistake. He
was frustrated with the direction Quantum Physics built upon his work, and until
his dying day he adamantly insisted that “God does not play dice.”
Vent Phase
During the
Vent Phase, you may spend any number of Cogs to reduce the pip
values of dice that currently occupy Die Slots on your Invention.
• Each Cog you discard allows you to reduce the value of your dice by a total of up to
2 pips (e.g. one die by 2 pips, or two dice by 1 pip each).
• Discard any die you reduce to less than 1 pip.
Race Phase - continued
(Skipped during first round)
Activating Machine Parts Featuring Die Slots
Most Machine Parts feature Die Slots C and can be activated by placing the type of die
shown (Steam
, Heat
, or Electricity
) into these Die Slots from your Dice
Pool. There is no limit to the number of activations that you can perform during the
Race Phase, as long as you have available Die Slots and the matching dice in your
Dice Pool.
Vent Phase Boost Cards
Certain Boost cards are only playable during the
Vent Phase. If multiple players
wish to play Boost cards, resolve them in the order determined by the Play Direction
token, starting with the player closest to the token. Each player resolves all Boost cards
they wish to play before moving to the next player. Normal Boost cards (that do not
specify “Play during
Vent Phase”) may still be played during this time.
Race Phase
Place dice from your Dice Pool into open Die Slots C on the Machine Part.
• The type of die placed into a Die Slot C must always match the type of die
pictured in the Die Slot.
• Provided there are enough open Die Slots on a card, you may perform an
activation using multiple dice D .
• The sum of the pips on all dice placed during a single activation represents the
activation power (example D represents an activation power of 10).
• Dice placed during a previous activation and already occupying Die Slots E
do not add to the current activation power.
Divide the activation power by the value shown on the
icon (disregarding
the remainder). This is how many times you generate the card’s Race Effects F .
• A Machine Part featuring a star
icon allows you to perform its Race
Effects only one time, with an activation power of 1 or more.
• You may only place dice in Die Slots if it results in being able to activate the
Machine Part at least once.
Alberto Santos-Dumont
(1873-1932) Credited in Brazil as the Father of Aviation, the charming and
charismatic Santos-Dumont spent most of his adult life in Paris studying physics,
chemistry, mechanics, electricity, and most devotedly aviation, which he hoped
could usher in a prosperous new era for humanity. His aircraft designs were inspired
by the coffee plantations he grew up on, as well as the works of Jules Verne. In 1901
he was awarded the Deutsch de la Meurthe prize for flying his dirigible from the
Parc de Saint-Cloud to the Eiffel Tower and back in just 30 minutes. In a charitable
gesture, he gave half the prize to his crew and then donated the other half to the
poor of Paris. By 1908 he had designed the world’s first series production fixed-wing
aircraft, the Demoiselle, the design for which he made freely available. SantosDumont is also credited with popularizing the wristwatch.
• Discard a Cog to re-roll a die.
• Discard a Cog to increase the value of a die by 1
pip. You cannot increase a die beyond 6 pips.
Choose the Machine Part that you would like to activate.
• Only one Machine Part may be activated at a time.
• You may activate Machine Parts in any order.
• A Machine Part may be activated multiple time during a single race phase.
Race Phase, you may use these dice to activate Machine
For the remainder of the
Parts in your Invention and gain their associated Race Effects. The Race Effects you
gain are represented by the icons shown on the Machine Part’s copper panel B .
At any time during the
Race Phase you may
modify dice in your Dice Pool by spending Cogs:
At the start of the Race Phase, roll all the dice in your Dice Pool, as well as any dice
stored in a diagonally shaped Storage Die Slot A (e.g. Flywheel cards and Marie
Curie’s Inventor card).
Immediately resolve all Race Effects generated by the activation. This is not
optional, you must resolve all generated Race Effects.
Note: After a die is placed in a Die Slot on a Machine Part and any Race Effects
have been resolved, the die serves no further purpose. It must remain until
removed (e.g. during the Vent Phase, via a Race Effect or Boost card, or when the
Machine Part is discarded). Each Die Slot may only be occupied by a single die.
