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CONTENTS
Overview & Objective.......................1
Energy Empire - Base Game
Components Lists
General Components....................2
Player Components....................3
Setup......................................4
How To Play...............................6
Work Turns...........................6
Generate Turns........................8
Your Environment.....................10
Global Impact Track..................11
Board Locations......................13
The United Nations...................16
General Rules.......................16
Agendas..............................17
Ending the Game & Scoring. . . . . . . . . . . 18
Playing Solo..........................19
Energy Empire - The Expansions & Modules
Cold War (Expansion).....................20
Components..........................20
New Cards............................21
The Doomday Clock...................23
Clash of Nations (Solo Module). . . . . . . . 25
UN Envoy (Expansion)....................29
Alternate Locations (Module)..............30
Credits...................................31
Icon Glossary..................32 (Back Page)
OVERVIEW
From the ashes of war, nations rise to
power in the atomic age!
In the decades following World War II,
unprecedented economic growth and tech-
nological progress sweeps across the globe.
Massive increases in energy production
come from burning coal, oil, and from split-
ting the almighty atom. Innovative solar
and wind-powered technologies struggle to
gain a foothold. Massive pollution results,
leading to all manner of global impacts.
In Manhattan Project: Energy Empire, you
are a world leader making pivotal decisions
to guide your nation to prosperity. You will
build power plants, generate energy, and use
your resources to strengthen your industry,
commerce, and government, all while trying
to minimize the damage you cause to the
environment. Though all nations will pros-
per, only one will rise to become the Energy
Empire!
OBJECTIVE
You score victory points (VP) by acquiring
Structure cards and Energy dice, completing
Government Agendas, keeping your Envi-
ronment clean, and gaining influence in the
United Nations. There are a variety of ways
to achieve these goals, but generating large
amounts of energy and using that energy ef-
ficiently are keys to building a strong nation.
---
GENERAL COMPONENTS
20 OIL WELL TOKENS
20 GOVERNMENT AGENDA CARDS
56 POLLUTION TOKENS
Double-sided, showing Pollution on the front and Nuclear Contamination on the back.
1 GAME BOARD
Pictured on page 5. Double-sided, showing the Doomsday Clock (see pages 20-28) on one side.
24 ENERGY DICE
5 Solar-Wind (white) / 5 Hydro-Geo (blue) / 5 Coal (black) / 4 Oil (brown) / 5 Nuclear (yellow)
10 NATION CARDS
With End Game Scoring reminders on the back.
78 STRUCTURE CARDS
26 Government (green) / 26 Industry (brown) / 26 Commerce (black).
15 GLOBAL IMPACT CARDS
9 Early Global Impacts and 6 Late Global Impacts.
COLD WAR REMINDER SYMBOL
Note that there are 7 extra Nations cards, 6 extra Global Impact cards, and 18 extra Structure cards (as well as other cards and components) for use with the Cold War expansion, marked with a “CW.” These can be excluded from your first game. Also see pages 20-28.
ADDITIONAL COMPONENTS
Additional components not mentioned on these two pages are used for the included expansions and modules. Set up and rules for these components are explained on pages 20-31, after the rules for the base game.
END GAME SCORING
Gain VP from your Structures.
Gain 2 VP for each Energy die.
Gain VP according to your current space on the United Nations track. If you moved furthest on this track, gain an additional 3 VP.
Score your Agendas. Remember that you may score a maximum of 5 VP for each single Agenda.
Gain 1 VP for each unpolluted space in your Environment.
Score column bonuses for the 3rd, 4th, and 5th columns, for each that is entirely unpolluted.
The total is your score. Highest score wins. Tiebreaker: Remaining resources (Money divided by 2 and rounded down + Plastic + Steel + Science + Oil)
COMMERCE
EARLY
Until the next Global Impact is triggered, all players may freely trade Science for VP.
LATE
GOVERNMENT
Each player places one Worker on this card. At any time, players may pay 1 Science to retrieve their Worker.
INDUSTRY
GOVERNMNT
Each player flips over three Pollution tokens in their Environment.
×3
EARLY
Each player may drill for oil, as if using the drill for oil action spot.
LATE
– MAXIMUM 5VP PER AGENDA –
---
63 COIN TOKENS
45 x $1 and 18 x $5
Players may make change with the supply whenever they wish.
30 OIL BARRELS
25 STEEL GIRDERS
25 PLASTIC BLOCKS
31 SCIENCE TOKENS
30 WORKER TOKENS
6 per player.
50 ENERGY TOKENS
10 per player.
5 PLAYER MATS
1 per player, with varying illustrations.
The reverse side “Evil Nation” is used when playing the Clash of Nations solo mode, described on pages 25-28.
15 SCORING TOKENS
3 per player.
There are 30 additional Scoring tokens included, 6 more per player. Leave them in the box for now. They are only needed when playing with the UN Envoy expansion, explained on pages 29-30.
PLAYER COMPONENTS
63 COIN TOKENS 45 x 1 and 18 x 5 Players may make change with the supply whenever they wish 30 OIL BARRELS 25 STEEL GIRDERS 25 PLASTIC BLOCKS 31 SCIENCE TOKENS 30 WORKER TOKENS 6 per player 50 ENERGY TOKENS 10 per player 5 PLAYER MATS 1 per player with varying illustrations The reverse side Evil Nation is used when playing the Clash of Nations solo mode described on pages 25 28 15 SCORING TOKENS 3 per player There are 30 additional Scoring tokens included 6 more per player Leave them in the box for now They are only needed when playing with the UN Envoy expansion explained on pages 29 30 PLAYER COMPONENTS
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1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
---
4
SETUP
See the setup example image on the opposite page.
Getting Started. Place the main board in a central
location (use the side without the Doomsday
Clock). Create supplies of all resources, dice,
Pollution tokens, and Oil Well tokens within reach
of all players.
Shuffle cards. Shuffle each of the decks of cards
separately (Agendas, Nations, Late & Early Global
Impacts, Commerce, Industry & Government
Structures), leaving all the decks face down.
MAIN BOARD SETUP
Global Impact cards. Without revealing them,
draw three Early Global Impact cards and three
Late Global Impact cards. Place them face-down
in a row along the top edge of the board, with
the Early cards to the left. Return the rest of the
Global Impact cards to the game box; they won’t be
used in this game.
Global Impact track. Stack the appropriate
number of Pollution tokens from the supply
(according to the chart below) on each of the six
pollution spaces of the Global Impact track.
For example, in a 3-player game, stack 5 Pollution
tokens on each Global Impact track space.
Structure Markets. Place the three Structure card
decks in the rightmost space in their matching
region below the bottom edge of the board. Fill
each Structure market from left to right by drawing
two cards from the corresponding Structure deck
and placing them face-up in the appropriate
market (Government cards into the Government
market, etc.), and then turning the top card of each
deck face-up.
Agendas. Draw 3 Government Agenda cards
and place them face-up in their spaces along the
left edge of the game board. Keep the face down
Agendas deck nearby.
Player markers. Each player chooses their color
for the game. Place 1 colored marker for each
player on the two zero spaces of the Score track,
and the third colored marker for each player on the
leftmost space of the United Nations track. Unused
tokens are returned to the box.
Neutral Workers (2-player Only). Take 3 Workers
of an unused color, and place one on each of the
three Structure Market locations (Industry, Com-
merce, and Government). Note: These workers will
remain on these locations for the entire game.
PLAYER SETUP
Player Mats. Each player takes the player mat of
their choice.
Starting Pollution. Each player takes one
Pollution token from the supply and places it in the
top-left space of their Environment grid.
Workers and Energy. Each player takes 3 Workers
and 2 Energy tokens of their color and places them
on their player mat. Players must keep leftover
Workers and Energy in a stockpile nearby but
clearly separate from these to avoid confusion
about which ones are legitimately in play.
Starting Nations & Agendas. Deal two Nation
cards and two Government Agenda cards face-
down to each player. Each player peeks at and
selects one of each. The selected Agenda is placed
face-down on the player’s mat in the indicated
space, the other is shuffled back into the deck.
(Players may look at their own Agendas at any
time.) Players reveal their selected Nation card, and
keep the other Nation card face-down (to use the
reference on the back).
Bonus Starting Resources. Each player takes the
bonus starting resources, dice, and/or Workers
indicated at the top of their Nation card and places
them on their player mat, ready to use.
Start Player. The start player is the person who
used the least amount of fuel to get from their
home to where the game is being played. Play order
is clockwise from the start player. Each player
receives extra starting Money based on turn order,
according to the chart below.
On the opposite page is an example of the game set
up for 2 players. Only the blue player’s area is shown.
Blue is the second player so they take an extra $1. Blue
has ensured the Workers and Energy they do not yet
have access to are kept separate from their available
tokens and resources held on their player mat.
Note that step 8 would not occur when playing with 3
or more players.
1
2
3
4
TOKENS
PER SPACE
GLOBAL POLLUTION SETUP
PLAYERS
12345
42 567
10 234
STARTING MONEY
PLAYER
POSITION
START
WITH
TOKENS
PER SPACE
GLOBAL POLLUTION SETUP
PLAYERS
12345
42 567
10 234
STARTING MONEY
PLAYER
POSITION
START
WITH
TOKENS
PER SPACE
GLOBAL POLLUTION SETUP
PLAYERS
12345
42 567
10 234
STARTING MONEY
PLAYER
POSITION
START
WITH
TOKENS
PER SPACE
GLOBAL POLLUTION SETUP
PLAYERS
12345
42 567
10 234
STARTING MONEY
PLAYER
POSITION
START
WITH
5
6
7
8
9
10
11
12
13
14
– MAXIMUM 5VP PER AGENDA –
1
GOVERNMENT
AGENDA
– MAXIMUM 5VP PER AGENDA –
1
– MAXIMUM 5VP PER AGENDA –
1
6
---
SOLAR HYDRO COAL NUCLEAR OIL
6
1
5, 4, 3, 2
2
You may use Workers/Energy to activate your matching Structures, and/or your Nation (& Spy) card.
Use 1 Worker to activate 1 board Location. Stack with Energy as required or desired.
You may claim 1 Agenda if you have 2 or more Workers/Energy left.
GOVERNMENT
Retrieve all your available Workers and discard all your Energy.
You may refine 4x: gain 1 temporary Oil die per barrel discarded.
You may then roll any available Energy dice, gain Energy and pollute accordingly. If you do not pollute, discard 1 Pollution token from the Global Impact Track.
2 2 2 2
MAXIMUM 1
GOVERNMENT AGENDA
GOVERNMENT AGENDA
MAXIMUM 5
SETUP
GOVERNMENT AGENDA
GOVERNMENT AGENDA
COMMERCE MARKET
INDUSTRY MARKET
POWER PLANT
HYDRO/GEO COAL NUCLEAR SOLAR/WIND
AGENDA
AGENDA
AGENDA
GOVERNMENT MARKET
(MAXIMUM 1)
CHEMISTRY MINING OIL DRILLING
CLEAN UP
SCIENTIFIC RESEARCH EDUCATION TRADE FINANCE OIL TRADE
4
3
8 12 15 17
UNITED NATIONS
UNITED NATIONS, NEW YORK
START BEST:
NATIONS UNIES
INTERNATIONAL EMERGENCY FUND FONDS INTERNATIONAL D’URGENCE
10 20 30 40 50 60 80 110 140
1 2 3 4 5 6 7 8 9
100 130
120
70
90 150
1 2 3 4 5 6 7 8 9
10 20 30 40 50 60 70-90 100-120 130-150
0
0
+10
– MAXIMUM 5VP PER AGENDA –
1
GOVERNMENT AGENDA
– MAXIMUM 5VP PER AGENDA –
1
– MAXIMUM 5VP PER AGENDA –
1
GOVERNMENT
NUCLEAR REACTOR
5
MATERIALS RESEARCH
4
COMMERCE WAREHOUSE
3 FARM
4
1
INDUSTRY
3
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EECW_Structure_Cards-44x67mm.indd 811/10/2021 10:19:01 AM
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EECW_Structure_Cards-44x67mm.indd 1511/10/2021 10:21:19 AM
EECW_Structure_Cards-44x67mm.indd 1611/10/2021 10:21:19 AM
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EECW_Structure_Cards-44x67mm.indd 1811/10/2021 10:21:20 AM
EECW_Structure_Cards-44x67mm.indd 1911/10/2021 10:21:20 AM
EECW_Structure_Cards-44x67mm.indd 2011/10/2021 10:21:20 AM
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HOW TO PLAY
GAME STRUCTURE
Manhattan Project: Energy Empire is a turn-based game. Beginning with the start player and proceeding clockwise, players take turns until the game ends; each turn may be either a Work turn or a Generate turn. The end of the game is triggered when the last Pollution token is removed from the Global Impact track. At that point, each player gets one more turn, including the player who triggered the endgame. Then points are tallied to determine the winner!
