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Full rulebook
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COMPONENTS
As the Twentieth Century dawns, the world is forever changed. Fueled by the Uranium Revolution, a new era of prosperity is here. The rich, the powerful, the free spirited... They all want a slice of the new life. Lucky for them, the energy consortiums working all over the planet, from Saxony to Australia, are more than happy to sell a few shares for extra investments. With these seemingly inexhaustible new sources of funding more and more entrepreneurs dared to set up their own experiment, and set out to make their own glowing bright green path to success! But no one can reach their heights with ambition only. Powerful Patrons are here, offering their wealth and knowledge to help you reach a new level and become the most respected entrepreneur of the time!
Nucleum: Energy Research Institute is an expansion to the base game of Nucleum and brings to life 8 new Experiments, and Patron cards with powerful abilities. All new Experiments are also compatible with Nucleum: Australia, Nucleum: Court of Progress, and Nucleum: Patron Set.
EXPERIMENT BOARD AND ITS RESPECTIVE TECHNOLOGY TILES
NUCLEUM: AUSTRALIA
SPECIAL SHIPPING TILE
NUCLEUM: COURT OF PROGRESS
ALTERNATIVE STARTING TILE
EXPERIMENT PLAYER AID
PATRON CARD BARON’S
PATRON CARD
6X PATRON CARDS FOR EXPERIMENTS FROM THE BASE GAME AND COURT OF PROGRESS EXPANSION
1 SCORING PAD
8 NEW EXPERIMENTS, EACH:
4 ADDITIONAL MINES (1 IN EACH PLAYER COLOR)
4 ADDITIONAL TURBINES (1 IN EACH PLAYER COLOR)
CHIEF MINER (EXPERIMENT H)
1 PLAYER BOARD EXTENSION (H)
1 PRESENCE MARKER
12 SPECIAL NEUTRAL BUILDING TILES (J)
MISTRESS OF ESPIONAGE (EXPERIMENT J)
15 TECHNOLOGY POINT TOKENS
2 SPECIAL ACTION TILES
1 ADDITIONAL SPECIAL DIRECTIVE TILE
GENIUS (EXPERIMENT K)
EXPERIMENT SPECIFIC COMPONENTS:
4 SPECIAL LABORATORIES (1 IN EACH PLAYER COLOR)
MADAME GOVERNOR (EXPERIMENT I)
2 TEMPORARY POTENTIAL TILES
MARKETEER (EXPERIMENT G)
1 CHAINING DEAL TILE
28 SPECIAL VP TOKENS (20X OF VALUE 1, 8X OF VALUE 5)
MASTER BOOKKEEPER (EXPERIMENT M)
2 CONSTANT POTENTIAL TILES
Note: There are no special components for The Scholar (Experiment N).
16 BUILDING TILES (4 IN EACH PLAYER COLOR)
URBANIST (EXPERIMENT L)
1 CHAINING PARK TILE
SIDE BOARD OVERLAY
5 STARTING ACTION TILES
EFFECT TILE
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Additional setup: When preparing the stacks of Silver and Gold Contracts (base game setup step 6C-6D), add one more Contract of each type. In other words, use 7/10/13 Silver and 11/13/17 Gold Contracts for a 2/3/4-player game. Remember, when playing with Nucleum: Australia, you must add 2 Contracts to each stack, therefore use 9/12/15 Silver and 13/15/19 Gold Contracts when Marketeer is used with that expansion.
Place the Chaining Deal tile face down below the Experiment Board.
Gameplay Changes: none.
Additional setup: Take the player board extension, an additional Mine, and an additional Turbine in your color. Place the extension below your player board and the additional Mine and Turbine on their dedicated spaces of the extension.
Gameplay Changes: After you unlock a technology with the player board extension, you may build the additional Mine and Turbine as per normal rules.
Additional setup: Replace your Level III Laboratory in your player color with the Special Laboratory provided in this expansion. Place both Temporary Potential tiles face down below the Experiment board. (See page 4 for more details on Potential tiles.)
Gameplay Changes: The level III Special Laboratory also counts as a Government Building.
CHIEF MINER
MADAME GOVERNOR
Place the side board overlay on its respective location in the endgame condition area.
The following replaces the 13th step (Experiment selection) of the base game’s player setup:
1. Randomly reveal a number of Experiment boards equal to the number of players + 1.
a. We strongly recommend using the Expert Variant described on page 4 for a balanced game play.
b. Otherwise choose Experiment boards in reverse player order.
2. Take the Experiment board, all respective technology tiles, the depicted Turbine Effect tile, all Starting Action tiles, and the Experiment player aid.
• If playing with the Nucleum: Court of Progress expansion, replace the Starting Action tiles with the Alternative Starting Action tiles showing the Court action as per the expansion rules. Otherwise, return these tiles to the box.
For most Experiments, the tile with “Pay 1 Thaler to advance any income marker by 1” subsidize action must be replaced, any exceptions are explicitly noted in this rulebook.
• If playing with the Nucleum: Australia expansion, take the corresponding Special Shipping tile. Otherwise, return it to the box.
• If selecting one of the Experiments from this expansion, see the “New Experiments” section for possible unique setup steps.
3. Finish your player board’s setup as described in steps 13A-C of the base game’s setup.
The following table contains guidelines to compare Experiments and a level of experience needed to perform well with them.