Alexander Graham Bell
(1847-1922) Born in Edinburgh, Bell designed a wheat de-husking machine for
his father’s friend’s mill at the age of 12. His mother’s concurrent loss of hearing
compelled Bell to become obsessed with the science of acoustics. His continued
work with the deaf, and his research into hearing and speech, led him to discover
a means of transmitting sounds via electrical current, earning him the first patent
for the telephone. Granted numerous awards, prizes and honorary degrees, Bell
spent much of his later life at his estate in Nova Scotia applying his endless curiosity
to a broad range of inventions including patents for hydroplanes and other aerial
vehicles, and overseeing construction of experimental boats as well as workboats for
the Royal Canadian Navy. He considered the telephone an intrusion and refused to
have one in his study.
Damage Phase - continued
Race Phase - continued
Inventor Cockpits and Machine Parts that contain the
icon A are not activated with dice. Instead, flip your Light
Bulb token at any time during the Race Phase from the “On”
to the “Off ” side , which activates them all at once.
Resolve each of the activated Machine Parts individually in
any order, resolving all Race Effects before moving to the next.
If you do choose to flip
your Light Bulb token,
you must resolve all
icon Machine Parts
on your Invention.
Your First Game: During the first rounds of your first game, we suggest resolving
the Race Phase one player at a time according to the Play Direction token.
Example: if the token has the clockwise direction face up, the player to the left
of the token would perform their first activation, followed by the next person in
clockwise order, and so on continuously until all players are unable (or don’t wish)
to perform any further activations.
Whenever you would be forced to discard your Inventor Cockpit, your Invention
violently explodes. If your Invention explodes, you must:
Move your Inventor Pawn to the space behind the player in last place G . If you
were already the player in last place, move backward one space toward the
Starting Line.
Discard all of your Machine Parts
Reset your Damage Gauge to 0
Damage Phase
Santos-Dumont’s Invention explodes during the
Damage Phase
because his Damage Gauge (-3) F would result in him discarding his
Inventor Cockpit.
Start line
During the
Damage Phase, damage you accumulated during the round may cause
you to lose Machine Parts from your Invention.
• If your Damage Gauge is at 0 or above, do not adjust it.
• If your Damage Gauge is lower than 0, you must select and discard a number of
Machine Parts C from your Invention equal to the number shown in red D on
your Damage Gauge and then reset your Damage Gauge to 0 E .
• Remember to always follow all the rules in the “Building Your Invention” section.
except for your Inventor Cockpit
Start line
Activating Machine Parts Featuring Light Bulb Icons
Santos-Dumont loses one Machine Part and resets his Damage Gauge to 0.
Elijah J. McCoy
(1844-1929) Born in Canada the son of runaway slaves, McCoy’s family
moved back to the U.S. where he would start his career as a locomotive
fireman, stoking fires and oiling engines. Despite obtaining a degree in
Edinburgh, racial discrimination prevented him from finding work as a
mechanical engineer. This did not stop him from revolutionizing steam
engine maintenance with his automatic lubricator in 1872, and he ultimately
patented 50 designs that dealt with lubricating systems. The authenticity of
McCoy’s lubricating cups is rumored to be the origin of the phrase “the real
Santos-Dumont moves into last place, resets his Damage Gauge to 0, and
discards all Machine Parts except his Inventor Cockpit.
Hertha Ayrton
(1854-1923) Phoebe Sarah Marks, AKA Hertha Ayrton, was a pragmatic and driven
English engineer and inventor who held 26 patents for mathematical dividers, arc
lamps, electrodes, and air propulsion. Like her close friend Marie Curie, she faced
institutional sexism, and was denied a mathematics degree from Cambridge and
entry into the Royal Society. Undeterred, she pursued a certificate from Girton,
Cambridge’s women’s college, founded a fire brigade and a mathematics club, and
led their choral society. Hertha’s studies of the electric arc had a huge impact on the
design of public lighting solutions, her Ayrton flapper fan helped defend British
soldiers against poison gas attacks in WWI, and her amazing successes in the fields
of physics, mathematics and engineering led to the removal of restrictions that
denied women in the U.K. the right to serve on scientific committees.