PLAYER TURNS
On your turn, choose one of these two options: Work or Generate. Then, carry out the steps for the type of turn you have chosen.
RESTRICTIONS:
• If you have no Workers remaining on your player mat, you must choose to Generate.
• If you Generated on your previous turn, you must choose to Work.
WORK TURNS
Work turns are where most of the action happens in the game. During Work turns you will be using the Workers, Energy, and other assets you have gathered to build Structures, visit other board locations, and activate your built Structures and Nation card for a variety of benefits.
To take a Work turn, you must:
1. Place a Worker on the main board
Then you may:
2. Activate your Structures (and/or Nation card) of the type (Industry/Commerce/Government) matching the area of the board you placed a Worker on in Step 1.
1. PLACE A WORKER
Take one of your Workers from your player mat, place it on one of the 13 locations on the main board and perform its associated action. This is not optional and must be done.
Each location displays a Worker symbol (briefcase); this shows where you may place your Worker. See The Board Locations on pages 13-15 for details on how the thirteen different main board locations work.
TWO REQUIREMENTS FOR PLACING A WORKER ON A LOCATION
To place a Worker on a location, you must have sufficient resources to perform the location’s action (if that action has a cost associated with it, indicated by the black Spend arrow).
The “Spend arrow” is on many cards and board locations. Whenever you see it, it means that you must discard something (taking it from your player mat to the general supply) in order to gain something.
For example, the Recycling Center card tells you that when activating it you must spend 1 Plastic to gain 1 Cleanup action (explained on page 11).
To place a Worker on a location, you must also be placing the tallest stack in the location. If there are no Workers already in the location, this means that your single Worker will be enough, since it will be the tallest stack. However if the location is already occupied (by any Workers, including your own from previous turns), you must stack your Worker on top of Energy before placing it so that your new stack is the tallest in the location.
STACKING YOUR WORKER ON ENERGY
Energy used for stacking must come from your player mat. If you don’t have enough Energy to create the tallest stack in a location, you may not place a Worker in that location.
You may choose to place more Energy than is required (even if the location is unoccupied), in order to create a higher stack and make it more difficult for players to use that location later.
You may not use additional Workers to make your stack taller; a stack must only be composed of any number of Energy tokens with 1 Worker on top.
You may use a board location that you used on a previous turn, by building a new stack of Energy with a Worker on top, following the same rules. You may not add to a stack of your own that is in the location from a previous placement.
RECYCLING
CENTER
3
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Neutral Workers (2-player Only). Remember you placed a “permanent” neutral Worker on each of the three Structure Markets during Setup (see page 4)? Those Workers are always taken into consideration for the players, which means that you will never be able to place a single unstacked Worker in those locations in a 2-player game.
PERFORM THE LOCATION’S ACTION
After placing your Worker, you must carry out the action for that location. Pay the printed costs (if any) by discarding the appropriate resources from your player mat to the general supply. (See The Board Locations on pages 13-15 for details on how the different main board locations work.)
Example: Yellow wants to visit the Mine, so he places 1 Worker there. No Energy is required since the location was unoccupied (though he could have stacked some if he wanted to). He then takes 1 Steel from the supply and places it on his mat.
Later, Blue wants to visit the Mine. She must stack at least 1 Energy so that her stack is taller than the Worker that’s already occupying the location. She wants to make it difficult for other players, so she stacks 2 Energy under her Worker. She then takes 1 Steel from the supply and places it on her mat.
On a later Work turn, Yellow wants to visit the Mine again. To make the tallest stack, he must make a new stack composed of 1 Worker with at least 3 Energy beneath it; luckily he has enough on his player mat! He then takes 1 Steel from the supply and places it on his mat.
2. ACTIVATE YOUR STRUCTURES AND/OR NATION CARD
You begin with no Structures but will acquire them as the game goes on. For easier management, keep your acquired Structures arranged into three separate groups by type: Industry, Commerce, and Government.
Structures may be activated with either Workers or Energy (as explained below). You may only activate your own Structures. You may activate as many Structures as your Energy and Workers will allow, as long as the following requirements are met:
• The Structure must be available to use. At the bottom of all Structure cards is a display showing how many Workers/Energy are required to activate it and how many times (once or twice) it may be activated before it is no longer available:
Single Use. Place 1 Worker or 1 Energy to activate this structure.
Single Use. Place 2 Workers, or 2 Energy, or 1 Worker & 1 Energy (at the same time) to activate this structure.
Double Use. Place 1 Worker or 1 Energy to activate this structure. You may activate the structure a second time on a later turn (not on the same turn), again placing 1 Worker or 1 Energy.
• The Structure must be of the same type as the location on the main board where you placed your Worker this turn (Industry, Commerce or Government). (For example, if you placed a Worker on a Government location in step 1, the only Structures you may activate in step 2 are Government Structures, and/or your Nation card.)
• You must possess the correct resources to perform the Structure’s action, if it has a Spend arrow. See the following page for some examples.
NUCLEAR REACTOR 5
WAREHOUSE 3
PLASTICS FACTORY x2x2
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8
Example: In the first step of his Work turn, Orange placed a Worker on the Trade location of the main board. Because Trade is a Commerce location, he may activate any Commerce Structures he has (and his Nation card if he wants to—see below), but not any Industry or Government Structures he has.
Orange’s Airport is unactivated. Orange uses an Energy to activate it, placing it on the Structure card; note that Orange must have an Oil barrel available to spend for the Airport’s action. He discards an Oil barrel to the supply and gains $2 and 1 VP.
8 Example In the first step of his Work turn Orange placed a Worker on the Trade location of the main board Because Trade is a Commerce location he may activate any Commerce Structures he has and his Nation card if he wants to see below but not any Industry or Government Structures he has Orange s Airport is unactivated Orange uses an Energy to activate it placing it on the Structure card note that Orange must have an Oil barrel available to spend for the Airport s action He discards an Oil barrel to the supply and gains 2 and 1 VP
Orange’s Farm is unactivated. Orange uses a Worker and an Energy to activate it, placing them both on the Structure; he gains $2 and 1 VP.
Orange’s Shopping Mall can be activated twice. He spends a Worker to activate it now, discarding a Plastic to the supply in exchange for $3. The Structure can be activated a second time, but Orange is not allowed to activate a double use Structure twice on the same turn. Perhaps on a later Work turn he’ll have the opportunity!
ACTIVATING YOUR NATION CARD
Your Nation card functions just like a Structure, except that it may be activated on any Work turn, regardless of which type of location you used on the main board.
As with Structures, you may not activate your Nation card if it has already been activated (has a Worker or Energy already on it), or if you don’t have the resources available to perform its action.
Activating your Nation card allows you to progress on the United Nations track one time (see The United Nations on page 15).
Example: Orange has an Energy token remaining and decides to activate his Nation card. He places the Energy on the card, and spends 1 Oil barrel and $2 to progress one step on the United Nations track.
Important: At the end of your Work turn, leave all the Worker and Energy tokens you placed (on the board and on your Structure/Nation cards) where they are. GENERATE TURNS
After a few turns of placing Workers and Energy, you may want to regroup and generate more Energy! A steady supply of Energy gives you more options, and lets you activate more Structures. (Note the restrictions around when you may take a Generate turn on page 6.)
To take a Generate turn, you must follow these steps:
1. Claim an Agenda (optional)
2. Return Workers and discard Energy
3. Refine Oil barrels to gain Oil dice
4. Roll Energy dice and gain Energy
5. Pollute
1. CLAIM AN AGENDA
At the start of your Generate turn, if you have 2 or more unused Workers and/or Energy remaining on your player mat, you may claim one Agenda. Choose one of the available Agenda cards beside the main board, and place it face down on your player mat in the designated space (you may look at it at any time).
Draw a new Agenda card from the deck and place it face-up beside the main board to replace the one you took.
Example: Blue has 2 Energy and 1 Worker left on her player mat, so she may take an Agenda. She takes Healthy Forests (she thinks it will yield her a lot of points), puts it on her player mat face-down, and reveals a new Agenda from the supply face-up to replace it.
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8 16 24 32 40 48 56 64
19 17 25 33 41 49 57 65
72
73
SOLAR HYDRO COAL NUCLEAR OIL
6
1
2, 3,
4, 5 GOVERNMENT
AGENDA
GOVERNMENT
AGENDA CONFIDENTIAL
2
You may use Workers/Energy to
activate your matching Structures,
and/or your Nation (& Spy) card.
Use 1 Worker to activate
1 board Location. Stack with
Energy as required or desired.
You may claim
1 Agenda if you
have 2 or more
Workers/Energy left.
Retrieve all your
available Workers
and discard all
your Energy.
You may refine 4x:
gain 1 temporary
Oil die per barrel
discarded.
You may then roll any available Energy dice, gain Energy and
pollute accordingly. If you do not pollute, discard 1 Pollution
token from the Global Impact Track.
2 2 2 2
MAXIMUM 5
MAXIMUM 1
AIRPORT
1
63
FARM
1
63
63
MAXIM’S
SHOPPING MALL
3
63
– MAXIMUM 5VP PER AGENDA –
1 1 1 1 1
– MAXIMUM 5VP PER AGENDA –
1
GOVERNMENT
AGENDA
– MAXIMUM 5VP PER AGENDA –
1
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1 Worker to activate 1 board Location Stack with Energy as required or desired You may claim 1 Agenda if you have 2 or more Workers Energy left Retrieve all your available Workers and discard all your Energy You may refine 4x gain 1 temporary Oil die per barrel discarded You may then roll any available Energy dice gain Energy and pollute accordingly If you do not pollute discard 1 Pollution token from the Global Impact Track 2 2 2 2 MAXIMUM 5 MAXIMUM 1 AIRPORT 1 63 FARM 1 63 63 MAXIM S SHOPPING MALL 3 63 MAXIMUM 5VP PER AGENDA 1 1 1 1 1 MAXIMUM 5VP PER AGENDA 1 GOVERNMENT AGENDA MAXIMUM 5VP PER AGENDA 1 63
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9
2. RETURN WORKERS AND DISCARD ENERGY
Collect all of your in-play Workers from the main board and from your Structures and Nation card, and return them to your player mat. Discard all your Energy from everywhere—the main board, your Structures, even your player mat—to the supply.
You now have no energy.
3. REFINE OIL TO GAIN OIL DICE
You may discard up to 4 Oil barrels from your player mat to the general supply, “refining” them. For each Oil barrel you refine, gain 1 brown Oil energy die. Oil dice are temporary and are discarded at the end of this turn.
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4. ROLL ENERGY DICE AND GAIN ENERGY
You begin the game with no Energy dice (unless your Nation card provided you with one), but you will gain dice as the game progresses. During this step, you may choose to roll zero or any or all of your Energy dice to produce Energy, including any temporary Oil dice you gained this turn. Roll your chosen dice all at once.
The results of your rolled dice determine the amount of Energy you gain, and determine if and how you pollute your Environment (see Pollute, below). The amount of Energy you produce is equal to the total number of Energy symbols displayed on all your rolled dice; take that many Energy tokens from your supply and place them on your player mat (up to the maximum of 10).
The chart on your player mat shows what each type of die can produce.
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Example: If you rolled 1 white Solar-Wind die, 1 black Coal die, 1 blue Hydro-Geo die, and 1 brown Oil die and got these results, you would produce 7 Energy.
Do not disturb the dice yet; you need to look at them for the next phase, Pollute.
5. POLLUTE
After producing energy, pollution may occur. Take 1 Pollution token from the leftmost spot on the Global Impact track that still has any, and look at the numbers on your die results from step 4. The die with the highest number is the one that determines what you should do with the Pollution token. Note: If more than one die is tied for highest, you choose which one of the tied dice counts as the highest one.
• If you did not roll any dice, or if the die with the highest number is a white Solar-Wind or a blue Hydro-Geo die, your Environment will not get polluted. Discard the Pollution token into the general stockpile.
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• If the highest numbered die is a black Coal or a brown Oil die, your Environment will get polluted. Place the Pollution token into your Environment, Pollution side up, on any unpolluted space you choose. (An Environment space is “unpolluted” if it doesn’t have Pollution, Nuclear Contamination, or an Oil well already in it.)
