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Manual — Clinic: Deluxe Edition – 3rd Extension

AVStudioGames, Capstone Games, Giant Roc · Jogo de tabuleiro · 2021
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1
Wheelchairs
8 Wheelchair tiles
1 Additional Parking Lot
board
Cigarettes
24 Cigarette tiles
4 Cigarette Vending Machine tiles
Fire Trucks
12 fire trucks
12 burn victims
1 Additional Parking Lot board
Components
Public Toilets
4 Public Toilet tiles
Introduction
After the serious and realistic expansions of The Extension and 2nd Extension,
which may have made you question whether Clinic Deluxe Edition is a game or a
second job, perhaps we should head off to the periphery, and explore those edge
cases? That is what you can find in this latest offering.
You will encounter smoking in your clinic, you’ll take a helicopter ride, you’ll avoid
ghosts and dog poop, and shrill fire truck sirens will brutalize your ears. Perhaps
you will even comply with the new construction guidelines proposed by the
mayor’s new team.
Should you grab a last-minute gift from the gift shop to cheer up a psychiatric
patient? Above all, you should keep a close eye on the temps, and carefully
monitor this new “air conditioning” system. We wouldn’t want anyone to have an
accident, would we?
Helicopters
12 helicopters
12 burn victims
4 Helipad tiles
1 Operating Room Special Module tile
1 double-sided Helicopter Access board
Temp Agency
12 temps
1 Temp Agency board
Ghosts
24 ghosts 1 Sky board
22 patients
(6 yellow, 16 white)
Urban Design 2.0
9 Urban Design 2.0 cards
Air Conditioners
8 Air Conditioner tiles
1 Air Conditioner Rules Reminder board
Gift Shop
12 visitors 4 Gift Shop Module tiles
4 Home boards
Triage
80 unclassified patients
8 critical patients
4 Triage Special Module tiles
1 Incoming Patient Pool bag
Therapy Dogs
24 poops 8 therapy dogs
1 Kennel board

---

2
Cigarettes
Cigarettes
Working in a clinic is a very stressful job. Unfortunately, much
of the staff have taken up smoking to cope. Irony can turn up
anywhere!
Components
• 24 Cigarette tiles
• 4 Cigarette Vending Machine tiles
A Few Crucial Gameplay Concepts
Modules
Note that the Cigarette Vending Machine tile does not
completely fill a space, does not have a checkered floor,
and is not a tile that represents the interior of your clinic,
so it is not a module.
Setup
Construct Your Initial Clinic
EXPERTS: Simultaneously build your initial clinic per the
Construction Rules; however, your supply room must be
on the ground floor.
Note: For this initial construction, your entrance MUST
connect to your service hub.
Your initial clinic must also include a cigarette vending
machine in an empty space adjacent to the supply
room, oriented so the vending machine is touching the
supply room (you can flip the Vending Machine tile over).
Essentially, you place it like an entrance, but inside a
ground-floor space, rather than outside your grid of spaces.
Playing the Game
Phase 1: Actions
Execute Actions
Action 1: Build
Construction Rules for Specific Components
Cigarette Vending Machine
Note: The Cigarette Vending Machine tile blocks you
from building a module in its space; however, you can still
build a parking lot, garden, pillar, or any outside small
component in its space.
Action 3: Admit Patients
Parking a Car
Note: The parking space covered by your
Cigarette Vending Machine tile is unavailable.
Move
Before moving anyone, select a doctor, nurse, orderly, or — if
you really feel you must — patient in your clinic as a smoker.
This smoker must go to the cigarette vending machine and
back again to their original location, per the usual movement
rules (including spending
). After their return, apply the
effects of this “smoke break”:
1. Tuck a Cigarette tile under the smoker.
2. If you chose a doctor, nurse, or orderly as the smoker, and
the smoker now has 2 Cigarette tiles, the smoker dies:
Return the smoker and Cigarette tiles to the supply, get a
penalty of −5 popularity, and return the late smoker’s car to
the parking lot on the main board.
3. If you chose a patient as the smoker, the patient dies:
Remove the patient from the game, return the Cigarette
tile to the supply, get a penalty of −5 popularity, and return
the late patient’s car to the parking lot on the main board.
Note: Even if you know your choice of smoker is a “death
sentence” for them, they must spend the to go to the
cigarette vending machine and return to their original location before they die.
Employees on Cigarette tiles move as usual; however, their
Cigarette tile always moves with them.
Phase 2: Business
Patient Care and Income
Nurses and orderlies atop Cigarette tiles can do their jobs as
usual. Doctors atop Cigarette tiles, however, do their job at one
level lower than their color.
Example: A white doctor who smokes needs 1 nurse in order to
treat a white patient. A yellow doctor who smokes needs no nurses
to treat a white patient, but needs 3 nurses to treat a red patient.
Expenses
Pay Your Employees
A doctor who is a smoker still gets paid the salary for
their color.
Example: You have 2 red doctors: 1 who smokes and 1 who
doesn’t. Each of them gets paid $4. No discrimination!
Phase 3: Admin
Your Player Board
Each doctor who smokes does not level down. They feel
immortal… until they need that next cigarette.