End of Round
Using Boost Cards
Boost cards feature a Black border and can be played at any time
from your Stash to generate the Race Effects and Boost Effects
described on the card.
Damage Phase, the round is over. Before beginning a
After all players complete the
new round, perform the following tasks:
Flip your Light Bulb token to the “On” side.
If any of your Machine Parts feature Storage Die Slots A , you may place
a die in each one of these Die Slots from your Dice Pool. Stored dice are
retrieved and added to your Dice Pool at the beginning of the next
Race Phase.
Return all remaining unused / unstored dice in your Dice Pool to the supply.
Cogs may be kept in your Player Area from round to round.
Flip the Play Direction token to the opposite side.
A new round now begins, starting with the
• Boost cards may be played at any time during any Phase,
unless otherwise specified by the card.
• After a Boost card is resolved, immediately discard it to its appropriate pile.
• Some Boost cards create an effect that remains in play for the duration of the
current Phase or round. When a Boost of this type is played, leave it face up near
the Racetrack to serve as a reminder to all players. Once it is no longer applicable,
discard it as normal.
• There is no limit to the number of Boost cards you may keep in or your Stash, or use
in a single round.
Draft Phase.
Building Your Invention
At all times, your Invention must adhere to the following rules:
1 All Machine Parts in your Invention must always connect to your Inventor
Cockpit through a chain of complete valve connections (see “Valve
Connections” section).
It is legal for two adjacent Machine Parts to share borders where only one of
those cards has a valve (as long as 1 is followed for both Machine Parts).
At any time, you may freely rearrange any/all of the Machine Parts in your
Invention, including your Inventor Cockpit. Machine Parts that you are unable
to properly connect back to your Inventor Cockpit are discarded.
At any time, you may discard unwanted Machine Parts from your Invention.
All dice occupying Die Slots on discarded Machine Parts are also discarded.
You do not Generate Power (dice) or Gain Cogs for discarding Machine Parts
previously attached to your Invention.
If you discard your Inventor Machine Part return the card to the game box, not
a discard pile.
Your Inventor Cockpit may not be discarded for any reason (see “Exploding”
under the
Damage Phase).
All Machine Parts must be placed so that the card’s name appears in the
upper-left corner.
Machine Parts with a background image of the ground may be freely connected
like any other Machine Part, and are are not restricted in placement.
Ferdinand von Zeppelin
(1838-1917) Descendant of a noble family dating back to the 1400s, Zeppelin
served in the Prussian Engineering Corps in several wars. He also traveled
to the USA to observe the civil war, where he joined the Union Army as a
volunteer. It was there that he took his first ascent in a balloon. This led to
a fascination that compelled him to pursue airship engineering. Zeppelin
pioneered the use of airships for military use by the German army, and his
LZ series provided inspiration for many successive designs.
A legally constructed
Sakichi Toyoda
(1867-1930) Known as the “King of Japanese Inventors” and the Father of the
Japanese industrial revolution, Sakichi Toyoda was born the son of a humble
carpenter. He developed the wooden hand loom, founded Toyoda Industries,
and developed a troubleshooting concept still used today called the “5 Whys,” a
question-asking technique used to illuminate the root cause of technical problems.
A recession led him to take a trip to Europe and America where he saw the
enormous potential for automation and was inspired to complete his most famous
invention, the automatic power loom, and to convince his son Kiichiro to found
the subsidiary company Toyota Motor Corporation, which now produces one 21st
century automobile every 6 seconds.
Discarding & Shuffling Cards
Always discard cards to the discard pile with a matching border color. At the start of the
Draft Phase, if there are fewer cards in a given deck than there are players:
• Shuffle the deck and its discard pile to form a new deck.
• If the remaining deck still has fewer cards than the number of players, all players
must discard cards of the
required color until they have
no more than four cards of
that border color remaining in
either their Invention or Boost
card Stash.
• Reshuffle the deck and its
discard pile.
• Turn over the top card of the
deck to create a new discard
• Continue the Draft Phase as
Race Effects
Race Effects are represented by symbols received from Boost cards, Machine Parts, and
Challenge Spaces.