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• If the highest numbered die is a yellow Nuclear die, your Environment becomes polluted with Nuclear Contamination (which is more difficult to clean up than regular pollution—explained later). Place the Pollution token into your Environment with the Nuclear Contamination side up, on any unpolluted space you choose.
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At the end of this step, return all your brown Oil dice back to the supply. Return your other Energy dice to your player mat.
See the following page for some examples.
63
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Here are some examples of different possible dice results for steps 4 and 5:
Example: You gain 6 total Energy. The brown Oil die is the highest, so you take 1 Pollution from the Global Impact track and place it in your Environment. Then you discard the brown Oil die and return the other dice to your player mat.
Example: You gain 8 total Energy. The blue Hydro-Geo die is the highest, so your Environment does not get polluted; discard 1 Pollution from the Global Impact track into the general stockpile. Then you discard both your brown Oil dice and return the other dice to your player mat.
Example: You gain 7 total Energy. The yellow Nuclear die is the highest, so you gain 1 Nuclear Contamination from the Global Impact track and place it in your Environment. Then you return the dice to your player mat.
Example: You gain 6 total Energy. The yellow Nuclear die and the white Solar-Wind die are tied for highest, so you get to choose which of them counts as the highest. You pick the Solar die. You discard 1 Pollution from the Global Impact track into the general stockpile. Then you return the dice to your player mat.
YOUR ENVIRONMENT
Your nation’s Environment is represented by a grid of three rows (Air, Forest, and Ocean) on your player mat. You begin the game with one Pollution token in your Air row, but as the game progresses, you will likely be adding Pollution, Nuclear Contamination, and Oil Wells to the grid.
Each space of your grid can hold a single token.
When a space is occupied by a token of any kind, it is considered to be polluted. An empty space in your grid is considered to be unpolluted.
The column bonuses at the bottom of each column indicate bonus VP won at the end of the game if the respective column is completely unpolluted.
SOLAR HYDRO COAL NUCLEAR OIL
?
6
1
5, 4,
3, 2
2
You may use Workers/Energy to activate your matching Structures, and/or your Nation (& Spy) card.
Use 1 Worker to activate 1 board Location. Stack with Energy as required or desired.
You may claim 1 Agenda if you have 2 or more Workers/Energy left.
GOVERNMENT AGENDA
Retrieve all your available Workers and discard all your Energy.
You may refine 4x: gain 1 temporary Oil die per barrel discarded.
You may then roll any available Energy dice, gain Energy and pollute accordingly. If you do not pollute, discard 1 Pollution token from the Global Impact Track.
MAXIMUM 1 GOVERNMENT AGENDA
MAXIMUM 5
SETUP GOVERNMENT AGENDA
Air row
Forest row
Ocean row
Column bonuses
GAINING POLLUTION AND NUCLEAR CONTAMINATION
Pollution is gained mostly from rolling Energy dice and from acquiring Structures (see Gaining a new Structure on page 14 for details), but there are a few other ways you might gain Pollution as well. Unless otherwise instructed, when you gain a Pollution token (regardless of whether it is Pollution or Nuclear Contamination), take the token from the leftmost spot on the Global Impact track that still has any, and add it to your Environment with the correct side up.
Once placed, tokens in your Environment may not be rearranged.
Unless specifically instructed to place the token in a particular row of your Environment, you may place a gained Pollution token in any unpolluted space.
Sometimes, you will be instructed to gain Pollution in a particular row. In that case, you may place the token in any unpolluted space in that row.
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These symbols, found on some Structure cards and elsewhere, indicate you should add Pollution or Nuclear Contamination to a specific row of your Environment.
Example: When you acquire the Nuclear Agency (above, left), you must place 1 Nuclear Contamination token in your Air row. Take a Pollution token from the leftmost spot on the Global Impact track and place it in unpolluted space in your Air row with the Nuclear Contamination side up.
If you are instructed to place a Pollution token into a row of your Environment that is already full, place the token in any unpolluted space.
If you gain a Pollution token and your Environment is completely polluted, discard the token to the stockpile.
CLEANUP
Although you may not rearrange tokens in your Environment, there is a way to remove them. The “cleanup” symbol appears on the Clean Up location on the main board, and also on several Structures that you might acquire. For each cleanup symbol you activate, you may choose one of these actions to perform:
Remove a Pollution token (Pollution-side up, not Nuclear Contamination) from any space of your Environment, and return it to the general supply.
Remove one Oil Well token from your Environment and return it to the general supply. (See the Oil Drilling section on page 14 for more details about Oil Wells.)
Choose one Nuclear Contamination token in your Environment and flip it over to become Pollution. The token must stay in the same space of your Environment. (It therefore takes 2 Cleanup actions to remove a Nuclear Contamination token entirely—1 action to flip it to the Pollution side and 1 more action to remove the Pollution.)
GLOBAL IMPACT TRACK
The Global Impact track is a timeline for the game. During the game, Pollution tokens will steadily be removed from the leftmost spot that still has any. When a spot first becomes empty of tokens, a new Global Impact is triggered and a new price of Oil comes into effect.
TRIGGERING A GLOBAL IMPACT
The current player finishes resolving the action they are performing (not their entire turn). If there is a face up Global Impact card remaining from an earlier triggering, discard it. Reveal the leftmost Global Impact card from the row of face down cards below the main board, and carry out its effects. (See below for details.) After carrying out the Global Impact card, the current player continues the rest of their turn.
Example: The final Pollution token has just been removed from a space on the Global Impact track; it is the second space that has emptied in this game. Discard the current face-up Global Impact card (from the previous triggering), and reveal the next face-down one.
This is the “peek at an upcoming Global Impact” symbol. It is found on the Scientific Research location on the main board, and also on several Structure cards. When you activate this symbol, you may peek at 1 face-down Global Impact card of your choice along the top of the main board. Seeing future Global Impacts can be a great advantage!
MATERIALS
RESEARCH
4
NUCLEAR AGENCY
5
FARM
4
1
63
63
63
63
63
63
63
EARLY ThflfifflffThThffi Each player may drill for oil, as if using the drill for oil action spot.
GLOBAL IMPACT
EARLY
GLOBAL IMPACT
EARLY
63
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CARRYING OUT A GLOBAL IMPACT
Each Global Impact card is divided into three parts.
Global Impact cards affect all players, not just the active player. Resolve the card’s three parts in this order:
EARLY ThflfifflffThThffi Each player may drill for oil, as if using the Oil Drilling location.
A Score an Environment row. (See below.)
B Reset a Structure market. (See below.)
C Apply the special effect of the card
Each Global Impact card has a unique special effect.
Some cards have an immediate effect, and some cards have a persistent effect that lasts until the next Global Impact card is triggered. The special effect is described in both icons and text on each card.
Example: A new Global Impact has been triggered and it is the Oil Boom card. Players resolve the card in order, from left to right and top to bottom:
A Each player scores their Forest row.
B The Government market is reset.
C Then, all players follow the card’s special effect. For this card, each player (in player order, beginning with the active player) may perform the drill for oil action, as if they had placed a worker on the Oil Drilling board location.
Importantly, whenever a Global Impact card instructs that players must or may perform a particular action or event, this occurs in turn order, beginning with the active player.
If a Global Impact card rewards a player for having “the most” of a resource, and more than one player is tied for the “most,” all tied players receive the bonus.
Players should always complete the effects as much as they can. For example, if a player must give up $3 and they only have $2, they must give up $2.
This symbol is often found on Global Impact cards and reminds players that the event affects all players.
This symbol is similar but reminds players that everyone except the current, active player is affected.
A rectangle refers to particular board locations. (In this instance, place a Science token on every Government board location.)
SCORING ENVIRONMENT ROWS
A triggered Global Impact card causes all players to score a particular Environment row, indicating which row with one of these icons:
All players score their Air row.
All players score their Forest row.
All players score their Ocean row.
When scoring a row, every player gains 1 VP for each unpolluted space in the indicated row. A space is “unpolluted” if it holds no tokens of any kind.
Example: This player would score 4 VP for their Air row, or 2 VP for their Forest row, or 1 VP for their Ocean row, depending on the Global Impact card.
RESETTING STRUCTURE MARKETS
A triggered Global Impact card also causes one of the three Structure markets to be reset, indicating which market with one of these icons:
Reset the Government market.
Reset the Industry market.
Reset the Commerce market.
To reset a market simply discard all of the Structures in the indicated market, and draw new Structures of the appropriate type to replace them, filling in from left to right.
If a Structure card deck ever runs out while resetting, shuffle its discards and form a new Structure deck.
COMMERCE MARKET
POWER PLANT
AGENDA
INDUSTRY MARKET
HYDRO/GEO COAL NUCLEARSOLAR/WIND
AGENDA
AGENDA
GOVERNMENT MARKET
(MAXIMUM 1)
CHEMISTRY MINING OIL DRILLING
CLEAN UP
SCIENTIFIC RESEARCH EDUCATION TRADE FINANCE OIL TRADE
?
4
3
8 12 15 17
UNITED NATIONS
UNITED NATIONS, NEW YORK
START BEST:
NATIONS UNIES
INTERNATIONAL EMERGENCY FUND FONDS INTERNATIONAL D’URGENCE
10 20 30 40 50 60 80 110 140
1 2 3 4 5 6 7 8 9
100 130
120
70
90 150
1 2 3 4 5 6 7 8 9
10 20 30 40 50 60 70-90 100-120 130-150
0
0
+10
COMMERCE
WAREHOUSE3 FARM4
1
4
1
MASS TRANSIT
3 2 1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
SOLAR HYDRO COAL Nuclear OIL
?
6
1
5, 4,
3, 2
2
You may use Workers/Energy to activate your matching Structures, and/or your Nation (& Spy) card.
Use 1 Worker to activate 1 board Location. Stack with Energy as required or desired.
You may claim 1 Agenda if you have 2 or more Workers/Energy left.
WAREHOURS WARAEHOAUOSER
Retrieve all your available Workers and discard all your Energy.
You may refine 4x: gain 1 temporary Oil die per barrel discarded.
You may then roll any available Energy dice, gain Energy and pollute accordingly. If you do not pollute, discard 1 Pollution token from the Global Impact Track.
2 2 2 2
MAXIMUM 1GOVERNMENT
AGENDA
GOVERNMENT
AGENDA
MAXIMUM 5
SETUPWAREHOUEOS
AGENDA
GOVERNMENT
AGENDA
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13
SCORING ENVIRONMENT ROWS
A triggered Global Impact card causes all players to
score a particular Environment row, indicating which
row with one of these icons:
All players score their Air row.
All players score their Forest row.
All players score their Ocean row.
When scoring a row, every player gains 1 VP for
each unpolluted space in the indicated row. A space is
“unpolluted” if it holds no tokens of any kind.
Example: This player would score 4 VP for their Air
row, or 2 VP for their Forest row, or 1 VP for their
Ocean row, depending on the Global Impact card.
RESETTING STRUCTURE MARKETS
A triggered Global Impact card also causes one of
the three Structure markets to be reset, indicating
which market with one of these icons:
Reset the Government market.
Reset the Industry market.
Reset the Commerce market.
To reset a market simply discard all of the Structures
in the indicated market, and draw new Structures of
the appropriate type to replace them, filling in from
left to right.
If a Structure card deck ever runs out while
resetting, shuffle its discards and form a new
Structure deck.
COMMERCE MARKET
INDUSTRY MARKET
POWER PLANT
HYDRO/GEO COAL NUCLEARSOLAR/WIND
AGENDA
AGENDA
AGENDA
GOVERNMENT MARKET
(MAXIMUM 1)
CHEMISTRYMININGOIL DRILLING
CLEAN UP
SCIENTIFIC
RESEARCHEDUCATIONTRADEFINANCE OIL TRADE
?
4
3
8 12 15 17
UNITED NATIONS
UNITED NATIONS, NEW YORK
START BEST:
NATIONS UNIES
INTERNATIONAL EMERGENCY FUND FONDS INTERNATIONAL D’URGENCE
10 20 30 40 50 60 80 110 140
1 2 3 4 5 6 7 8 9
100 130
120
70
90 150
1 2 3 4 5 6 7 8 9
10 20 30 40 50 60 70-90 100-120 130-150
0
0
+10
COMMERCE
WAREHOUSE3 FARM4
1
4
1
MASS
TRANSIT
Example: The Global Impact card instructs players to
reset the Commerce market. They discard all three Com-
merce structures currently in the market, and replace
them from left to right with new cards drawn from the
Commerce deck.
