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and
DEEP WATER
GAMES
The stakes are high and tensions are running hot!
Do whatever you can to get an edge over your competition,
including some subterfuge… Corporate espionage or a little
sabotage might just be what you need to take the lead!
14+
45-60
1 - 5
players
minutes
age
---
OVERVIEW
COMPONENTS
ADDING CARDS
blueprint cards
contractor cards
sabotage tokens
18
18
8
2
Subterfuge is an expansion to Fantastic Factories that adds new blueprints and contractors. With these new cards comes powerful new ways to interact with players directly including contractors that allow you to steal resources, cards, and even workers! Furthermore, Subterfuge introduces a new mechanic — sabotage — which allows you to disable an opposing player’s factories.
Add the new cards from Subterfuge to the base game of Fantastic Factories by combining and shuffling all the blueprint cards together and also doing the same with the contractor cards.
Expansion Symbol:
Cards from the Subterfuge expansion show this symbol in the bottom left corner of the cards.
---
SABOTAGE
4
Buildings can be sabotaged by hiring the Saboteur contractor during
the market phase, which allows you to place a sabotage token on a
building within a compound that is not already sabotaged. Once
sabotaged, that card’s ability is disabled and cannot be activated.
Any time during the work phase, you may choose to begin repairs
by flipping over the sabotage token and placing a worker on it (the
value does not matter). This allows you to discard the sabotage
token at the END of the next market phase. You still cannot use the
building while it is being repaired. You are not required to repair a
sabotaged building but it will remain disabled until you fully
complete the repair.
Scoring: Sabotage only disables the activated effect of a
building. The prestige value of the building and any goods on
the card still count towards that player’s final score.
SABOTEUR
(Place a SABOTAGE token on a card.
That card cannot be activated. Draw 2 .)
2
Saboteur contractor
SPECIAL
ASSEMBLER
1
2
2
Build a from your hand
without paying any .
and without discarding an
additional card.
SABOTAGED!
To begin repairing this card,
FLIP OVER THIS TOKEN AND
assign a .[] .
Sabotaged building
SPECIAL
ASSEMBLER
1
2
2
Build a from your hand
without paying any .
and without discarding an
additional card.
REPAIRING...
Cannot be sabotaged while
repairing. Discard this token at
the end of the market phase.
Building under repair
---
5
Sabotage Restriction: Because you cannot sabotage a building that is already sabotaged and the sabotage token isn’t discarded until the END of the following market phase, it is never possible for the same building to be sabotaged two rounds in a row.
Accumulating Goods: As you gain goods, place them on the building that manufactured them. This helps players see which buildings are being utilized and may be ideal targets for sabotage. Goods not manufactured by a building (e.g. gained from hiring a contractor) can be placed on the Headquarters board.
SOLO RULES
Subterfuge can be played in the Solo Game, but there are modified rules. Before starting the game, remove all the Subterfuge contractors from the contractor deck except the 7 Saboteur contractor cards, which are shuffled in. All the Subterfuge blueprint cards should be shuffled into the blueprint deck.
SPECIAL
EMPIRE
0
Gain - after building a card.
(Reminder: Only once per round)
3
5*
*EMPIRE costs 1 less - per card in your compound.
Expansion Symbol: Cards from the Subterfuge expansion show this expansion symbol in the bottom left corner of the cards.
---
6
There are different rules for sabotage in the Solo Game. The
Machine’s compound consists of cards grouped by color. When you
hire the saboteur, instead of sabotaging an opponent’s factory, you
place the sabotage token on an entire color group belonging to The
Machine.
During The Machine’s turn, that color’s die cannot manufacture any
goods (The Machine can still add cards of that color to their
compound). Instead, The Machine will automatically use that color
die to flip over the sabotage token and begin repairing. Discard the
sabotage token at the end of your market phase.
