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1
Introduction
The 4th Extension is a special expansion for Clinic Deluxe Edition,
following The Extension, released with the base game in 2019,
and 2nd Extension and 3rd Extension, neither of which has been
released yet due to the pandemic, which has disrupted organized
playtesting…. Don’t worry! Those two boxes will still be released
eventually. In the meantime, here is an unexpected treat, which
adds another floor to your clinic (but not the way you think),
as well as double-size tiles.
The Basement
Did you ever think about underground activities in a clinic?
Well, sometimes the oddest activities go on in the most
remote areas of the clinic…. Behind locked doors, in the
shadows, a talented “surgeon” performs the most delicate
operations: A hidden room, flickering in a thin luminous
halo, hosts disquieting experiments….
Components
• 4 double-sided Basement player board extensions
(Normal/Expert)
• 3 double-sided parallelogram Locker Room Module
double tiles
• 3 double-sided parallelogram Boiler Room Module
double tiles
• 3 double-sided parallelogram Dr. Funkenstein’s
Laboratory Module double tiles
Setup
Each player places a Basement board below their Ground Floor
player board.
For each type of double tile, put 1 fewer than the number of players
near the other available modules (return the others to the box). For
a 1-player game, instead take 1 of each type, then return a random
one to the box, and put the remaining 2 near the other available
modules.
Playing the Game
Phase 1: Actions
Execute Action
Action 1: Build
On your Basement board, you can only build
the 3 new tiles. You cannot build any
components there from the base game or
The Extension 1 – 3; not even conveyors! However,
same-color basement modules are allowed to be adjacent to
each other. Moreover, adjacent basement modules do not cause
the buildings above them to become connected.
In the even-numbered rounds, Rounds II, IV, and VI, when you
choose the Build action, in addition to the 2 components you can
construct, you can construct one of the three double tiles for $6.
Note that each tile is double-sided, so you can choose which way it
is oriented.
Note: Each clinic can have no more than 1 of each type of basement
module. Also, Underground Utility Work (from The Extension) does
not prevent building basement modules beneath it.
Entrance: You can build entrances directly into your basement
on the spaces provided. You could use this, for example, to take a
new doctor directly through the locker room, or have an incoming
patient meet an existing patient in Dr. Funkenstein’s Laboratory,
or use the long basement modules as a shortcut (read on to learn
about all of these possibilities)….
Move
People (patients, doctors, nurses, orderlies…) can move down to
the basement as usual; however, each basement module occupies
two spaces. When a person moves up from a basement module,
they can move to either space above the module. People can move
through empty basement spaces just as through empty ground floor
spaces: Each space costs 1 time.
Locker Room: A doctor that moves through your locker room
levels up (it’s amazing what a clean change of clothes does for you);
however, your locker room can only be used twice per round.
The Basement
$6
II
IV
VI
:1x / /
2
$3: 4/
=$0
x2
Basement
Module
(Locker Room)
Basement Module
(Dr. Funkenstein’s Laboratory)
Basement
Module
(Boiler Room)
Designed by Alban Viard
Graphics by Todd Sanders
Rules by Nathan Morse
$6
II
IV
VI
:1x / /
2
$3: 4/
Normal Side
Expert Side
---
The Basement
Example A: The yellow doctor moves down from the psychiatry
treatment room on the ground floor to the locker room for a
quick change of clothes, which takes 1 time, then must return to
the ground floor to treat a patient in the cardiology treatment
room 2 spaces west of the psychiatry treatment room. The doctor
(now orange; thanks to the locker room) takes advantage of the
double-size locker room to do this in just 2 time, moving up to the
space between the treatment rooms, then west to the cardiology
treatment room. So, the doctor’s entire move takes 3 time: 1 to go
down, 0 to move to the west end of the locker room, 1 to go up, 1 to
go west.
Dr. Funkenstein’s Laboratory:
By moving 2 same-color patients to Dr. Funkenstein’s
Laboratory, “Dr. Funkenstein” (the mechanized surgeon unit
there) will very quickly swap a few “interchangeable parts”,
worsening both patients, after which they must immediately
return to modules that can treat them for the same services
from which they came; however, Dr. Funkenstein’s Laboratory in
your clinic can only be used once per round (i.e. to worsen one
pair of patients).
Note: The patients don’t have to start in a module: One or both
of the patients can come from Pre-Admissions, on their way to
their treatments.
Example B: In both your ground-floor cardiology treatment room
and your psychiatry treatment room, you have a yellow patient. You
move the psychiatry patient down, then south to Dr. Funkenstein’s
Laboratory; 2 time. You move the cardiology patient east, down,
south to Dr. Funkenstein’s Laboratory; 3 time. Dr. Funkenstein
optimizes which patient has which parts with alarming efficiency,
after which they become orange and return to their rooms; 5 more
time (2 + 3). So, for a total of 10 time, two patients went from
yellow to orange. Fortunately, your clinic can provide precisely the
services they need….
Module Capacity: Basement modules have a capacity of 0:
Doctors cannot hide in their lockers for a quick nap; they must
return to work in their usual locations. The boiler room is too hot
for anyone to stay in there, and nobody wants to spend any time
in Dr. Funkenstein’s creepy horror movie set.
Phase 2: Business
Expenses
Pay Your Employees
Boiler Room: The poorly insulated boiler room makes the
modules directly above it on all floors nice and toasty; it’s so
comfortable that you do not need to pay employees in those
modules!
Facility Upkeep
Each basement module costs $3 to maintain.
Boiler Room: Because the poorly insulated boiler room warms
all of the modules directly above it on all floors already, you do
not need to pay their upkeep cost — not even for the operating
room! However, you must still pay normal upkeep for gardens
above it.
Example C: Phase 2: Business, Expenses step — first, it’s time to pay
your staff. The orange doctor and the orderly on the ground floor
are both above the boiler room, so you do not need to pay them;
this would be true even if they were on Floor 1 or higher. You must
pay everyone else, though: 1 white doctor × $1 + 2 nurses × $1 + 1
orderly × $1 = $4.
Next, it’s time to pay facility upkeep. One supply room and one
treatment room are above the boiler room, so you do not need to
pay upkeep for those. That leaves 3 basement rooms × $3 + 4 other
modules × $1 + 1 garden × $1 = $14. $14 − 2 orderlies × $3 = $8.
End of the Game
Each basement module is worth 4 Popularity.
$6
II
IV
VI
:1x / /
2
$3: 4/
x2
=$0
$6
II
IV
VI
:1x / /
2
$3: 4/
x2
=$0
Example A
Example B
$6
II
IV VI:1x / /
2
$3: 4/
x2
=$0
Example C
---
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