OIL PRICES
The price of Oil is always the value showing beneath
the leftmost spot on the Global Impact track that still
has any Pollution tokens in it. That value equals the
price of 3 barrels of Oil. At the beginning of the
game, the price of Oil is therefore $1 for 3 barrels of
Oil.
Example: It is well into the game and several spots on
the Global Impact track have emptied. The price of Oil is
currently $3 for 3 barrels of Oil.
ENDGAME TRIGGER
When the final Pollution token is removed
from the last (rightmost) spot on the Global
Impact track, this triggers the end of the game,
in addition to triggering a Global Impact as
usual. (See Endgame and Scoring on page 18 for
details.) Note that in the final round, the price of
Oil remains $5.
GAME PIECES ON LOCATIONS
Some Global Impact cards instruct you to place game
pieces such as resources or Pollution tokens on main
board locations. These are taken from the stockpile
and then placed on the board in the indicated loca-
tions.
Later, if a player places a Worker on a location which
contains resources or tokens, they immediately gain
all of the resources and/or tokens on that location,
before resolving the action.
Note that a player may use that resource immediately
to pay a cost associated with that placement, and this
may also fulfill the requirement for being able to use
that location!
EARLY Thflfifflff
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+
Example: The Cheap Imports Global Impact card causes
1 Plastic to be placed on each Commerce location. The
next player who uses one of these locations will be able
to collect the 1 Plastic before carrying out the action.
For example, a player may go to the Commerce market,
collect the Plastic, then use that Plastic to purchase a
Structure.
BOARD LOCATIONS
The thirteen locations on the main board are
arranged into three types: Industry, Commerce,
and Government. The Industry locations are the
five located on the brown clipboard on the left, the
Commerce locations are the four located on the
gray clipboard in the middle, and the Government
locations are the four located on the green clipboard
to the right.
Remember! The location you visit on the main board
also determines the type of Structures you may use on
that turn.
THE MARKETS
There is a Structure market for each type: Industry,
Commerce, and Government. Placing a Worker in
one of the three Structure Markets allows you to buy
one of the three Structure cards currently below that
market.
After you have placed a Worker in a Market location,
indicate which Structure you wish to build, then pay
the cost for that Structure as shown above the card
(the cost depends on which Market the card is in and
how far to the left the card is). The cost can be paid
with either money or resources (but not a combina-
tion of the two). Spent money or spent resources are
discarded into the general supply.
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14
For example, this Location is the Government Market
where you may place a Worker to build a Government
Structure.
In this example, a player could spend $2 or 1 Science to
build Public Infrastructure, $3 or 1 Science to build
Nuclear Reactor, or $4 or 2 Science to build Materials
Research.
GAINING A NEW STRUCTURE
Once you have paid for a Structure, take it and place
it in front of you. (Keep your Industry, Commerce
and Government Structures separated for easy
management.) The new Structure is available to be
activated immediately.
Each Structure card has a VP value. These VP are
added to your score at the end of the game.
Some Structures also have a symbol indicating
Pollution or Nuclear Contamination. This token is
gained once—immediately when you gain the card.
Take a Pollution token from the leftmost spot of
the Global Impact track that still has any, and add it
to the indicated row of your Environment with the
correct side up.
There are duplicates of some Structure cards. You are
allowed to build a Structure that duplicates one you
built earlier.
Example: You have just purchased the Airport (above),
and have placed it in front of you with your other Com-
merce Structures.
You will earn 4VP for it at the end of the game.
This card has a symbol on it that indicates you must
pollute your Air row; you take a token from the leftmost
stack on the Global Impact track and add it to your
Environment in the Air row.
This Structure’s action is now available to activate.
REFILLING THE MARKET
Any time a card is removed from a Market, immedi-
ately slide the remaining cards in that market to the
left to fill in the empty space, then draw a new card
from the appropriate deck and place it in the right-
most space of the market (on top of the deck).
If a Structure card deck ever runs out while refilling,
shuffle its discard pile and form a new Structure deck.
Example: After purchasing the Warehouse from the
middle space in the Commerce market, you slide Farm
to the left, and reveal a new card from the Commerce
Structure deck so there are 3 cards available again.
OTHER INDUSTRY LOCATIONS
OIL DRILLING
Take 1 Oil Well token from the
stockpile and place it in your Environ-
ment. Then gain 3 Oil barrels from the
stockpile.
An Oil Well may only be placed in an
unpolluted space marked by the Drilling
symbol:
3 2 1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
SOLAR HYDRO COAL NUCLEAROIL
?
6
1
2, 3,
4, 5 GOVERNMENT
AGENDA
GOVERNMENT
AGENDA CONFIDENTIAL
2
You may use Workers/Energy to
activate your matching Structures,
and/or your Nation (& Spy) card.
Use 1 Worker to activate
1 board Location. Stack with
Energy as required or desired.
You may claim
1 Agenda if you
have 2 or more
Workers/Energy left. NUCLEARCT NUCULEAURATLC
Retrieve all your
available Workers
and discard all
your Energy.
You may refine 4x:
gain 1 temporary
Oil die per barrel
discarded.
You may then roll any available Energy dice, gain Energy and
pollute accordingly. If you do not pollute, discard 1 Pollution
token from the Global Impact Track.( )
2 2 2 2
MAXIMUM 5
MAXIMUM 1
(there are four such spaces in
your Environment). If no such space is
available, you may not drill for Oil.
COMMERCE MARKET
INDUSTRY MARKET
POWER PLANT
HYDRO/GEO COAL NUCLEARSOLAR/WIND
AGENDA
AGENDA
AGENDA
GOVERNMENT MARKET
(MAXIMUM 1)
CHEMISTRYMININGOIL DRILLING
CLEAN UP
SCIENTIFIC
RESEARCHEDUCATIONTRADEFINANCE OIL TRADE
?
4
3
8 12 15 17
UNITED NATIONS
UNITED NATIONS, NEW YORK
START BEST:
NATIONS UNIES
INTERNATIONAL EMERGENCY FUND FONDS INTERNATIONAL D’URGENCE
10 20 30 40 50 60 80 110 140
1 2 3 4 5 6 7 8 9
100 130
120
70
90 150
1 2 3 4 5 6 7 8 9
10 20 30 40 50 60 70-90 100-120 130-150
0
0
+10
NUCLEAR
REACTOR
5
MATERIALS
RESEARCH
4
PUBLIC
INFRASTRUCTURE
3 Gain $1 for each Industry or
Commerce structure you own.
63
AIRPORT4
1
VP Value
Effect
Commerce
icon
Pollution icon
Single Use icon
COMMERCE MARKET
INDUSTRY MARKET
POWER PLANT
HYDRO/GEO COAL NUCLEARSOLAR/WIND
AGENDA
AGENDA
AGENDA
GOVERNMENT MARKET
(MAXIMUM 1)
CHEMISTRYMININGOIL DRILLING
CLEAN UP
SCIENTIFIC
RESEARCHEDUCATIONTRADEFINANCE OIL TRADE
?
4
3
8 12 15 17
UNITED NATIONS
UNITED NATIONS, NEW YORK
START BEST:
NATIONS UNIES
INTERNATIONAL EMERGENCY FUND FONDS INTERNATIONAL D’URGENCE
10 20 30 40 50 60 80 110 140
1 2 3 4 5 6 7 8 9
100 130
120
70
90 150
1 2 3 4 5 6 7 8 9
10 20 30 40 50 60 70-90 100-120 130-150
0
0
+10
COMMERCE
WAREHOUSE3 FARM4
1
4
1
MASS
TRANSIT
HYDRO/GEO COAL NUCLEARSOLAR/WIND
(MAXIMUM 1)
CHEMISTRYMININGOIL DRILLING
TRADEFINANCE OIL TRADE
CLEAN UP
SCIENTIFIC
RESEARCHEDUCATION
63
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15
MINE
Gain 1 Steel from the general supply.
CHEMISTRY
Spend 1 Oil barrel to gain 2 Plastic, 1 Science, and gain 1 Pollution from the leftmost spot of the Global Impact track that still has any and place it in your Environment.
POWER PLANT
Spend the displayed resources to gain one Energy die, and place the die on your player mat. Dice are limited to the available supply. The dice you gain are kept permanently, and may be used on every one of your Generate turns.
Gaining Energy Dice
You are limited to owning 5 Energy dice at a time. Place them in the 5 slots on the right side of your player mat. Temporary Oil dice are not placed in those slots and do not count towards that limit. You may discard any Energy die back to the supply at any time, to make room for obtaining a new, different one. Dice are worth victory points at the end of the game (See Endgame and Scoring on page 18 for details.)
The Hydro-Geo Dice
You are limited to one blue Hydro-Geo die. When you gain a Hydro-Geo die, you must also take one Pollution token from the leftmost spot of the Global Impact track that still has any and place it in the Forest row of your Environment.
OTHER COMMERCE LOCATIONS
FINANCE
Choose one of the following three options:
• Gain $2
• Gain $3 and all other players gain $1 each
• Gain $4 and all other players gain $2 each
BUY/SELL OIL
Choose one of the following two options:
• Spend money equal to the current price of Oil (see page 13) to gain 3 Oil barrels.
• Return 3 Oil barrels to the stockpile to gain money equal to the current price of Oil.
You may only perform a single transaction with this action. You cannot spend double the current price of Oil to gain 6 Oil barrels, for example.
TRADE
Make any number of exchanges between yourself and the general stockpile. Resources eligible for trade are $2, 1 Steel, 1 Plastic, and 1 Science. For example, you may trade $2 and 2 Science for 2 Steel and 1 Plastic.
OTHER GOVERNMENT LOCATIONS
EDUCATION
Spend $3 to gain 1 Worker of your player color and place it on your player mat. The new Worker is available immediately for use. Also, gain 1 Pollution from the leftmost spot of the Global Impact track that still has any and place it in your Environment.
SCIENTIFIC RESEARCH
Gain 1 Science from the general supply. Then peek at one face down Global Impact card of your choice, being careful not to reveal the card to other players. Return the card to the same position.
CLEANUP
Spend 1 Science to perform two Cleanup actions. (See Cleanup on page 11 for details.)
HYDRO/GEO COAL NUCLEARSOLAR/WIND (MAXIMUM 1)
CHEMISTRY MINING OIL DRILLING
TRADE FINANCE OIL TRADE
CLEAN UP SCIENTIFIC RESEARCH EDUCATION
HYDRO/GEO COAL NUCLEARSOLAR/WIND (MAXIMUM 1)
CHEMISTRY MINING OIL DRILLING
TRADE FINANCE OIL TRADE
CLEAN UP SCIENTIFIC RESEARCH EDUCATION
HYDRO/GEO COAL NUCLEARSOLAR/WIND (MAXIMUM 1)
CHEMISTRY MINING OIL DRILLING
TRADE FINANCE OIL TRADE
CLEAN UP SCIENTIFIC RESEARCH EDUCATION
HYDRO/GEO COAL NUCLEARSOLAR/WIND (MAXIMUM 1)
CHEMISTRY MINING OIL DRILLING
TRADE FINANCE OIL TRADE
CLEAN UP SCIENTIFIC RESEARCH EDUCATION
HYDRO/GEO COAL NUCLEARSOLAR/WIND (MAXIMUM 1)
CHEMISTRY MINING OIL DRILLING
TRADE FINANCE OIL TRADE
CLEAN UP SCIENTIFIC RESEARCH EDUCATION
HYDRO/GEO COAL NUCLEARSOLAR/WIND (MAXIMUM 1)
CHEMISTRY MINING OIL DRILLING
TRADE FINANCE OIL TRADE
CLEAN UP SCIENTIFIC RESEARCH EDUCATION
HYDRO/GEO COAL NUCLEARSOLAR/WIND (MAXIMUM 1)
CHEMISTRY MINING OIL DRILLING
TRADE FINANCE OIL TRADE
CLEAN UP SCIENTIFIC RESEARCH EDUCATION
HYDRO/GEO COAL NUCLEARSOLAR/WIND (MAXIMUM 1)
CHEMISTRY MINING OIL DRILLING
TRADE FINANCE OIL TRADE
CLEAN UP SCIENTIFIC RESEARCH EDUCATION
HYDRO/GEO COAL NUCLEARSOLAR/WIND (MAXIMUM 1)
CHEMISTRY MINING OIL DRILLING
TRADE FINANCE OIL TRADE
CLEAN UP SCIENTIFIC RESEARCH EDUCATION
---
16
THE UNITED NATIONS
As described in Activating Your Nation Card on page
8, you may use your Nation card in the same way you
would use a Structure. The Nation card ability allows
you to spend the indicated resources to move your
player marker one space to the right on the United
Nations track on the main board. This represents your
nation gaining influence at the UN.