---

3
Helicopters
Components
• 12 helicopters
• 12 burn victims
• 4 Helipad tiles
• 1 Operating Room Special Module tile
• 1 double-sided Helicopter Access board
Compatibility
This expansion combines particularly well with Fire Trucks
from 3rd Extension and Ambulance from The Extension.
A Few Crucial Gameplay Concepts
In the Move step of Round IV, burn victims will start
arriving at your clinic via helicopter. If you don’t have a
helipad and an operating room by then, things are going
to get messy. Ultimately, you will need three helipads, so
plan carefully!
Setup
Place the Helicopter Access board near the main board,
flipped to the side appropriate for your player count
(actually, you can always use the B side, but for 1- and
2-player games, you can keep things much neater by
using the A side).
Fill each space marked for your player count or lower with
1 helicopter. Place 1 burn victim on each helicopter.
Example: For a 3-player game, you must use the B side of
the Helicopter Access board, and you fill all of the spaces
marked for 1-, 2-, and 3-player games. So you end up with
9 helicopters and 9 burn victims. For a 1-player game, you
can use either side, and you only use the 1-player spaces: 3
helicopters and 3 burn victims.
Module and Tile Displays
Include 1 operating room per player, rather than the usual
number. All other setup for Special Modules remains the
same.
Playing the Game
Phase 1: Actions
Execute Actions
Action 1: Build
Construction Rules for Specific Components
Special Module (module)
You can have only 1 operating room in your clinic.
Helipad
You can have only 3 helipads in your clinic.
Helicopters
Action 3: Admit Patients
By the end of this phase, your player board must have at least half as many patients as the current round number (e.g. Round IV: 2 patients; Rounds V – VI: 3 patients), not counting burn victims! If your board has fewer patients than that at the end
of this phase, you get −2 popularity. So be sure to program
enough Admit Patient actions this round! Also, you may need to
spend your queue points moving patients into pre-admissions
as they come, rather than on manipulating appointments, just
so you can meet the quota!
Move
Before moving anyone, you must take a helicopter and burn
victim from the Helicopter Access board. They must land on a
helipad of your clinic that does not already have a helicopter.
If this is not possible, the burn victim dies immediately: −5
popularity; remove the helicopter and burn victim from the
game.
Landing the helicopter on a helipad and depositing the burn
victim on the helipad takes 3
, after which you still need to
move the patient from the helipad to an operating room (losing the patient because there was nowhere to land takes 0
).
Car Note: A burn victim neither arrives nor departs with a car: The burn victim has their own special emergency vehicle (a helicopter) with its own designated parking space (a helipad).
Helipad Note: A helipad can still be used as usual, regardless
of whether there is a helicopter parked on it. That is to say that
patients and staff can still use it as a “roof entrance”.
Tip: If you don’t build enough helipads (1 by Round IV, 2 by
Round V, 3 by round VI), burn victims will die!
Phase 2: Business
Patient Care and Income
Operating Rooms
As usual, 1 doctor can treat 1 patient of the affiliated service,
assisted by the built-in nurse and any number of nurses; or 2
doctors of any colors and 1 nurse (not counting the built-in
nurse) can treat 1 burn victim. Treating the burn victim this way
earns you $30; remove the burn victim from the game.
Remember: The burn victim did not arrive with a car, and
does not take one on the way out; the burn victim arrived in a
helicopter which will remain parked on its helipad for the rest of
the game. The pilot had to attend to urgent personal matters, and
no one else knows how to fly the thing!
Phase 3: Admin
Your Player Board
Each burn victim still in your clinic dies: −5 popularity, but the
helicopter remains parked on the helipad for the rest of the
game!
The Modules
Operating Room
Capacity: Either the usual 1 doctor, 1 patient of the affiliated
service, any number of nurses, or 2 doctors, 1 burn victim,
1 nurse (plus the operating room’s built-in nurse).