• If at any time you receive a group of multiple Race Effects A , you can resolve them
in any order, but you must resolve all of them before you can do anything else (you
may not omit unwanted Race Effects).
• Sometimes you will see multiple groups of Race Effects shown on a card separated
by a slash B . In this case, select one group and resolve all Race Effects within the
selected group.
• Race Effects gained when playing Boost cards are resolved immediately, regardless
of the current Phase.
Margaret Knight
(1838-1914) Never formally trained, Knight was around machines from the
young age of 12 when she started working at a cotton mill, developing strong
mechanical intuition. In 1868 she invented a machine that folded and glued
the famous paper shopping bags that we still use today. While an iron model
of her machine was being constructed, a man named Charles Annan stole
and patented her design. Her victory in a patent interference lawsuit against
him made her one of the first women to receive a U.S. patent. Her many other
inventions included a numbering machine and various devices relating to
rotary and internal combustion engines. In total she held 87 patents and was
awarded the Decoration of the Royal Legion of Honour by Queen Victoria
in 1871.
Race Effects List
Gain a Die
Take a die of the specified color
from the supply and add
it to your Dice Pool. Dice gained in this manner during the Race Phase
are immediately rolled and available for use.
Discard a Die
You may remove a die of the specified color
from any Die
Slot on your Invention (regardless of pips) and put it back in the supply.
This die may be discarded from a Machine Part that generated this effect.
This Machine Part may now be activated using these Die Slots.
Take Damage
Your Damage Gauge measures the structural
integrity of your Invention. Any time you receive
the Take Damage Race Effect, reduce the value
displayed on your Damage Gauge by 1. If Take
Damage causes your Damage Gauge to reveal the
icon, immediately discard one Machine Part
from your Invention and return your Damage
Gauge to -7. If discarding Machine Parts in this
fashion would force you to discard your Inventor Cockpit, your
Invention explodes (see “Exploding” under the
Damage Phase).
Reinforce Invention
Any time you Reinforce your Invention, increase the value displayed on
your Damage Gauge by 1. If Reinforcing your Invention causes your
Damage Gauge to reveal a Cog icon, gain a Cog from the supply and
return your Damage Gauge to +3.
Gain a Cog
Immediately take a Cog from the supply.
Immediately move your Inventor Pawn one space forward on the
Racetrack. Resolve any Terrain (
) icons traveled over.
Smooth Motion
Immediately move your Inventor Pawn one space forward on the
Racetrack, ignoring all Terrain (
) icons traveled over.
Wright Brothers
(Wilbur c. 1867-1912 - Orville c. 1871-1948) Collaborators and business partners
from a young age, the Wright Brothers gained a competitive advantage by boasting
a set of complementary skills. Orville’s imaginative flights of fancy and Wilbur’s
shrewd, practical mind made them an unstoppable duo. Neither brother finished
high school. After working in the print industry for several years, they opened a
shop for manufacturing their own brand of bicycle. The Wright Cycle Company
provided them with enough capital to start exploring aeronautics, and they were
credited with inventing, building, and successfully flying the first controlled,
powered, and sustained heavier-than-air human flight on December 17, 1903, a
tremendous leap towards the age of air travel.
Challenge Spaces List
Whenever you move your Inventor Pawn forward on the Racetrack
and you enter a space featuring a Terrain icon (
), apply the Take
Damage Race Effect equal to the number shown on the icon. If you
gain multiple Motion (
) at once, you must advance your Inventor
Pawn an equal number of spaces, taking damage from all Terrain icons present on all
spaces you enter (you can’t choose to ignore unwanted Motion).
Example: You gain 3 Motion and move your Inventor Pawn 3 spaces. The first space
, the second space you enter features a
. You must Take
you enter features a
Damage (
) 5 times. Moving backward for any reason (e.g. a Boost card or
Challenge space) does not inflict Terrain damage.
Running Out of Dice
In the rare situation that players need to take dice from the supply and there are none
available, players may substitute dice currently occupying Machine Part Die Slots with
Cogs or dice of another color from the supply.