At the end of the game, you receive the victory points
indicated at the bottom of the column occupied by
your marker. In addition, there is a leader bonus of 3
VP for the player who has moved the farthest on the
track. This leader bonus is split between players tied
for furthest (see Ending the Game and Scoring on
page 18 for details).
Player markers may occupy the same spaces on the
track, except for the last space, which may only be
occupied by one marker. (Once a player has moved
into that space, no player on the previous space may
advance further.)
Example: Orange has activated their Nation card with
an Energy token, and has spent the required 1 Oil barrel
and $2. He moves his marker one space to the right on
the United Nations track, ending up in the same space as
Yellow. If Red finishes the game in this space, he’ll earn
the 12 VP displayed at the bottom of the column.
If the game were to end with the markers in these posi-
tions, Red and Yellow would split the 3VP leader bonus,
rounding down to 1 VP each.
GENERAL RULES
UNDERSTANDING STRUCTURES
Obtaining and using
Structures well is vital
to building your energy
empire. Each Structure
has several common
characteristics described
here.
A VP value
Tells you how many
Victory Points you will
receive at the end of the
game for owning this
Structure card.
B Structure type
Tells you whether a Structure is Industry, Commerce
or Government.
C Pollution type
Some Structures cause you to gain Pollution or
Nuclear Contamination, only at the moment you
acquire the card. (Explained earlier in Gaining a new
Structure on page 14.)
D Effect
Structures have a variety of effects. Some effects have
costs. Costs always sit to the left of a black Spend
arrow. (The benefits sit to the right of the arrow.)
If there is no Spend arrow, the shown benefits are
gained without resource costs (in this case, Gain 1
Plastic, for free).
E Activation Type
These icons tell you how many Workers/Energy are
required to activate the Structure and if it can be ac-
tivated twice (as detailed on page 7). In this case, the
card may be activated twice (on different Work turns)
with a single Worker or Energy token.
The following Examples of Different Structure Card
Effects should give you an overall idea of how the
icons displaying different card effects “work”.
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1917253341495765
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í N ](‚!™M˜ CMYK PLASTICFSOSTF
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Computer Factory
Spend 1 Plastic to
gain 1 Science and $2.
Iron Mine
Gain 2 Steel.
3
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EECW ColdWar Cards 44x67mm FRONTS indd 286 4 19 9 48 AM 2 1 EECW ColdWar Cards 44x67mm FRONTS indd 296 4 19 9 48 AM 1 1 EECW ColdWar Cards 44x67mm FRONTS indd 306 4 19 9 48 AM EECW Structure Cards 44x67mm indd 811 10 2021 10 19 01 AM EECW Structure Cards 44x67mm indd 911 10 2021 10 19 01 AM EECW Structure Cards 44x67mm indd 1011 10 2021 10 19 01 AM EECW Structure Cards 44x67mm indd 1111 10 2021 10 19 01 AM EECW Structure Cards 44x67mm indd 1211 10 2021 10 19 01 AM EECW Structure Cards 44x67mm indd 1311 10 2021 10 19 01 AM EECW Structure Cards 44x67mm indd 111 10 2021
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GAINING RESOURCES
Unless otherwise specified, whenever any aspect of the game instructs you to gain any resource, take the appropriate amount of that resource from the general supply and store it on your player mat.
STAYING ORGANIZED
It is important that you keep all of your assets (resources, Workers, Energy, Energy dice, and Agendas) properly stored on your player mat. This will help limit confusion during the game about which assets are legitimately owned and in play. Remember to take note of any maximums!
Maximums per Player
1 Hydro-Geo die
4 temporary Oil dice
5 Agendas
5 non-Oil Energy dice
6 Worker tokens
10 Energy tokens
GAINING VICTORY POINTS (VP)
Whenever you gain VP, advance your player token on the Score track by that many spaces.
Note that some VP are scored immediately (such as from Structure activations or Global Impact cards) but most are scored at the game’s end (see page 18).
Whenever your main scoring token would advance past 9, instead reset it to zero and advance your secondary scoring token by 1 space, adding 10 VP to your total score.
Example: Violet advances 3VP on the Score track, taking their score over 28. They adjust their tokens appropriately to show their current score is 31 points.
AGENDAS
Government Agenda cards provide a way to make use of surplus Energy or Workers with the potential to gain additional VP. You begin the game with one Agenda and may claim one additional Agenda each time you begin a Generate turn with at least 2 Workers/Energy left over (see Claim an Agenda on page 8).
You are limited to owning a maximum of five Agendas at any one time. However, you may discard an Agenda at any time to make room for a new one.
Discarded Agendas are removed from the game. Keep your Agendas face down on your player mat until the end of the game. You may peek at your own Agendas whenever you want.
Agendas provide VP to their owners at the end of the game, as described on the tiles. Each Agenda has a maximum value of 5 VP: This means that if you merit more than 5VP according to the Agenda, earn 5VP instead.
Note the scoring example including Agenda card scoring on page 18.
63
Port
Spend $1 to gain either
1 Oil or 1 Steel or
1 Plastic or 1 Science.
Stock Market
Gain $3.
All other players
gain $1 each.
Space Program
Spend 1 Science to gain
1 VP, peek at a Global
Impact card and gain
either 1 Plastic or 1 Steel.
Science Academy
Either gain 1 Science
or Spend 2 Science
to gain 1 Worker.
PORT4
SCIENCE
ACADEMY
3
OR
SPACE
PROGRAM
4
1
STOCK
MARKET
2
---
18
ENDING THE GAME & SCORING
When the last Pollution token is removed from the Global Impact track, the end of the game is triggered. Once the active player’s turn ends, every player takes one more turn, including the active player.
• The price of Oil remains $5 during the final turns.
• Players may still gain Pollution as a result of their actions; Pollution tokens gained during these final turns are drawn from the general supply instead of from the Global Impact track.
• The final turn for each player may be either a Work turn or a Generate turn; it is up to the players to anticipate the endgame’s approach and time their gameplay accordingly.
Once all players have taken their final turn, the game is over and the scores are determined!
DETERMINING SCORES
Players tally the VP they earn from all of the below sources (also listed on the back of all Nation cards), advancing their tokens along the Score track to reflect the gains and adding to whatever VP were earned during the game from various sources.
Structures
Total the VP shown on the top-left of all your owned Structures.
Energy Dice
Gain 2 VP for each Energy die on your player mat at the end of the game.
United Nations track
Score VP for the space your player token is in. The player who moved furthest on the track receives the leader bonus of 3 VP. (If there is a tie, split the leader bonus evenly between tied players, rounding down.)
Agendas
Reveal your Agendas and determine the value of each. Remember that each Agenda has a maximum value of 5 VP. (This simply means that if you merit more than 5VP according to the Agenda, earn 5VP instead.)
Environment
Score 1 VP for each unpolluted space in your Environment. Score column bonuses for the 3rd (1VP), 4th (2VP), and 5th (3VP) columns, if they are entirely unpolluted.
The winner is the player with the most Victory Points. That player has built the most powerful Energy Empire!
TIEBREAKER
At the end of the game, if 2 or more players are tied, the winner is the tied player with the most remaining resources: Money (divided by 2 and rounded down) + Plastic + Steel + Science + Oil.
END GAME SCORING EXAMPLE
Yellow earns the 22 VP shown on her Structures.
Yellow earns 8 VP for her 4 Energy dice.
Yellow earns the 12 VP for the space she’s in on the United Nations track, plus the 3 VP leader bonus for being the furthest to the right on the track.
Yellow also earns 14 VP for the four Agendas she’s collected.
OIL PIPELINE 3
WAREHOUSE 3
FARM 4
PUBLIC INFRASTRUCTURE 3
Gain $1 for each Industry or Commerce structure you own.
NUCLEAR REACTOR 5
MATERIALS RESEARCH 4
GOVERNMENT AGENDA 1
– MAXIMUM 5VP PER AGENDA –
– MAXIMUM 5VP PER AGENDA –
– MAXIMUM 5VP PER AGENDA –
– MAXIMUM 5VP PER AGENDA –
= 4 VP = 3 VP
= 3 VP = 4 VP
---
SOLAR HYDRO COAL NUCLEAR OIL
You may use Workers/Energy to activate your matching Structures, and/or your Nation (& Spy) card.
Use 1 Worker to activate 1 board Location. Stack with Energy as required or desired.
You may claim 1 Agenda if you have 2 or more Workers/Energy left.
GOVERNMENT
Retrieve all your available Workers and discard all your Energy.
You may refine 4x: gain 1 temporary Oil die per barrel discarded.
You may then roll any available Energy dice, gain Energy and pollute accordingly. If you do not pollute, discard 1 Pollution token from the Global Impact Track.
MAXIMUM 1 GOVERNMENT AGENDA
MAXIMUM 5 GOVERNMENT AGENDA
SETUP
GOVERNMENT AGENDA
GOVERNMENT AGENDA
Yellow earns 7 VP for 7 unpolluted spaces in her Environment, plus the rightmost column bonus of 3 VP for having zero pollution in that column.
Adding the 69 points tallied above to the 37 points she earned during the game, Yellow’s final score is 106!
PLAYING SOLO
Energy Empire can be played solo! It’s probably best to be familiar with the normal game before you try to play it solo, so that you’ll clearly understand the difference that these rules make. (There is also a more involved and challenging solo mode included in the Cold War expansion later in these rules!)
SETUP DIFFERENCES
Follow the setup rules for a 2-player game, with the following differences:
• Neutral Workers: In addition to the Neutral Workers you place for a 2-player setup (1 in each of the Structure Markets), place two more: one each on the Power Plant and Clean Up locations.
• Structure Cards: For each of the three Structure Markets, use only the leftmost and rightmost card spaces. For the entire game, leave the middle card space in each market empty. (It’s not a bad idea to place a Nuclear Contamination token in each middle spot to remind you that those spaces are off limits.)
• Alternate Finance Location tile: Place the Alternate (A-side) Location tile for Finance (showing the Gain $3 icon) on top of the Finance Location space on the main board.
• Agendas: Remove the following two Agendas before playing, and return them to the box: Award Winning and Global Influence.
• Energy Dice: Keep only the following Energy dice in the general supply; return all others to the box: 2 Solar-Wind (white), 1 Hydro-Geo (blue), 2 Coal (black), 4 Oil (brown), 2 Nuclear (yellow).
• Global Impact Track: Stack only 2 Pollution tokens on each space of the track.
• Nation Card and Starting Agenda: Select your starting Agenda following the normal rules. For your Nation card, choose any one Nation card from the 10 possibilities, and return the rest to the supply. (You may keep one to use the End Game Scoring reference side.)
GAMEPLAY DIFFERENCES
Gameplay follows all of the rules for Energy Empire with the following small differences:
• No Opponents: If you are instructed to give a resource to another player, instead return that resource to the general stockpile. Neutral Workers are considered to belong to other players.
• Finance Board Location: As directed in the alternate Finance Location tile, gain $3 when you place a Worker at this location.
• Claiming Agendas: When you claim an Agenda, remove the other two Agendas from the board. Return those Agendas to the game box, and draw three new Agendas from the supply.
• U.N. Track Leader Bonus: You receive no Leader Bonus for your position on the track. (It’s not a bad idea to place a Nuclear Contamination token on the Leader Bonus VP symbol to remind you that it is not available in solo play.)
OBJECTIVES
To win a solo game of Energy Empire, you must accomplish all of the following:
• Reach the last space of the United Nations Track.
• Receive 20 or more Victory Points from Agendas (Reminder: you are limited to 5 Agendas, and each Agenda is limited to 5 points.)
• Have a total final score of 100 points or higher
If you can satisfy all of these objectives, congratulations!
Your score determines your rank as follows:
• 100 to 109 Points: Secretary of State
• 110 to 119 Points: President
• 120 to 129 Points: UN Secretary General
• 130 Points or more: Nobel Prize Winner
---
20
After the atomic bombs fell on Hiroshima and Nagasaki, and the dust settled from World War II, the nations of the world rebuilt their economies and infrastructure and the atomic age began. Nations forged alliances through strong diplomacy. They built rockets and satellites and began the space race. They constructed enough nuclear missiles to destroy the world many times over. Their spies were around every corner. The Cold War had begun.