---

4
Fire Trucks
Fire Trucks
Components
• 12 fire trucks
• 12 burn victims
• 1 Additional Parking Lot board
Compatibility
This expansion combines particularly well with
Helicopters from 3rd Extension and Ambulance from
The Extension.
Setup
Place the Additional Parking Lot board near the parking
lot of the main board.
Fill each column from the left, up through the number of
players, with 1 fire truck per space. Place 1 burn victim on
each fire truck.
Playing the Game
Phase 1: Actions
Execute Actions
Action 3: Admit Patients
On Rounds II, IV and VI, by the end of this phase, your
player board must have at least half as many patients as
the current round number (e.g. Round II: 1 Patient, Round
IV: 2 Patients, Round VI: 3 Patients), not counting burn
victims! If your board has fewer patients than that at
the end of this phase, you get −2 popularity. So be sure
to program enough Admit Patient actions this round!
Also, you may need to spend your queue points moving
patients into pre-admissions as they come, rather than
on manipulating appointments, just so you can meet the
quota!
Move
On Rounds II, IV and VI, and before moving anyone, you
must take a fire truck and burn victim from the Additional
Parking Lot board. You must park the fire truck on an
empty street (available ground floor space border) of your
clinic (it cannot park in a parking lot), dropping the burn
victim off at any ground-floor entrance. You must then
move the burn victim, per the usual rules, to a treatment
room for any service, but the treatment room must have
no other patients of any sort in it. If any of this is not
possible, the burn victim dies immediately: −5 popularity;
remove the fire truck and burn victim from the game.
If the fire truck (and burn victim) park, this takes 3

(losing the patient because there was nowhere to park
takes 0 ).
Car Note: A burn victim neither arrives nor departs with a car: The burn victim has their own special emergency vehicle (a fire
truck) that takes parking space on the street.
Phase 2: Business
Patient Care and Income
Treatment Rooms
A burn victim must be the only patient in its treatment room.
Thus, 1 doctor can treat 1 patient of the affiliated service,
assisted by any number of nurses; or 2 doctors can treat 2
patients of the affiliated service, assisted by any number of
nurses; or 2 doctors of any colors and 1 nurse can treat 1 burn
victim. Treating the burn victim this way earns you $25, with
the usual bonuses (such as gardens); remove the burn victim
from the game.
Remember: The burn victim did not arrive with a car, and
does not take one on the way out; the burn victim arrived in a
fire truck which will remain parked on its street for the rest of
the game. The firefighters and passersby are engaged in lengthy
conversations involving a lot of eye contact and a few exchanged
phone numbers.
Phase 3: Admin
Your Player Board
Each burn victim still in your clinic dies: −5 popularity, but the
fire truck remains parked on the street for the rest of the game.
The Modules
Treatment Room
Capacity: Either the usual 2 doctors, 2 patients of the
affiliated service, any number of nurses, or 2 doctors, 1 burn
victim, 1 nurse.