• If replacing with Cogs, stack one Cog for each pip on the die being replaced.
• If replacing with dice of another color, ensure the pip values of the dice being
replaced remain the same.
Power Station,
Newcomen Atmospheric Engine,
Coal Mine
If your Inventor Pawn is at rest on one of these spaces at any time
during a round, you may spend a Cog to receive the Gain a Die
) Race Effect. You may do this as many times as you
wish while your Inventor Pawn is at rest on on this space, as long as you
have Cogs available to spend.
If your Inventor Pawn is at rest on one of these spaces at any time
during a round, you may discard a die of the indicated type from your
Dice Pool to immediately gain Motion equal to the number of
icons indicated (some spaces on the Racetrack containing Rails
generate Smooth Motion
, which ignores Terrain
Steam Pony
If your Inventor Pawn is at rest on one of these spaces at any time
during a round, you may discard a die of the indicated type from your
Dice Pool to gain the number of Cogs indicated. Each player may only
execute this Challenge once per game.
• Dice substituted in this manner still represent the type of die indicated by the Die
Slot and may still be vented or discarded as normal.
A Glacier is a special type of Terrain. When your Inventor Pawn enters
one of these spaces, you may discard a die of the indicated type from
your Dice Pool to ignore all Terrain
on this tile.
• As soon as practical, replace the substitutes with the correct color die.
Challenge Spaces / Tiles
Some spaces on the Racetrack feature Challenges. These spaces provide various Race
Effects if a certain requirement is fulfilled. Some Challenges are represented on the
Challenge tiles, which can be placed on the board during setup. The following rules
apply to Challenges, unless stated otherwise by a specific Challenge:
• If a Challenge requires that you discard something, but you don’t have the
necessary resources, you cannot generate the associated Race Effect(s).
• When moving your Inventor Pawn multiple spaces, you cannot pause at
Challenge spaces to execute them along the way. Exceptions to this rule include
Glaciers and Crowds, which are automatically activated immediately when your
Inventor Pawn enters that space.
Lise Meitner
(1878-1968) Born into a Jewish family in Austria as Elise, Meitner later shortened her
name, as well as changed her date of birth from November 7th to the 17th for unknown
reasons. She worked on radioactivity and nuclear physics, was the first woman to
become a full professor of physics at Berlin University, and was part of the team that
discovered nuclear fission, an achievement for which her colleague Otto Hahn was
awarded the Nobel Prize. She administered x-rays to wounded Austrian soldiers in
WWI. Later, she moved to Sweden to escape the Nazi party and was active at Siegbahn’s
Nobel Institute for Physics at the Swedish Defence Research Establishment (FOA)
and the Royal Institute of Technology in Stockholm. There she had a laboratory and
participated in research on R1, Sweden’s first nuclear reactor. Meitner refused an offer to
work on the Manhattan project, declaring “I will have nothing to do with a bomb!”
If you end the
Race Phase on a space with a
icon, you
unfortunately did not make it across the Jump and you must move your
Inventor Pawn backward toward the Starting Line until you are on a
space which does not feature a
The moment your Inventor Pawn
enters one of these spaces when
travelling forward, immediately
gain 5 Cogs minus 1 for each
incomplete valve connection A in
your Invention. A half-valve that
shares a border with another card
is still considered to be
incomplete. If you have 5 or more
incomplete valves, ignore the jeers of the crowds and continue on
your way. This Challenge is not activated if you enter it when moving
backward. In the above example: Ferdinand von Zeppelin gains no
Cogs from the crowd because he has 5 incomplete valve connections.
Nikola Tesla
(1856-1943) Arch-rival of Thomas Edison, Tesla was a mad genius. Hailing from
Serbia, his notions of death-rays, earthquake machines and alien communication
devices terrified and enthralled the masses. His quest for free electricity for
all humanity terrified businessmen, who repeatedly hindered his projects to
improve the world. Simultaneously a recluse and a showman, his mystique was
matched only by his strange intuition; he claimed that flashes of light revealed
to him the workings of nature and theoretical machines which he was then
astoundingly able to construct. Though he associated with such luminaries as
Mark Twain and Antonín Dvořák, Tesla largely shunned human companionship
as an impediment to his work, instead sharing perhaps his deepest connection
with a street pigeon.