The Cold War Expansion adds new strategic options to Manhattan Project: Energy Empire. The Cold War Expansion is divided into separate modules, designed so they can be used on their own or combined in any way.
It is recommended that these modules be added to Energy Empire gradually and not all at once. Players may pick and choose the modules they like best to customize their game, or even choose to eventually add all of the modules at the same time.
The Cold War Expansion adds many opportunities for player interaction and creates more varied ways to win. Experienced players will notice that some of the things they are used to doing in Energy Empire might become more difficult, but the new strategic options and paths to victory greatly enhance replayability.
ENERGY EMPIRE - COLD WAR EXPANSION
---
21 COMPONENTS
7 EXTRA NATION CARDS
18 EXTRA STRUCTURE CARDS
6 Government (green), 6 Industry (brown), 6 Commerce (black).
6 EXTRA LATE GLOBAL IMPACT CARDS
30 COLD WAR CARDS
5 SPY CARDS
1 per player. With extra Cold War End Game Scoring reminders on the back.
DOOMSDAY CLOCK COUNTER
Acts as a “hand” for the Doomsday Clock. When the counter reaches midnight, the end of the game is triggered.
END GAME SCORING
Gain VP from your Structures.
Gain 2 VP for each Energy die.
Gain VP according to your current space on the United Nations track. If you moved furthest on this track, gain an additional 3 VP.
Score your Agendas. Remember that you may score a maximum of 5 VP for each single Agenda.
Gain 1 VP for each unpolluted space in your Environment.
Score column bonuses for the 3rd, 4th, and 5th columns, for each that is entirely unpolluted.
The total is your score. Highest score wins. Tiebreaker: Remaining resources (Money divided by 2 and rounded down + Plastic + Steel + Science + Oil)
9 MEGA-STRUCTURE CARDS
3 Government (green), 3 Industry (brown), 3 Commerce (black)
COLD WAR PREPARE FOR
1-12
END GAME SCORING COLD WAR
Gain 1 VP for each Cold War card.
Score Leader Bonuses for Space Race (satellite), Military (missiles), and Diplomacy (flags). In each of these three categories, the player with the highest value gains VP equal to the current time on the Doomsday Clock. The player in second place gains half that, rounded down.
Remember, you need at least one matching symbol to score any points in a category.
In case of a tie for highest value, gain the points for second place, and second place gains nothing.
In case of a tie for second place, gain nothing.
SPY Use opponent’s structure. That opponent gains $1.
COMMERCE MARKET INDUSTRY MARKET
POWER PLANT
HYDRO/GEO COAL NUCLEAR SOLAR/WIND
AGENDA
AGENDA
AGENDA
GOVERNMENT MARKET
(MAXIMUM 1)
Game Over!
DOOMSDAY CLOCK
4
5
6
7
9
2
3
8
12
11
10
1
CHEMISTRY MINING OIL DRILLING
CLEAN UP
SCIENTIFIC RESEARCH EDUCATION
TRADE FINANCE OIL TRADE
4
3
8 12 15 17
UNITED NATIONS
UNITED NATIONS, NEW YORK
START
BEST:
NATIONS UNIES
INTERNATIONAL EMERGENCY FUND FONDS INTERNATIONAL D’URGENCE
?
10
20
30
40
50
70
100
130
160
1
2
3
4
5
6
7
8
9
120
150
140
90 110
60 80
170
1 2 3 4 5 6 7 8 9
150-170 120-140 90-110 60-80 50 40 30 20 10
00
+10
All components for use with the Cold War expansion are labelled with the “CW” mark.
HIGHWAY OVERPASS
2 Activate one unoccupied Commerce location.
REVERSE SIDE OF THE BOARD
When playing with the Doomsday Clock module of Cold War, be sure to use the reverse side of the board, showing the Doomsday Clock towards the top-right of the board.
63
GLOBAL IMPACT
LATE LATE
SCORE ID
) ( Until the next Global Impact is triggered, players must discard two Energy after each Generate turn.
7 TELESCOPE ARRAY
At any time, you may look at any Global Impact card.
8 INTERNATIONAL CORPORATION
When placing a Worker on the board, you may stack Energy from the supply under that Worker. Pay $1 per Energy.
---
22
NEW CARDS
NEW NATIONS
This module introduces seven new nations for players
to choose from.
To use these cards, simply add them to the Nation
cards from the base game. If you wish, you may deal
three Nations to each player instead of two. Each
player still chooses only one to use. The new Nation
cards are used in the same way as the Nation cards in
the base game of Energy Empire.
NEW LATE GLOBAL IMPACTS
The new Global Impact cards can be shuffled in with
the other Late Global Impact cards during setup.
A new rule is needed because some of the new Global
Impact cards can cause players to lose Workers:
If an effect would cause you to lose your last active
Worker, ignore that effect.
NEW STRUCTURES
The new Structure cards can be shuffled in with the
other Structure cards during setup.
The new Structures should not be used without the
original cards. It is important that there is some mix-
ing of the old and new cards.
There are some new concepts on the new Structure
cards that may require additional explanation. These
are known as the “Wild” cards, the “Generate” cards,
and the “Bridge” cards.
“WILD” CARDS
Government Contractor, Retooled
Factory, and Developer:
When you activate one of these
Structures, choose one of the cards
in the matching Structure market
and use the effect of the chosen
Structure as if you had just activated
it.
You do not place any Workers or
Energy on the Structure in the market to use it,
only on your own Wild Structure (as normal) when
you activate it. You must still pay any resource cost
required by the Structure you have chosen to use.
You may not choose a card if you cannot pay its costs,
nor can you choose a card that only activates during
Generate turns (see below).
Example: You could place two Workers on your Gov-
ernment Contractor in order to use the Nuclear Reactor
while it is on the main board in the Government
market.
“GENERATE” CARDS
Harbor, Residential Solar, etc.
Several Structures now give you a
benefit when you take a Generate
turn, either at the beginning of the
turn or when Energy is actually
produced. These benefits are gained
automatically without paying any
cost. These Structures have a “Gen-
erate” icon where the Activation
symbol normally would be.
“BRIDGE” CARDS
Stone Bridge, Suspension Bridge, and
Highway Overpass:
These cards allow you to place Work-
ers on the main board more than
once during a single turn.
After activating your Bridge, place a
single Worker from your player mat
onto an unoccupied location of the
same type on the main board and use
that location’s effect.
Each Bridge is limited to placing one single worker
(without any Energy) on an unoccupied space—
meaning a location that is not occupied by one or
more Workers. The location can have tokens or re-
sources on it and still be considered unoccupied. Also,
you may only choose a location if you can actually use
its effect, and you must use the effect.
Example: After placing a Worker on the Finance loca-
tion of the main board, you could place an Energy token
or Worker on your Highway Overpass in order to place
1 Worker on the unoccupied Commerce Market location
of the main board and buy a new Commerce Structure.
3
GOVERNMENT
CONTRACTOR
3Use the effect
of one Structure
in the Government
Market.
HARBOR
HIGHWAY
OVERPASS
2Activate one unoccupied
Commerce location.
---
23
MEGASTRUCTURES
Megastructures are somewhat like Structures, and
are purchased in a similar way from the appropriate
Structure markets. But, for all game purposes, they do
not count as Structures. They confer large amounts of
victory points and powerful abilities.
CHANGES TO SETUP
Shuffle the Megastructure cards, and then draw a
number of them equal to the number of players plus
one. Place the Megastructures face up near the top of
the board. Return the unused Megastructure cards to
the box.
BUYING A MEGASTRUCTURE
You can purchase a Megastructure instead of a
regular Structure when you place a worker in the
corresponding market: Industry, Government, or
Commerce.
To purchase a Megastructure, you must meet its
minimum qualifications listed at the bottom of
the card and you must pay its resource cost listed
in the bottom right corner.
Once you have purchased a Megastructure, place it in
your tableau. If the Megastructure indicates pollution
in the top right corner, take the token from the Glob-
al Impact track, as normal. Megastructures are scored
at the end of the game.
Minimum Qualifications
Have two or more
Industry Structures
Have two or more
Commerce Structures
Have two or more
Government Structures
Have advanced at least two times on the
United Nations Track
Own two or more energy dice
ESPIONAGE
Secret agents and spies were an important tool for
nations during the Cold War, and now, players may
use espionage in Energy Empire! With this module,
every player has a limited ability to use the other play-
ers’ Structures, thanks to their spies!
CHANGES TO SETUP
At the beginning of the game, each player takes one
Spy card. This card is placed next to their Nation card.
USING ESPIONAGE
You can use your Spy card during any Work turn,
just like your Nation card. After placing a Worker
on the main board, you may activate your Spy card
along with any other cards in your area, in any order,
following the normal rules.
After placing one Worker or Energy token on your
Spy card, you may immediately use any other player’s
Structure by placing the required Workers and/or
Energy on your opponent’s Structure card. The cho-
sen card must be available for use: that is, it must not
already be “filled up” with Workers and/or Energy.
The chosen card must also be of the appropriate type,
matching the location of the main board where you
placed your Worker that turn.
The target player of your Espionage gains $1 from the
general supply.
WAREHOUSE
3 SPYUse opponent’s structure.
That opponent gains $1.
63
Example: If you place a Worker on a Commerce location
of the main board, you may activate your Spy card to
use another player’s Commerce Structure, but not an
Industry or Government Structure.
Espionage often makes your opponent’s Structure un-
available for them to use themselves... as long as your
Workers and/or Energy tokens remain on that card!
Remember that a player’s Worker and Energy tokens will
remain where they have been placed (on locations and
cards) until they take a Generate turn!
7
OIL CARTEL
At any time, you
may discard 1 Oil
to gain $2.
A B
---
24
THE DOOMSDAY CLOCK
The Cold War was a time of great fear. To counter
threats posed by their rivals, nations invested massive
amounts of resources into armaments and spacecraft,
and struggled to forge alliances through diplomacy.
This module enables players to compete in the Cold
War by acquiring Cold War cards while raising the
stakes and the threat of nuclear war.
Historical Note: In 1947, scientists created the “Dooms-
day Clock” as a warning that the arms race was increas-
ing the threat of all-out nuclear war.
CHANGES TO SETUP
COMMERCE MARKET
INDUSTRY MARKET
POWER PLANT
HYDRO/GEO
COAL
NUCLEAR
SOLAR/WIND
AGENDA
AGENDA
AGENDA
GOVERNMENT MARKET
(MAXIMUM 1)
Game
Over!
DOOMSDAY
CLOCK
4
5
6
7
9
2
3
8
12
11
10
1
CHEMISTRY
MINING
OIL DRILLING
CLEAN UP
SCIENTIFIC
RESEARCH
EDUCATION
TRADE
FINANCE
OIL TRADE
4
3
8
12
15
17
UNITED NATIONS
UNITED NATIONS, NEW YORK
START
BEST:
NATIONS UNIES
INTERNATIONAL EMERGENCY FUND
FONDS INTERNATIONAL D’URGENCE
?
10
20
30
40
50
70
100
130
160
1
2
3
4
5
6
7
8
9
120
150
140
90
110
60
80
170
1
2
3
4
5
6
7
8
9
150-170
120-140
90-110
60-80
50
40
30
20
10
00
+10
63
COLD WAR
Prepare!
FOR
COLD WAR
Prepare!
FOR
• Place the game board with the Doomsday Clock
side face up.
• Place the “hand” (counter) of the clock on the “1”
space.
• Shuffle the Cold War cards to form a face-down
Cold War deck and place it on the table near the
Doomsday Clock.
• Even if not using the Spy cards, hand each player
one of them as a reference card for the End Game
scoring reminders (listed on the back of the cards).
• If playing with 2 players, or with the Clash of Na-
tions solo mode, start with the Clock counter on
the “3” space. Also place the top card of the Cold
War deck face-up, nearby. This card represents
the Cold War strength of a “Third World Nation”
which will also compete with the player(s).
PLACING A WORKER
ON THE DOOMSDAY CLOCK
The Doomsday Clock counts as a location. During a Work turn, you may place a Worker on the Dooms-
day Clock, following the same rules as a regular place-
ment, including placing Energy with your Worker if
necessary or desired.
There is an additional cost that must be paid in order
to place a Worker on the Doomsday Clock. The cost
is indicated by the hand of the clock, and increases
during the game.