---

5
Wheelchairs
Wheelchairs
Components
• 8 Wheelchair tiles
• 1 Additional Parking Lot board
Setup
Place the Additional Parking Lot board near the parking
lot of the main board.
Fill each column from the left, up through the number of
players, with 1 wheelchair tile per space.
Playing the Game
Phase 1: Actions
Execute Actions
Action 1: Build
In addition to the 2 components this action lets you
build, you may rent any number of wheelchairs from the
Additional Parking Lot board. For each wheelchair you
rent, pay $2, and place the wheelchair at any entrance
(but not at a helipad).
Move
Each wheelchair can move 1 patient from pre-admissions to
the patient’s destination. A patient in a wheelchair moves more
quickly horizontally, but more slowly vertically:
• Moving horizontally (i.e. within the same floor) takes
0
, rather than 1 . Note: As usual, horizontal
movement between buildings is only possible at
ground floor.
• Moving vertically (i.e. from one floor to an adjacent
floor) takes 2 , rather than 1.
• Moving via conveyor is unchanged: It takes 0 and
can convey you between buildings, as usual.
Special Announcement: Clinic staff are strictly forbidden
from riding in wheelchairs. This is not an amusement park. Any
violations will be met with strict reprimands.
Phase 3: Admin
Return all wheelchairs to their spaces on the Additional Parking
Lot board. The rental period is complete.
Public Toilets
Public Toilets
Is clinic life putting too much pressure on you? You could
relieve a little pressure [ahem] and sneak a well-deserved
break on a public porcelain throne.
Components
• 4 Public Toilet tiles
Setup
Construct Your Initial Clinic
Your initial clinic must also include a public toilet in
an empty space adjacent to one or more of the other
modules.
Playing the Game
Phase 1: Actions
Move
If anyone is visiting your public toilet at the beginning of
this step, they must move out of it during this step.
During the Move step, you must select a doctor, nurse,
orderly, or patient in your clinic to go to the public toilet,
per the usual movement rules.
Phase 2: Business
Indeed, this is when the public toilet occupant will do their
business, so to speak. Needless to say, whoever is visiting the
public toilet will not do their normal job this turn, or in the case
of a patient, will not receive any treatment.
Phase 3: Admin
Your Player Board
A doctor visiting the public toilet does not level down.
A brief respite. Ahhh!
A patient visiting the public toilet does not worsen.
Relief comes in many forms.
The Modules
Public Toilet
Capacity: Either 1 doctor, 1 nurse, 1 orderly, or 1 patient.

---

6
Temp Agency
Components
• 12 temps
• 1 Temp Agency board
Incompatibility
This expansion is incompatible with Therapy Dogs in 3rd
Extension.
Setup
Place the Temp Agency board near the main board, just
above Action 2: Hire.
Fill each row from the bottom, up through the number of
players, with 1 temp per space.
Playing the Game
Phase 1: Actions
Move
This step is no longer simultaneous: You must perform
this step in reverse turn order. On your turn, perform all of
Temp Agency

Ghosts
your moves, as usual; however, at any time during your turn, as often as you like, you may hire a temp. As with nurses, the cost to hire a temp is printed above their space, and increases as more are hired.
When you hire a temp, immediately proclaim what role the
temp is filling: doctor (specify the color if it’s relevant) or nurse.
Then immediately place the temp where you need it, spending
0
to get there. As usual, the temp comes with a car you must
park.
Phase 2: Business Patient Care and Income
Each temp performs the role to which they were assigned, with the usual results and rewards; however, temps do not earn you as much money as your regular doctors (see Temp Agency board).
Expenses
Pay Your Employees
You do not need to pay your temps; you paid more than enough
when you hired them!
Phase 3: Admin
Your Player Board
Return each temp to the Temp Agency board, spending
0
to get there; and for each, return a car to the parking lot
on the main board.
Ghosts
original concept by Nathan Morse
Components
• 24 ghosts
• 1 Sky board

22 patients
(6 yellow, 16 white)
Setup
Place the Sky board near the main board, just above
Action 2: Hire.
Fill each row from the top, down through the number of
players, with 1 ghost per space.
Patient and Doctor Pools
Create the patient pool by putting the following patients
in the Patient pool bag, according to the number of
players:
1 2 4 6
3 8 12 16
7 (6+1) 14 (12+2) 22 (18+4) 30 (24+6)
12 (9+3) 26 (18+8) 38 (26+12) 50 (34+16)
Playing the Game
Phase 1: Actions
Execute Actions
Action 3: Admit Patients
When you admit an orange or red patient to pre-admissions,
return the patient to the Patient Pool bag. If the Sky board has
any ghosts left, take one and place it on any module in your
clinic that does not have a ghost on it. Either way, earn $5
income from the local tabloid for leaking this tragic news.
Move
Ghosts cannot move until you complete all other movements
in the Move step. For everyone else, moving into or through a
module with a ghost on it takes +1
. Even taking a conveyor,
each haunted module (i.e. with a ghost) into or through which
the person conveys takes +1 .
After all other movement is complete, you can move your
ghosts around, taking 0 . Each module can hold only 1
ghost, and ghosts must end up inside a module.
Phase 3: Admin
Your Player Board
Each patient on your player board worsens. Yellow patients die, but you do not lose popularity. Remove the patient from the game, return a car to the parking lot on the main board,
and replace the yellow patient with a ghost.
White patients become yellow.
End of the Game
Each ghost in your clinic earns you popularity equal to its floor
number +1: Floor 0 = 1 popularity; Floor 1 = 2 popularity, etc.