SABOTAGING THE MACHINEPRODUCTION
MANUFACTORY
OR
1
3
2
3
2 2
PRODUCTION
RECYCLING PLANT
22
2
1
UTILITY
FOUNDRY
1
1
2
TRAINING
FITNESS CENTER
-1
0
1
*
*Decrease the value of an unplaced - by 1TODAY IS THE DAY
TRAINING
GYMNASIUM
+1
0
1
*
+1
*Increase the value of an unplaced - by 1
TRAINING
DOJO
0
1
*
*Flip an unplaced - to its opposite side
1
SABOTAGED!
To begin repairing this card,
remove this token and
assign a .[].
Sabotaging The Machine’s compound
Sabotage Restriction: You cannot sabotage a color group that
is already sabotaged. Because the sabotage token isn’t discarded
until the END of the your market phase, it is never possible for
the same color group to be sabotaged two rounds in a row.
---
During The Machine’s market phase, the green die determines The
Machine’s actions as normal. However, in Subterfuge the action
has an additional effect.
SABOTAGING THE PLAYER
Rolling a : As usual, reveal the top card of the blueprint deck
and put it in The Machine’s compound. Then discard all
contractors ( ) in the marketplace.
Additionally, The Machine will sabotage the player (regardless
of whether the market contains a saboteur or not). The Machine
will automatically sabotage the card in the player’s compound
with the most goods on it (reminder: goods should be placed on
the card that manufactured them). In the case of a tie or if there
are no cards with goods on it, the player decides which
non-monument card gets sabotaged. If there are no valid targets,
the sabotage token is simply discarded.
The Airport has the most goods on it and is automatically
targeted by The Machine to be sabotaged when a is rolled.
EXAMPLE
MONUMENT
PROMENADE
3+
PROMENADE is worth X and costs 3 + X .
where X is the number of differently named
MONUMENT type cards in your compound (max 4).
(Reminder: You may only build one PROMENADE)
?
PRODUCTION
AIRPORT
1
2
1
*
*At the end of this work phase, choose an
opponent to gain . at the beginning of the next
work phase.
SPECIAL
EMPIRE
0
Gain - after building a card.
(Reminder: Only once per round)
3
5*
*EMPIRE costs 1 less - per card in your compound.
TRAINING
CLONING LAB
0
Change the value of an
unplaced . to be equal
to another .
1
1
2
SABOTAGED!
To begin repairing this card,
you must spend this token and
assign a .[] .
Player’s compound
7
---
APPENDIX
8
BLUEPRINTS
All blueprint and contractor cards are listed below along with rule
clarifications for edge cases.
PRODUCTION
AIRPORT
1
2
1
*
*At the end of this work phase, choose an
opponent to gain . at the beginning of the next
work phase.
Airport (2x)
Place a die of any value to gain 1 good. At the end of the
work phase, choose an opponent to gain an extra die of
the same value (they do not roll it) at the beginning of the
next work phase. In a situation where multiple players
have an Airport and order matters, this choice is made in
a clockwise order starting with the player with the first
player token. In the solo game, simply gain 1 good and
ignore the additional effect (nobody gets the extra die).
Assembler (2x)
Place 2 matching dice to build a blueprint card from your
hand without paying any metal and without needing to
discard another blueprint card with a matching tool
symbol.
Example: You place on Assembler and discard 1
energy to build the Airport in your hand.
Cloning Lab (2x)
Pay 2 energy to change the value of an unplaced die to
be equal to another die (placed or unplaced). The die you
are copying must be one of yours.
SPECIAL
ASSEMBLER
1
2
2
Build a from your hand
without paying any .
and without discarding an
additional card.
TRAINING
CLONING LAB
0
Change the value of an
unplaced . to be equal
to another .
1
1
2
---
9
SPECIAL
EMPIRE
0
Gain - after building a card.
(Reminder: Only once per round)
3
5*
*EMPIRE costs 1 less - per card in your compound.
Empire (2x)
Gain 1 good after building a card.
Empire does not activate itself when
being built. Empire’s build cost is
reduced by 1 energy for each card
you have built in your compound.
Fabricator (2x)
Place 2 matching dice with value 3 or
less and pay 3 metal to gain 2 goods
OR place 2 matching dice with value
4 or greater and pay 4 metal to gain
3 goods. The two dice must have the
same value.