Determining Your Position
Some Boost cards refer to players that are behind or
in front of you (i.e. further ahead) on the Racetrack. If
a player is on the same forked track tile as you but on
the opposite side of the fork, they count as being neither
behind nor in front of you for the purposes of these cards.
In the scenario shown to the right, neither of the
Inventors in the fork A B are considered to be in front
or behind one another. Both of these Inventors are
considered to be in front of the Inventor who hasn’t
entered the fork C .
Example Round
Guglielmo Marconi, Thomas Edison and Marie Curie are playing the first round of a
three-player game. For the Draft Phase, they each draw four cards, one of each border
Draft Phase
Starting line
And The Winner Is...
It is important to note that just because your Invention crosses the Finish Line first,
you are not necessarily the winner.
• When a player crosses the Finish Line D , it signals the next round will be the last.
The final round is still played out as normal. Note: If the player crossing the Finish
Line explodes during the Damage Phase, the final round is still triggered.
• After the final round, the player with the Invention Pawn furthest past the Finish
Line is declared the winner!
• If there is a tie, the player with the most Machine Parts left in their Invention wins.
• If there is still a tie, the game ends in a draw and the tied players form a bitter
lifelong rivalry.
From his first hand, Marconi selects the Ion Thrusters Machine Part and places it face
down on the table. When he sees that Thomas Edison and Marie Curie have also chosen
their cards, he reveals the Ion Thrusters Machine Part and attaches it to his Invention
1 (he could get two Cogs or two yellow Electricity dice, but he hopes to get Electricity
dice from other cards). His remaining cards are passed to Edison, who is on his right,
since the Play Direction token (between Edison and Curie) currently shows counterclockwise.
From the next three cards (passed to him by Curie) he selects Thermocouple, attaches it
to his Invention 2 , and passes the remaining two cards to Edison.
From his next hand of two cards he selects the Boost card Weather Machine, which
Vent Phase. He Stashes it under his Damage
states that it can be played during the
Gauge 3 for safekeeping (rather than discard it for a die or Cogs) and passes one last
card. The final card he is passed is Steam Vent, which he discards for two red
Heat dice 4 .
Vent Phase
Marie Curie crosses the Finish Line, triggering the final round.
Marie Curie
Marconi currently has no dice occupying Die Slots on his Invention and no Cogs, so he
does not need to vent anything during the
Vent Phase. He declares that he wishs to
play his Weather Machine Boost card. Curie and Edison also declare they wish to play
boost cards during the
Vent Phase. The Play Direction
token is between Curie and Edison, so Curie (who is the first
player counter-clockwise from it) is allowed to play Boost
cards first. She plays Optimization, which gives her 2 Motion
because of the 6 Cogs she gained during the
Draft Phase (from discarding a Machine Part, and from
playing the Difference Engine Boost card). She does not lose
Cogs from doing this, and moves forward two spaces on the Racetrack.
(1867-1934) Born into poverty as Marie Skłodowska in Russia-controlled Warsaw, Curie left
Poland to study at the University of Paris where she began her investigations into radioactivity.
Through years of painstaking chemical processing, she discovered and proved the existence
of Radium and Polonium (named for her beloved homeland) and shattered the scientific
assumption that the atom was the smallest unit of matter. She overcame xenophobic and
sexist vilification to win two Nobel prizes, then offered to have both medals melted down
in order to help the war effort in WWI in which she also performed as a field medic, aiding
French surgeons with her portable x-ray machines. Curie never patented her work. Sadly she
would not live to see her daughter Irene also win a Nobel prize; Curie succumbed to leukemia
caused by a lifetime of experiments in radioactivity. Not knowing the dangers of radioactivity,
she was known to regularly keep radioactive isotopes in her pocket or desk drawer.