---

7
Triage
Triage
original concept by Nathan Morse
This expansion adds a very realistic uncertainty to managing
your clinic: In what state will patients arrive today? And will
you still be able to look at yourself in the mirror after refusing
to admit certain patients once you know their situation?
Components
• 80 unclassified patients
• 8 critical patients
• 4 Triage Station Special Module tiles
• 1 Incoming Patient Pool bag
Setup
Construct Your Initial Clinic
Your initial clinic must also include a triage station in
an empty space adjacent to one or more of the other
modules.
Patient and Doctor Pools
Also create an incoming patient pool by putting the
following patients in the Incoming Patient Pool bag,
according to the number of players:

20 40 60 80
2 4 6 8
Main Board
Appointments
For each available service (depends on the player count):
• Draw 1 patient from the Incoming Patient Pool bag
and place them in the rightmost space on the
“notepad”.
Playing the Game
Phase 1: Actions
Execute Actions
Action 3: Admit Patients
When you admit a patient to pre-admissions, the patient will
always be either an unclassified patient (
) or a critical patient
(). Either way, place the patient in the correct service of your
pre-admissions, as usual.
In either case, as usual, the patient comes with a car you
must park.
Move
Unclassified and critical patients move per the usual rules;
however, where the patient goes depends on which type it is:

Critical patient: Simply move the critical patient to a
treatment room (or equivalent) for the appropriate service,
as usual.
• Unclassified patient: When you decide to move the
unclassified patient from pre-admissions, first you must
move the unclassified patient to the Triage Station. Once
the patient is in the Triage Station, remove the unclassified
patient from the game, and draw a patient from the normal
Patient Pool bag to place in your pre-admissions area for
the appropriate service. If you are unhappy with the color
of patient you drew from the bag, you can get −1 popularity
to draw a second one, choose which of the two you want,
and return the other to the Patient Pool bag (Such a
monstrous act!). Now you must continue moving the patient
to a treatment room (or equivalent) for the appropriate
service.
Phase 2: Business
Patient Care and Income
Critical patients are in 1 color worse condition than red
patients. Successfully treating a critical patient earns you $40,
with the usual bonuses (such as gardens).
Example: To treat a critical patient in a treatment room, a red
doctor would need 1 nurse; a yellow doctor would need 3 nurses.
Outpatient Services
Critical patients cannot be treated in outpatient services.
Your malpractice insurance would never cover that!
Phase 3: Admin
Each critical patient still in your clinic dies: −5 popularity;
return their car to the parking lot on the main board.
Note: Red patients still die; they do not worsen to become
critical patients. Both are too close to death already!

---

8
Therapy Dogs
Therapy Dogs
original concept by Nathan Morse
Components
• 24 poops
• 8 therapy dogs
• 1 Kennel board
Setup
Place the Kennel board near the board, with the poops
near it.
Fill each column from the left, up through the number of
players, with 1 therapy dog per space.
Playing the Game
Phase 1: Actions
Execute Actions
Action 3: Admit Patients
When you admit a psychiatric patient to pre-admissions,
if there are any therapy dogs on the Kennel board, and
you have another space available in psychiatric pre-
admissions, you may employ a therapy dog for just $1.
Take a therapy dog from the Kennel board and place it
in an empty pre-admissions space beside the patient,
looking at the patient patiently with puppy-dog eyes.
New Patients Schedule Appointments
For the psychiatric service add 2 new patients, rather than
1 (if possible).
Move
This step is no longer simultaneous: You must perform
this step in reverse turn order. On your turn, perform all of
your moves, as usual.
Each therapy dog moves for 0
along with its patient,
who moves as usual. Each duo of psychiatric patient and
therapy dog must end up in a treatment room.
Each therapy dog must poop once during its move, in any
1 module it enters or traverses (even one it traversed via
conveyor): If any poops remain near the Kennel board,
take 1 and place it in the “target” module. The poop does
not affect movement, and stays there for the rest of the
game.
Phase 2: Business
Patient Care and Income
Psychiatric treatment rooms can treat two patients, as
usual; however, for any patient there that has a therapy
dog, the therapy dog counts as a nurse for only that pa-
tient. In other words, if a psychiatric patient has a therapy
dog, 1 nurse fewer is required.
Example: An orange psychiatric patient with a therapy dog can be
treated by a red doctor, or an orange doctor, or a yellow doctor, or
a white doctor with 1 nurse.
When the patient is successfully treated, also return the
therapy dog to the Kennel board for 0
.
Expenses
Facility Upkeep
Each poop doubles the upkeep cost of the module that houses it.
Example: A therapy dog pooped in your operating room.
Nonetheless, you needed to use it. Upkeep for your poopy
operating room costs $6, instead of just $3! You’ll probably have to
shut the whole clinic down to deep-clean the room — disgusting!
Phase 3: Admin
Your Player Board
Each therapy dog on your player board returns to the Kennel
board for 0
.
The Modules
Treatment Room
Capacity: 2 doctors, 2 patients, any number of nurses; however, if it is a psychiatric treatment room, it can also hold 2 therapy dogs (with their patients, of course).