Example: At the beginning of the game, when the hand
points to 1, the cost to place a Worker on the Doomsday
Clock is $2. Later, when the clock reaches 7, the cost is $2
plus 2 Oil, and the player must take a Pollution token,
too (see image of the clock, to the left).
Pollution tokens taken as a result of using the
Doomsday Clock must be taken from the Global
Impact track as usual.
After you place a worker on the Doomsday Clock,
carry out the following effects:
1. Advance the Clock: Move the hand of the
Clock one space clockwise.
2. Draw Cold War Cards: Draw 3 cards from
the Cold War deck. Choose 1 to return to the
bottom of the deck and keep the other two,
placing them near your player mat. One of those
cards must be placed face-up and the other must
be placed face-down. You may look at your own
face-down Cold War cards at any time. Stack
your face-up cards so you can easily tally your
values in the three Cold War categories: Space
Race (satellite), Military (missiles), and Diplo-
macy (flags).
Note: If playing with 2 players, or with the Clash of
Nations solo mode, instead of returning 1 Cold War
card to the bottom of the deck, place it face-down
near the face-up card placed at setup, to be included
as part of the Third World Nation’s cards.
3. Activate Cards in Your Tableau: Then, you may
continue your turn by activating the cards in
your tableau as normal. Unlike when you place
a Worker on the other board locations, you are
not limited to activating just one of the three
card types. You may use any of the cards in your
tableau: Industry, Commerce, and Government,
as well as your Nation and Spy cards, placing
Workers and Energy normally.
Note: If a Global Impact card instructs players to place
a resource on all board locations of a certain type, do not
place a resource on the Doomsday Clock.
STRIKING MIDNIGHT
If the hand of the Doomsday Clock reaches 12,
the end of the game is triggered. Once the active
player’s turn ends, every player takes one more
turn, including the player who advanced the clock
to 12.
Note: The game can also end when all the Pollution
tokens have been taken from the Global Impacts
track, as usual. Players must keep an eye on both end
game conditions!
in your tableau Industry Commerce and Government as well as your Nation and Spy cards placing Workers and Energy normally Note If a Global Impact card instructs players to place a resource on all board locations of a certain type do not place a resource on the Doomsday Clock STRIKING MIDNIGHT If the hand of the Doomsday Clock reaches 12 the end of the game is triggered Once the active player s turn ends every player takes one more turn including the player who advanced the clock to 12 Note The game can also end when all the Pollution tokens have been taken from the Global Impacts track as usual Players must keep an eye on both end game conditions
---
SCORING THE COLD WAR
At the end of the game, players receive victory points for their efforts in the Cold War (these points are listed on the back of the Spy cards for reference):
Cold War Cards
Each Cold War card you have is worth 1 VP.
Leader Bonuses
In addition, bonuses are awarded separately to the top two leaders in each of the three Cold War values: Space Race (satellite), Military (missiles), and Diplomacy (flags). To determine the leaders of the Cold War values, all players reveal their Cold War cards, and total the numerical values beneath each of the symbols.
The player with the highest tally in each value receives the Leader bonus. The number of VP received for this bonus is equal to the current time on the Doomsday Clock. The player in second place receives half of the Leader bonus, rounded down.
A player can only claim a bonus if they have at least one symbol in the value being scored.
COMMERCE MARKET
POWER PLANT
HYDRO/GEO
COAL
NUCLEAR
SOLAR/WIND
AGENDA
AGENDA
AGENDA
INDUSTRY MARKET
GOVERNMENT MARKET
(MAXIMUM 1)
Game Over!
DOOMSDAY CLOCK
4
5
6
7
9
2
3
8
12
11
10
1
CHEMISTRY
MINING
OIL DRILLING
CLEAN UP
SCIENTIFIC RESEARCH
EDUCATION
TRADE
FINANCE
OIL TRADE
4
3
8
12
15
17
UNITED NATIONS
UNITED NATIONS, NEW YORK
START
BEST:
NATIONS UNIES
INTERNATIONAL EMERGENCY FUND FONDS INTERNATIONAL D’URGENCE
?
10
20
30
40
50
70
100
130
160
1
2
3
4
5
6
7
8
9
120
150
140
90
110
60
80
170
1
2
3
4
5
6
7
8
9
150-170
120-140
90-110
60-80
50
40
30
20
10
00
+10
63
COLD WAR
Prepare!
FOR
COLD WAR
Prepare!
FOR
Example: If the “hand” of the Clock is pointing to the 9 at the end of the game, then the Leader bonus is 9 VP. The player with the second highest Military value would get 4 VP (half of the Leader bonus, rounded down).
If playing with 2 players, or with the Clash of Nations solo mode, flip all the Third World Nation’s cards face-up at the end of the game. The Third World Nation competes with the players for first and second place in all three categories (but doesn’t actually score any points).
Ties: If there is a tie for the highest value of a category, each of the tied players receives half of the bonus VP, rounded down. Do not award any bonus for second place.
If there is no tie for first place, but there is a tie for second place, the players tied for second place do not receive any bonus.
Example: It is the end of the game. As well as all the usual End Game Scoring, Blue, Orange, and Yellow need to score for their efforts in the Cold War. The players earn 1 VP per Cold War card they have and then compare their tallies in each Cold War value (Note that in this example, the Doomsday clock reached 9 o’clock):
Orange has the most Space Race points (2+2+1=5) so advances 9 VP on the Score track (because the Doomsday Clock is at 9 o’clock). Blue gains 4 VP for coming second.
Blue has the most Military points (3+2+1=6) so advances 9 VP on the Score track. Yellow came second and scores 4 VP.
Orange has the most Diplomacy points (3+1+1=5) so advances 9 VP on the Score track. Blue and Yellow both have 2 Diplomacy points, however they score 0 VP as they tied for second place.
1
-12
1
3--
1
2-1
1
11-
1
-11
1
--2
1
-12
Blue Orange Yellow
1
1-1
1
-3-
1
12-
---
26
CLASH OF NATIONS - SOLO MODE
This expansion module allows you to play a solo game of Energy Empire in a whole new way!
Clash of Nations consists of two decks of 24 cards each. These cards direct the placement of Workers and Energy on the main board, representing the efforts of an Evil Nation, to create a challenging and dynamic play environment that will test the skills of even the most experienced Energy Empire players!
When using this module, follow all the standard rules for setup and gameplay unless otherwise indicated below.
These solo rules replace the solo rules on pages 19-20 of this rulebook.
COMPONENTS
48 CLASH OF NATIONS CARDS
2 decks (Early & Late) of 24 cards each
SETUP
Evil Nation Pieces: After you have chosen your player color, choose an unused color to represent your rival, the Evil Nation. Turn one of the player mats over to the reverse side. Use this to manage the Evil Nation’s pieces and the Clash of Nations cards. Take all of the Workers (6) and Energy (10) of the Evil Nation and place them on the mat. Shuffle each of the Clash of Nations decks separately and place them nearby, face down.
Board Setup: Stack 4 Pollution tokens on each space of the Global Impact track. Fill all three spaces of each Structure market with Structure cards of the appropriate type. Do not place any Neutral Workers on the board. Place player tokens for yourself and for the Evil Nation on the zero spots of the Score track, and the leftmost space of the United Nations track.
Alternate Finance Location tile: Place the Alternate (A-side) Location tile for Finance (showing the Gain $3 icon) on top of the Finance Location space on the main board.
Energy Dice: Use only the following Energy dice, and return the rest to the game box:
2x Solar-Wind (white), 1x Hydro-Geo (blue), 2x Coal (black), 4x Oil (brown) & 2x Nuclear (yellow).
Nation Cards: You may select any starting Nation, or for an additional challenge, use a random Nation. You may select a Nation card for the Evil Nation, but their Nation has no impact on the game.
COMBINING WITH COLD WAR
You can combine Clash of Nations with the Cold War expansion modules, but you may need to make some adjustments, as listed below:
New Global Impact Cards: Remove the Proxy War card and return it to the game box. All other Global Impact Cards may be used.
New Structures and New Nations: All of the expansion Structures and Nations may be used.
Megastructures: Shuffle the Megastructures and draw 3 of them. Place these Megastructures face up beside the board, near the Structure markets. Each is available for you to purchase from the appropriate market if you have met the Minimum Qualifications.
Doomsday Clock: Take a single Worker from an additional unused player color and place it on the Doomsday Clock. That neutral Worker remains “on guard” for the entire game, forcing you to use energy in order to place on the Doomsday Clock.
Start with the clock at “3 o’clock.”
During setup, flip the top card of the Cold War deck face-up. This represents a “Third World Nation” that will compete with you (and the Evil Nation) in final scoring. Whenever you activate the Doomsday Clock, do not place 1 Cold War card on the bottom of the deck, but add it to the Third World Nation’s tally.
Espionage: This module cannot be used when playing solo.
GAMEPLAY
Clash of Nations Decks: These cards are used to direct the Evil Nation you will be competing against. At the beginning of the game, use the Early Clash deck.
forcing you to use energy in order to place on the Doomsday Clock Start with the clock at 3 o clock During setup flip the top card of the Cold War deck face up This represents a Third World Nation that will compete with you and the Evil Nation in final scoring Whenever you activate the Doomsday Clock do not place 1 Cold War card on the bottom of the deck but add it to the Third World Nation s tally Espionage This module cannot be used when playing solo GAMEPLAY Clash of Nations Decks These cards are used to direct the Evil Nation you will be competing against At the beginning of the game use the Early Clash deck
POWER PLANT
CHEMISTRY
4
E01
EARLY
GOVERNMENT MARKET
EDUCATION
3
E24
The Evil Nation
6
10If the Evil Nation has Workers left, they take a Work turn:
First, reveal a card from the appropriate Evil Nation deck, then: Place the Evil Nation decks here. Always use the deck corresponding to the current Global Impact card. Lastly, resolve the special icon on the Evil Nation card, if present. Place 1 Evil Worker on each of the 2 board Locations shown. Stack with Energy as required. If placing Evil Workers on a Market, remove the card indicated on the Evil Nation card. (Here: the middle card from the Government Market.) Take the indicated Agenda card and place it on the Evil Nation card.
(Here: the top card) Take 1 Pollution token from the Global Impact track and discard it. Advance the Evil Nation marker 1 space on the UN track. Advance the Doomsday clock 1 space. The Evil Nation scores all played Evil Nation cards, including face-down ones, plus their position on the UN track, plus points for Cold War symbols. First, take a card from the appropriate Evil Nation deck, keep it face-down, and discard 1 Pollution token from the Global Impact track. If the Evil Nation has no Workers left, they take a Generate turn instead: Lastly, if necessary, resolve Global Impact.
Remember that the Evil Nation is never affected in any way by Global Impacts.
EVIL WORK TURN
“UNITING THE GLOBE FOR YOU”
EVIL GENERATE TURN
Then, return all Evil Workers and all Evil Energy to this board.
( )
LATE
EARLY
---
of Nations deck. Immediately after the third Early Global Impact card has been triggered, you must switch to using the Late Clash of Nations deck for the rest of the game.
No Opponent Supply: If you are instructed to give a resource to another player, instead return that resource to the general supply.
Finance Board Location: As directed in the alternate Finance Location tile, gain $3 when you place at this location.
THE EVIL NATION’S TURN
You start the game by taking the first turn. After each of your turns, you must perform a turn for the Evil Nation.
If the Evil Nation has any Workers remaining on their player mat, then the Evil Nation must Work, otherwise the Evil Nation must Generate, creating a sequence of three Work turns followed by one Generate turn.
The Evil Nation Works and Generates in a similar (but not identical) way to how a player would:
WORK TURN
1. Draw one card from the appropriate Clash of Nations deck and place it face up in the Evil Nation’s area.
2. Place one of the Evil Nation’s Workers on both of the main board locations indicated on the Clash of Nations card, going from top to bottom.
* If Energy is required to place a Worker, use the minimum amount of Energy needed. If the Evil Nation doesn’t have enough Energy for a placement, it skips that placement (but don’t return the Worker to the player mat to preserve the sequence of Work and Generate turns).
* If a Worker is placed in a Structure Market, remove the Structure card indicated on the Clash of Nations card (with a red X) from that market and place it in the discard pile. Refill the market normally.
* If a Worker is placed on a location that contains any Pollution tokens, Nuclear Contamination tokens, or resources, those tokens or resources are immediately returned to the supply (the Evil Nation doesn’t collect them).
3. Consult the icon, if any, in the top section of the Clash of Nations card, and resolve its effect:
4. If necessary (due to removed Contamination) resolve the next Global Impact card.
5. After resolving Clash of Nations cards, arrange them in columns of four: three face-up for Work turns, and one face-down for each Generate turn (see example image, below).