Thomas Edison
(1847-1931) Dubbed the “Wizard of Menlo Park,” Thomas Alva Edison
was a shrewd businessman, letting nothing divert his path of going down in
history as one of the greatest inventors of all time, even when it necessitated
dangerous x-ray experiments or electrocuting a circus elephant to death
in the street to discredit his rival Nikola Tesla. He is credited with the
statement “I have successfully discovered 1,000 ways to NOT make a
light bulb.” Largely homeschooled, Edison went to work at an early age
selling newspapers and candy on the Michigan railroads, and became an
apprentice telegraph operator after saving the life of a station agent’s son.
He would go on to accrue more than 1000 patents over his lifetime. Despite
a hearing impairment from an early age, Edison’s ingenuity, combined
with his business savvy, made him a force to be reckoned with.
Example Round - continued
Example Round - continued
He must then resolve the 2 Motion Race Effects. He
moves his Inventor Pawn 2 spaces along the Racetrack
1 (if he had 10+ pips on his Electricity dice, he could
have received 4 Motion from the Ion Thrusters).
Now Marconi has the chance to play Weather Machine, which
gives him one Electricity die and also gives all spaces that do
not contain the
icon on the Racetrack
for the
remainder of the round (the card is placed near the board to
remind everyone).
Normally, he would take no damage,
since there are no Terrain symbols
printed on the spaces he enters.
However, his Weather Machine adds 1
Terrain to each of the spaces he
entered, so he rotates his Damage
Gauge down 2, putting him at -1 2 .
Finally, Edison is allowed to play Boost cards. He plays
Faraday Cage, which allows him to ignore the effects of Boost
cards this round, including Weather Machine.
Race Phase
Everyone is now ready to move on to the
Race Phase. Marconi rolls
the three dice in front of him. The Heat dice come up 5 and 2, and the
Electricity die comes up 1.
He flips his Light Bulb token A to activate his Inventor card and chooses to receive
the Reinforce Invention Race Effect B rather than take Cogs or an Electricity die.
He then activates the Thermocouple with the 2-value Heat die C (he could alternatively
use the 5-value Heat die, but this would be harder to remove with Cogs later), which
grants him a Cog and an Electricity die, which he immediately rolls. It comes up 3 D .
Since it now has an open Die Slot, he can activate the
Thermocouple again with his 5-value Heat die 3 , gaining a Cog
and an Electricity die. He rolls a 1 with it. This die will not
provide a sufficient activation power to activate his Induction
Motor (which requires at least a 3). Marconi could spend his Cog
to reroll the die in the hopes of getting a value of 3 or more, but
he decides he has taken enough damage this turn. He decides to end his Race Phase and
return the unused Electricity die to the supply (but keeps the Cog). The other players
Race Phase.
concurrently finish their
Damage Phase
Because he is at -1 on his Damage Gauge, he must now discard one Machine Part. He
discards his Thermocouple 4 , because Venting a 5-value die would be too inefficient.
He keeps his Induction Motor and Ion Thrusters, as they will provide his Invention with
Motion in a future round. Then he resets his Damage Gauge to 0 5 .
He uses the Cog he just got to add +1 to this Electricity die,
making it a 4. He then activates his Ion Thrusters by placing
this Electricity die along with the 1-value Electricity die,
which gains him three Race Effects E (he must resolve all of
them): 2 x Motion and 1 x Discard a Die.
He decides to resolve the Discard a Die Race Effect first by
removing the Heat die from his Thermocouple. The
Thermocouple is now able to be used again F .
End of Round
Before the round ends, Marconi, Edison and Curie all flip their Light Bulb tokens to the
“On” side 6 . Marconi flips the Play Direction token to the clockwise side. A new round
Draft Phase begins. If Marconi wants to use his Ion Thrusters in the next
Race Phase, he might Gain Cogs during the
Draft Phase and use them during
Vent Phase to discard the dice currently occupying the Die Slots 7 .
George Washington Carver
(c. 1861-1943) Born a slave and granted freedom with the Civil War, Carver
wandered Missouri from a young age, determined to acquire knowledge so he
could improve the world. Researching and teaching for 47 years at the underfunded
Tuskegee Institute made him adept at making the most of minimal resources.