---

9
Gift Shop
Gift Shop
original concept by Nathan Morse
Components
• 12 visitors
• 4 Gift Shop Module tiles
• 4 Home boards
Setup
Each player: Take a Home board, and set it near your
player board. Fill each space of your Home board with 1
visitor. Fill its parking lot with 3 cars from the supply.
Construct Your Initial Clinic
Your initial clinic must also include a gift shop in an
empty space not adjacent to any of the other modules.
It must start as its own little hut, separate from the
functional building of your clinic; however, later it can be
incorporated into a functional building, if you like.
Playing the Game
Phase 1: Actions
Move
Before moving anyone, find out how many visitors will
come to the clinic by checking how many popularity
points you have: If you have at least 45 popularity, you get
3 visitors; 30 popularity, 2 visitors; 15 popularity, 1 visitor;
less than that, no visitors. Each visitor comes with a car
you must park; if you cannot park a visitor’s car, the visitor
stays home. Move the appropriate number of visitors from
your Home board to one or more of your entrances (not
helipads) for 0
, and park their cars.
Visitors move per the usual rules to visit patients in treatment rooms (and only in treatment rooms). Each visitor must visit a different patient. If this is impossible because you have fewer patients than visitors, distribute the visitors as evenly as possible.
Example: You have only 2 patients in your treatment rooms,
but have 3 visitors. 2 visitors visit one patient, and the 3rd
visits the other.
Each visitor must swing by the gift shop on the way to the
treatment room, just to grab a quick, thoughtless gift.
Visitors are welcome to use the conveyors.
Example (A): The visitor comes directly into the gift shop, moves
south through the garden, asks for the room number at the
Psychiatry service hub, and moves east to the treatment room.
This takes 4
.
Example (B): The visitor enters through the Psychiatry hub, moves north 2 spaces to the gift shop, then west and south to the treatment room: 5
.
Phase 2: Business Patient Care and Income
Each visitor delivers their purchase from the gift shop, which earns you $8.
Phase 3: Admin
Your Player Board
Each visitor returns to your Home board for 0 , taking a car
with them.
The Modules
Treatment Room
Capacity: 2 doctors, 2 patients of the affiliated service, any number of nurses, and 3 visitors (if all your patients are in a single room).

---

10
Air Conditioners
Air Conditioners
Components
• 8 Air Conditioner tiles
• 1 Air Conditioner Rules Reminder board
Setup
Place the Air Conditioner tiles and Rules Reminder board
near the left side of the main board.
Playing the Game
Phase 1: Actions
Execute Actions
Action 1: Build
In addition to the 2 components this action allows you to
build, you may also install an air conditioner for $2.
Construction Rules for Specific Components
Air Conditioner
This must be built in an entrance space on the ground
floor, or the equivalent position on a higher floor, i.e.
adjacent to a module, oriented so the air conditioner
is touching a module (you can flip the Air Conditioner
tile over). Essentially, you place it like an entrance (just
outside the grid of spaces), but on any floor. Each floor of
each building can have only 1 air conditioner.
Note: A ground-floor Air Conditioner tile blocks you from
building an entrance in its space.
Phase 2: Business
Expenses
Facility Upkeep
Upkeep cost for every component in a building that is on the
same floor as an air conditioner in that building is doubled;
however, the air conditioner itself has no upkeep cost.
Phase 3: Admin
Your Player Board
Before patients worsen, each patient on the same floor as an air
conditioner earns you 1 popularity.