Guard Tower (2x)
When you are being sabotaged,
Guard Tower must be targeted
before any other building. If Guard
Tower is already sabotaged, your
other buildings may be targeted.
Lighthouse (2x)
When hiring a contractor, you may instead discard a
blueprint with any tool symbol (additional costs still
apply). Lighthouse cannot be sabotaged.
Trade School (2x)
Pay 1 energy to change the value of an unplaced die to
any value you don’t already have (this includes placed
and unplaced dice).
Promenade (2x)
Promenade is worth X prestige and costs 3 + X metal
where X is the number of differently named monument
type cards in your compound (max 4).
Example: You have 2 Obelisks and a Guard Tower (2
differently named monuments). Building Promenade
costs 5 metal. Once built, it will be worth 3 prestige
(Promenade counts itself for its prestige value).
Afterwards, if you build a Lighthouse, the Promenade
would then be worth 4 prestige.
PRODUCTION
FABRICATOR
OR
3
If X ≥ 4
If X ≤ 3
4
3
2
22
23
1
MONUMENT
GUARD TOWER
When you are being SABOTAGED,
Guard Tower must be targeted
before any other building.
1
2
1
MONUMENT
LIGHTHOUSE
When hiring a contractor, you may instead
discard a blueprint with any tool symbol
(additional costs still apply).
LIGHTHOUSE cannot be SABOTAGED.
3
2
2
MONUMENT
PROMENADE
3+
PROMENADE is worth X prestige and costs 3 + X metal
where X is the number of differently named
MONUMENT type cards in your compound (max 4).
(Reminder: You may only build one PROMENADE)
?
TRAINING
TRADE SCHOOL
0
2
Pay 1 energy to change the value of an
unplaced die to any value
you don’t already have.
---
10
Benefactor (2x)
Additional cost of 5 energy. Gain 2
goods.
Corporate Spy (3x)
Choose an opponent and look at
their hand. Steal a blueprint card
from their hand.
Headhunter (2x)
Additional cost of 2 energy. Steal a
die from a player and roll it as your
own for the next work phase. Return
ownership of that die back to that
player at the end of that work phase.
Saboteur (7x)
Place a sabotage token on a card in a
player’s compound. That card cannot
be activated. Draw 2 blueprints from
the blueprint deck. Sabotage will not
affect the prestige value of
monuments such as Promenade.
You cannot sabotage a card that
already has a sabotage token on it
(regardless of whether it’s sabotaged
or under repair).
Thief (3x)
Steal up to 3 resources total from
any number of players.
Example: You steal 2 metal from
Player A and 1 energy from Player B.
Union Leader (1x)
Other players must play the next
work phase with one fewer die.
(Gain 2 Goods)
5
BENEFACTOR
2
CORPORATE SPY
(Choose an opponent and look at their hand.
Steal a blueprint card from their hand.)
HEADHUNTER
(Steal a die from a player and roll it as
your own for the next work phase)
2
SABOTEUR
(Place a SABOTAGE token on a card.
That card cannot be activated. Draw 2 blueprints.)
2
THIEF
(Steal up to 3 resources total from
any number of players)
3
UNION LEADER
(Other players must play the next work
phase with one fewer die)
CONTRACTORS
---
11
TIPS & STRATEGIES
CREDITS
Game Design: Joseph Z Chen and Justin Faulkner
Development: Joseph Z Chen and Justin Faulkner
Art: Joseph Z Chen and Martha Webby
Graphic Design: Joseph Z Chen
Publisher: Deep Water Games & Metafactory Games
Website: http://www.fantasticfactories.com
DEEP WATER
GAMES DISTRIBUTION
TACTICAL STRIKE
Pay attention to how your opponents use their factories and sabotage the right card at the right time. For example, you might catch your opponent on a turn with no energy, giving you an ideal opportunity to sabotage their Power Plant.
CORPORATE ESPIONAGE
If you see an opponent pick up a key card like Megalith or building certain types of cards like Beacons, you should consider hiring the Corporate Spy to steal that card or hiring the Thief to deny them the necessary resources to build them.
---
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