He marketed dozens of products utilizing peanut oil and sweet potato, spurred
improved farming techniques, and made forays into genetic engineering. Endlessly
optimistic, patient and affable, Time Magazine dubbed him the “Black Leonardo.”
His epitaph reads: “He could have added fortune to fame, but caring for neither, he
found happiness and honour in being helpful to the world.”
Guglielmo Marconi
(1874-1937) Born a nobleman, Marconi’s gentle personality hid a volatile,
passionate and intensely loyal man determined to prove the superiority of his
nation. Building on the work of Heinrich Hertz and Nikola Tesla, Marconi
pioneered long-distance radio telegraphy. Credited by many as the inventor
of the radio, in 1901 he transmitted the first wireless signal across the Atlantic
Ocean. He shared a Nobel prize with Karl Ferdinand Braun, was appointed
Honorary Knight Grand Cross of the Royal Victorian Order and made a
marchese and senator by the Kingdom of Italy, and later joined the Italian
fascist party.
Quick Reference - refer to full rules inside for greater detail
Round Phases
Race Effects
Draft Phase
Gain a Die
• Construct: Attach a Machine Part to your
Discard a Die
Add Machine Parts to your Invention / gain
dice / gain Cogs / Stash Boost cards.
• Generate Power: Gain the dice shown in
the upper-right corner of the card.
Take a die of the specified color
Challenge Spaces / Tiles
Spend Cogs to gain the dice
) shown.
Remove a die of the color
from a Die Slot on your Invention.
• Gain Cogs: take Cogs from the supply
according to the amount displayed in the
upper-right corner of the card.
Take Damage
• Stash Boost: Gain the Boost card and stash
it beneath your Damage Gauge.
Reinforce Invention
Reduce the value on your Damage Gauge by 1.
Discard the die shown from your Dice Pool
to gain Motion.
Steam Pony
Increase the value on your Damage Gauge by 1.
Discard the die shown to gain Cogs.
(once per game)
Spend Cogs to subtract pips from dice
currently occupying Die Slots on your
Machine Parts. This phase is skipped during
the first round.
Gain a Cog
Take a Cog from the supply.
Discard the die shown to ignore this tile’s
Race Phase
Move one space forward.
Vent Phase
Roll dice in your Dice Pool, then activate
Machine Parts. Spend Cogs to reroll or add 1
pip to dice in your Dice Pool.
Smooth Motion
Move one space forward, ignoring (
If you end the Race Phase here, move
backward until you are on a space which
does not feature a
End of Round
After you have completed all four Phases, perform End
of Round tasks; then a new round begins with another
Draft Phase.
Game designed by Orin Bishop
Beautiful artwork by David Forest and Lina Cossette
Whenever you move your Inventor
Pawn forward on the Racetrack and
you enter a space featuring a Terrain
icon (
), apply the Take Damage
Race Effect equal to the number shown on the icon.
Rate, discuss and review this game on
This rulebook is a living document (Last updated 11/07/2015).
Please visit for frequently asked
questions, errata, and to download the latest edition of the rules.
Gain 5 Cogs minus 1 for each incomplete
valve connection in your Invention.
If your Damage Gauge is below 0, discard
Machine Parts.
Coal Mine, Power Station,
Newcomen Atmospheric
Developed by Orin Bishop, Joseph McDaid, Paul
Saxberg, Tom Sarsons, James Baron, and Gavan Brown.
Rulebook edited by Jason Sallay, Jeff Schroeder, Jasen
Robillard, Chris Ewington, Alan Stroud, Matt Pritchard,
Ian Stickland, Dan Hull, Carles Eduard Moyano
Cambero, Tobie Abad, and Alan Biggs.
Special thanks to the following playtesters: Donnie
Hayes, Jasmine Crystal Chopyk, Daniel Sztrain, Ian
Charlesworth, Sean Howard, Aaron Sebastian, Gord
Hamilton, Harold Cardona, Heather Rathbun, Noah
Konstantin Herbst-Aylesworth, Jasen Robillard, Chris
Ewington, Tom Williams, and everyone else who
helped us make the game what it is today.
Copyright 2015 Roxley Games Laboratory.
All rights reserved worldwide.
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