---

11
Urban Design 2.0
Urban Design 2.0
To look effective in front of the highrise-hating constituents,
the new mayor has approved strict new urban design
requirements.
Components
• 9 Urban Design 2.0 Cards
Compatibility
You can mix these cards with Urban Design 1.0 from
The Extension.
A Few Crucial Gameplay Concepts
Floors
You cannot extend your player board. Thanks to the
mayor’s new building codes, you cannot build higher than
Floor 1.
Service Hubs
Thankfully, the city engineer was practical when
specifying the new constraints: Now each building can
have multiple service hubs on the same floor. This means
that treatment rooms may now be adjacent to more than
one service hub. If this is the case, the treatment room
can be used by patients for any and all of the service hubs
adjacent to it on the same floor. Because this could be as
many as four different services, your treatment rooms can
truly be multifunction. The same new liberty applies for
other modules that are usually linked to a single adjacent
service hub, such as the operating room.
Example: Treatment room A can accommodate patients
for both Psychiatry and Ophthalmology patients (even at
the same time!). Treatment room B can host patients for
Psychiatry and Neurology. Treatment room C can be used to
treat only Ophthalmology patients.
Setup
After returning the Bonus tiles to the box, shuffle the easy,
medium, and hard mini-decks separately, then lay out a face-
up display of 1 easy, 1 medium, and 1 hard Urban Design card.
In reverse turn order, take 1 Urban Design card of your choice
from the display, and replace it from its deck. If you can’t,
because its deck is empty, replace it from the “adjacent” deck
of your choice.
Example: You take the medium Urban Design card, but there are
none left in its deck to replace it, so you must replace it with a card
from either the easy deck or the hard deck. You decide to make
things harder on the start player, who is drafting last (right after
you): You replace it from the hard deck.
Unless you are combining this with Urban Design 1.0 from The
Extension, return the Floor 2 and Floor 3 (and Floor 4 from The
Extension, if you were thinking about it) boards to the box; you
are not allowed to use them!
Note: If you are combining this with Urban Design 1.0:
• If you select an Urban Design 2.0 card, apply the rules at the
top of the card to your clinic: unlimited service hubs per floor
per building; no building above Floor 1.
• If you select an Urban Design 1.0 card, you have the usual
limit of 1 service hub per floor per building, but you are
allowed to build beyond Floor 1.
This means that other players may be playing by different rules
than you. Not for the faint of heart!
End of the Game
If you have modules (or pillars) in at least all of the positions
depicted on your chosen Urban Design card, gain the positive
popularity; otherwise, you get the negative popularity.
It is perfectly fine to have additional modules and other
components that are not depicted on your chosen Urban
Design card.
A
B
C

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12
Variant 2,a,b,c
Variant 2:
Easing the Stress
A common point of discussion on gaming forums, such as
on BoardGameGeek, is this: Why the heck does a doctor
level down during Phase 3: Admin? The answer is that
this was to model the fatigue, anxiety, and exhaustion
of working in a clinic, making life-and-death choices for
other humans day in and day out. It takes its toll, I assure
you! Nonetheless, the point of playing a game is not
stress, but fun, so I offer you a few tiny variants that can
have enormous impact on the game. You are welcome
to use any or all of these if they make the game more
enjoyable for you.
Variant 2a:
Tough Doctors
Phase 3: Admin
Your Player Board
Doctors do not level down.
Variant 2b:
Clever Doctors
Phase 2: Business
Patient Care and Income
When a doctor treats a patient, lay the doctor down.
Phase 3: Admin
You must perform this step in turn order. Doctors that
are lying down level up: Red stays red, orange becomes
red, yellow becomes orange, white becomes yellow — all
standing up again. If there are not enough doctors in the
supply by the time your turn comes around, those doctors
simply don’t level up.
Variant 2c:
Humble Doctors
Phase 2: Business
Patient Care and Income
Doctors that are “overqualified” for their patients no
longer need nurses.
Example: A red doctor can treat a yellow patient with no
nurses present; however a yellow doctor still needs 2 nurses
to treat a red patient.
Clinic Deluxe 3rd Extension instructions belong to the author, Alban Viard, and are reserved for personal uses. Clinic Deluxe Edition © Alban Viard 2021 Graphic Designer: Todd Sanders Illustrator: Ian O’Toole Rules Editor: Nathan Morse

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