GENERATE TURN
1. Without looking at it, take one card from the appropriate Clash of Nations deck and place it face down in the Evil Nation’s area. Remove one Nuclear Contamination token from the Global Impact track and place it on this card.
2. Take all of the Evil Nation’s Workers and Energy off the board and return them to the Evil Nation’s player mat.
3. If necessary (due to removed Pollution), resolve the next Global Impact card.
GOVERNMENT MARKET
CLEAN UP
4
E22
COMMERCE MARKET
OIL TRADE
3 2
E04
INDUSTRY MARKET
MINING
3 2
E13
COMMERCE MARKET
FINANCE
3
E16
GOVERNMENT MARKET
CLEAN UP
4
E22
COMMERCE MARKET
FINANCE
4
E11
GOVERNMENT MARKET
CLEAN UP
4
E22
COMMERCE MARKET
FINANCE
3
E16
INDUSTRY MARKET
OIL DRILLING
4 2
L19
TRADE
COMMERCE MARKET
5
L05
GOVERNMENT MARKET
CLEAN UP
4
E22
GOVERNMENT MARKET
CLEAN UP
4
E22
TRADE
COMMERCE MARKET
4
E05
Effect icons
The Structure
to discard from
the Market
End game VP
Place a second
Rival Worker
on this board
location.
Place one Rival
Worker on this
board location.
POWER PLANT
CHEMISTRY
4
E01
LATE
63
63 63 63
63
63
63
63
An example of the Evil Nation’s cards after 15 turns.
TRADE
COMMERCE MARKET
4
E05
POWER PLANT
OIL TRADE
4 2
E03
FINANCE
POWER PLANT
5
E02
GOVERNMENT MARKET
EDUCATION
3
E24
Move the Evil Nation’s marker one space to the right on the United Nations track.
Remove one Pollution token from the Global Impact track and place it on this card, Nuclear Contamination side up.
If you are using the Doomsday Clock, advance the Clock one space.
Take the indicated Agenda from those available and remove it from the game. You are allowed to look through any Agendas that have been removed.
---
28
SPECIAL RULES FOR THE EVIL NATION
The Evil Nation never gains or loses resources, never
really owns any Agendas or has any Pollution tokens,
and does not score Victory Points in any of the ways
that a player does.
Also, and very importantly: The Evil Nation is not
affected in any way by Global Impact cards.
ENDING THE GAME
The end of the game can be triggered either
by you, the player, or by the Evil Nation. As
in a normal game of Energy Empire, whoever
removes the last token from the Global Impact
track (or moves the Doomsday Clock to “12” )
will also be the last to take a turn after each
player takes one more turn.
SCORING VICTORY POINTS
You determine your score normally. The Evil Na-
tion’s score comes from the following sources:
• Clash of Nations cards played: Total all VP
on all of the Clash of Nations cards that were
played (shown on their top-left corners), includ-
ing all face down cards.
• The United Nations Track: The Evil Nation
scores points for the position of its marker on
the United Nations track. Determine the Leader
Bonus normally.
• The Doomsday Clock (if used): The Evil Nation
does not draw Cold War cards, but instead it has
symbols on the Clash of Nations cards. Total all
of the values for Military, Space Race, and Di-
plomacy on the Clash of Nations cards that were
played and compare them to your own and the
Third World Nation. The Evil Nation receives
VP for winning first or second place (or none at
all), as appropriate.
The Evil Nation does not receive VP from any other
sources (Agendas, Environment, etc.)
If your score is higher than the Evil Nation you won!
If not, perhaps you can schedule a rematch!
CLASH OF NATIONS 2-PLAYER
VARIANT
You can play a 2-player game using the Clash of
Nations deck to control an Evil Nation player
(turning the game into a 3-player game).
When doing so, use all of the rules above for
the Evil Nation. During setup, place 6 Pollution
tokens on each space of the Global Impact track.
The Evil Nation goes third in turn order.
Also during setup, do not place a neutral worker
on the Doomsday Clock.
UN ENVOY EXPANSION
This expansion module replaces the UN track with
various boards that allow players to select different
benefits.
COMPONENTS
30 UN ENVOY TOKENS
6 extra tokens per player
1 UN SECURITY COUNCIL REPLACEMENT
BOARD
8 UN TRACK BOARDS
SETUP
Select UN boards: Randomly select a number of
UN boards equal to the number of players plus 1 (for
example, 4 boards in a 3-player game). Return the rest
of the UN boards to the game box. Arrange the UN
boards beside the gameboard.
Note: If you are not using the Doomsday Clock expan-
sion module, sort the UN boards and remove the ones
depicting the Doomsday Clock icon. Otherwise, use all of
the boards.
Also note: If playing with 5 players and you are not
using the Doomsday Clock expansion module, you will
only have 5 UN boards in play (not 6).
Place the UN Security Council: Cover the UN Track
on the game board with the UN Security Council
miniboard.
63 63 63 63 63
UNITED NATIONS
UNITED NATIONS, NEW YORK
NATIONS UNIES
INTERNATIONAL SECURITY COUNCIL CONSEIL INTERNATIONAL DE SÉCURITÉ U N I T E D N A T I O N S , N E W Y O R K
Ghawar
Field
Burgan
Field
Gachsaran
Field
Bolivar
Coastal Field
OIL FIELDS
2 2 2 1
UN SECURITY COUNCIL
---
29
UN Envoy Tokens: Each player takes their 6 United
Nations Envoy tokens in their player color and puts
them beside their player mat.
GAMEPLAY
When using this expansion, players have an extra
option when wanting to influence the UN. Now,
the UN track is replaced with a choice of 3 board
locations, all of which allow players to expand their
influence at the UN. Depending on the particular
action chosen, the player will then be able to activate
their Structures of the matching location type. (A
player may even take the UN action twice in one turn
if, after using the new UN board location, they also
activate their Nation card!)
Whenever a player would advance on the United
Nations track, instead, they take one of their UN
Envoys (player tokens), and use it to claim a benefit
of their choice depicted on any of the UN boards in
play. Once claimed, the Envoy remains on the select-
ed space for the remainder of the game. No one may
claim the same benefit again.
Unlike the United Nations track in the standard
game, all benefits on UN boards, including Victory
Points, are gained immediately, except for the Cold
War icons: Military, Space Race, and Diplomacy.
These values are added to players’ totals at the end of
the game for determining Doomsday Clock leader
bonus scorings.
Note: Some game effects and cards check a player’s posi-
tion on the UN track. In such cases, each deployed envoy
is equivalent to one step of movement on the UN track.
Also note: If a Global Impact card instructs players to
place a resource on all board locations of a certain type,
do not place a resource on the UN Security Council
Board.
COMBINING WITH
THE CLASH OF NATIONS
When using the Clash of Nations solo mode, if the
Evil Nation would advance on the UN track, instead
take 1 of its UN Envoys and put it on the leftmost
available benefit on a UN board that has the fewest
UN markers. If there is a tie for fewest markers, the
player chooses between the tied choices.
The Evil Nation never receives the printed benefit
shown on the UN boards. At the end of the game, the
Evil Nation scores 4VP for every UN Envoy it had
deployed during the game (instead of scoring points
for how far it has moved along the UN Track).
Summary of the UN board benefits:
• Accolades. Take an Agenda from those available
and place it on your player mat, and sometimes,
some VP.
• Financial Centers. Earn various amounts of
Money and VP.
• Forums. Earn various amounts of VP and take 2
Cleanup actions.
• Nature Preserves. Earn various amounts of
Space Race points and VP.
• Nuclear Test Sites. Earn various amounts of
Military points and VP.
• Oil Fields. Earn various amounts of VP and
take a certain number of Oil barrels from the
stockpile.
• Space Milestones. Earn various amounts of
Space Race points and VP.
• Wonders. Earn various amounts of VP.
UNITED NATIONS
UNITED NATIONS, NEW YORK
NATIONS UNIES
INTERNATIONAL SECURITY COUNCIL CONSEIL INTERNATIONAL DE SÉCURITÉ
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30
ALTERNATE LOCATION TILES
Also included are 9 alternate location tiles that can be placed on top of the matching locations on the game board to add variety to your game! These can be used with any other module or expansion.
Each alternate location tile is double-sided, so there are 3 options for each location (including the original ones printed on the board).
To play with these alternate locations randomly select either side of the tiles, or select the alternate locations you wish to try. Your game may include a mix of location spaces from the base game (no tile), and A and B sides of the alternate Location tiles placed on the spaces you wish to vary.
OIL DRILLING
OIL DRILLING
For example, instead of using the Oil Drilling space printed on the board (Place 1 Oil Well and take 3 Oil barrels from the supply), you can use one of the alternate Locations to slightly change the feel of the game:
Either tile A: Place 1 Oil Well and take 4 Oil barrels from the supply.
Or tile B: Place 1 Oil Well and take 2 Oil barrels and $2 from the supply
CREDITS
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31
CREDITS
GAME DESIGN
Luke Laurie & Tom Jolly
ARTWORK & PRESENTATION
Heiko Günther
SPECIAL THANKS
Luke and Tom would like to give a special thanks to...
Brandon Tibbetts for his innovative design of the
original Manhattan Project game.
The core playtesting team which consisted of Sean
Geraghty, Michelle Greer, John Razo, Cliff Rowley,
and Gregg Saruwatari. This team worked for a whole
year, playing scores of games, testing all manner
of strategies, and breaking anything that could be
broken.
The hundreds of other playtesters who bravely tried
Energy Empire at various stages of its development.
We would have never succeeded without their sup-
port, criticism, and ideas. These playtesters included
Jeff Cornelius, Peter Dast, Stephen DeBaun, David
Donohue, Yvonne Duran, Vance Frankiewicz, Daniel
A. George, Jean Geraghty, Aldo Ghiozzi, Seth Jaffee,
David Johnson, Ed Jolly, Michelle Jolly, Eric Jome,
Yves LaFrance, Alex Lane, Tom Lathos, Maximus
Laurie, Odessa Laurie, Shawn Macleod, Christina
Major, Mark Major, Lisa Markus, Conor McNamara,
Philip Migas, Kris Miller, Christine Saruwatari,
Aaron Vanderbeek, Peter Vaughan, and many, many
more.
The early reviewers, including Forrest Bower, Richard
Ham, Lance Myxter, and Christopher Richter.
Frost Bite Games would like to acknowledge all the
work of Minion Games, and its founder James Mathe,
in producing the original version of this fabulous
game. We also wish to thank all of the Kickstarter
backers (of both editions). This game was made as
great as it was with your support!
ALSO AVAILABLE
www.frostbitegames.games
Toronto, CANADA
Manhattan Project: Energy Empire is ©2025 Frost
Bite Games. All rights reserved.
Printed in China.
Warning: Choking hazard! Keep away from children
under the age of 3. Please keep this information for
future reference.
Publishing Technology Solutions
1 Chemin de la Coume
09300 Lavelanet
FRANCE
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ICON GLOSSARY
Spend arrow: Pay what is on the left to gain what is on the right
Worker placement location
Pay or gain the amount of Money depicted
Pay or gain Plastic / Steel / Science / Oil / Victory Points
Perform a Cleanup
Peek at a face down Global Impact card
Score the matching Environment Row
Refresh the matching Structure Market
All players
Gain Space Race / Military / Diplomacy points
Gain Pollution/Nuclear Contamination in the matching Environment Row
Use 1 Worker or 1 Energy to activate
Use 2 Workers or 2 Energy to activate
Use 1 Worker or 1 Energy to activate (may be activated twice on different turns)
Draw 3 Cold War cards, keep 2
Either/Or (you have a choice)
Re-roll (re-roll all your white dice showing a “1”)
MASS TRANSIT
OIL TRADE
POWER PLANT
4 2
E03
Advance the Doomsday Clock
Discard one of your dice (A red X tells you to return something to the general stockpiles.)
Flip a Pollution token over
All other players (not you)
Pay or gain the depicted type of Energy die
A rectangle refers to a board location
Any die (except Oil)
Buy 3 Oil barrels for the depicted amount
Worker Energy Either
On a Work Turn
On a Generate Turn
Cold War card
Advance on the UN track
An oil drilling location
Gain an Oil Drill
Pay or gain...
Expansion card
Government/Industry/Commerce
Structures you don’t own
Structures you own
Have 2 of the depicted structures, or 2 dice, or have advanced at least 2 spaces on the UN track
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