EXPERIMENTS DIFFICULTY RATING
Experiment Experience needed
Experiment A - Banker ◆◆◆◇
Experiment B - Captain of Industry ◆◇◇◇
Experiment C - Mistress Inventor ◆◆◇◇
Experiment D - Junior Minister ◆◆◇◇
Experiment E - Councillor ◆◆◆◇
Experiment F - Madame Engineer ◆◆◇◇
Experiment G - Marketeer ◆◆◆◇
Experiment H - Chief Miner ◆◇◇◇
SETUP
NEW EXPERIMENTS
SETUP, NEW EXPERIMENTS - ENERGY RESEARCH INSITUTE EXPANSION
MARKETEER
Experiment I - Madame Governor ◆◆◆◇
Experiment J - Mistress of Espionage ◆◆◆◆
Experiment K - Genius ◆◆◆◆
Experiment L - Urbanist ◆◆◇◇
Experiment M - Master Bookkeeper ◆◆◆◇
Experiment N - The Scholar ◆◆◇◇
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NEW EXPERIMENTS - ENERGY RESEARCH INSTITUTE EXPANSION
Additional setup: Return all Urban Buildings in your color to the game box and place the 12 Special Neutral Buildings provided in this expansion on your player board.
Place your Presence marker in any city on the map that has at least one unoccupied urban site. If playing with the Nucleum: Court of Progress, starting tile with the Court action replaces the starting tile with the Develop action.
Gameplay Changes: The Mistress of Espionage does not have their own Urban Buildings. Placing a Special Neutral Building on the map does not create or extend any Mistress of Espionage’s network(s). However, the Mistress of Espionage can place Mines, Turbines, and Railways on the map as per normal rules.
For the Mistress of Espionage, all energized Neutral Buildings count toward the requirements of Contracts (together with their own Mines, Turbines, etc). Neutral Buildings that have not yet been energized do NOT affect the Mistress of Espionage in any way.
The Mistress of Espionage is allowed to energize Special Neutral Buildings on the map (according to normal rules) as well as Buildings still present on their player board, under the following conditions:
• Buildings on their player board are considered to be present in the City where the Mistress of Espionage’s Presence marker is located.
• This City must have at least one unoccupied urban site.
Upon energizing a Building on their player board, the Mistress of Espionage gains all the depicted benefits, then flips that Building to its energized side.
The Mistress of Espionage is allowed, at any time during their turn, to pay 4 Thaler to move their Presence marker to any City.
Important: The Mistress of Espionage’s Presence marker influences only the way they can energize their Buildings on the player board, but it does not influence any other actions the Mistress of Espionage is performing.
The Mistress of Espionage is allowed to build both energized and not energized Special Neutral Buildings from their player board, following normal rules.
At the end of the game, the Mistress of Espionage gains VP for all built and energized neutral Buildings. Ignore the VP reminders on the Player board, they are not applicable to Mistress of Espionage.
Other players may energize Special Neutral Buildings as if they were regular Neutral Buildings, gaining all the instant benefits.
Points will be granted to the Mistress of Espionage at the end of the game as usual.
NOTE: Mistress of Espionage is recommended to be played in games with more than 2 players.
MISTRESS OF ESPIONAGE GENIUS
Additional setup: Place the Technology point tokens in the general supply.
Gameplay Changes: The Genius’s board contains 16 Technologies instead of the regular 8. Additionally, the Genius uses Technology point tokens to track their available Technology points.
When the Genius gains a Technology as a reward (usually via completing Contracts or energizing Laboratories), they gain Technology points equal to the level of that Technology instead of immediately unlocking a Technology or gaining VP. The Technology point tokens are limited, if you cannot gain more, any excess is wasted. Once per turn at any time, the Genius may spend Technology points to unlock 1 Technology. To do so, they must spend a number of Technology points equal to the level of the unlocked Technology.
The endgame condition “At least one player has unlocked all of their 8 Technologies” cannot be triggered by the Genius. Instead, they must unlock all of their 16 Technologies to trigger that endgame condition.
When playing with Nucleum: Court of Progress, and the agenda that scores for Technologies is in play, the Genius scores 1 VP per every 2 unlocked Technologies (instead of 1 VP per unlocked Technology).
URBANIST
Additional setup: Return your Level II and Level III Residences and Factories and replace them with Urbanist Parks. Place the Chaining Park tile face down below the Experiment board.
Gameplay Changes: Parks grant different rewards and endgame VP for energizing them than their regular counterparts.
MASTER BOOKKEEPER
Additional setup: Place all Special VP tokens in the general supply. Place both Constant Potential tiles face down below the Experiment board. (See page 4 for more details on Potential tiles.)
Gameplay Changes: Whenever you advance any Income marker past the end of its track and gain VP as a result, do not mark the gained VP on the scoring track. Instead, take the Special VP tokens. These Special VP tokens are used for this purpose only and all other VP you gain are marked on the scoring track as per normal rules.
At the end of the game, during final scoring, add all the Special VP you have gained to your score. If you unlocked the M8 Technology, you will score additional VP based on the number of the Special VP you collected.
THE SCHOLAR
Additional Setup: If playing with the Nucleum: Court of Progress, starting tile with the Court action replaces the starting tile with the Worker income Subsidize action.
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4
NEW CONCEPTS - ENERGY RESEARCH INSTITUTE EXPANSION
These tiles can be gained through Technologies. They allow you to take the printed action and then optionally play a non-Chaining Action tile (see the following additional rules) immediately on top of this Chaining tile and resolve it.
Additional rules and clarifications:
• You may never place a Chaining tile as a Railway tile.
• You may never play more than 1 Chaining tile on the same turn (this rule includes the Shipping tile from the Nucleum: Australia expansion).
• You may play your Special Directive tile on top of a Chaining tile.
• You must fully perform the action depicted on the Chaining tile before placing and performing the actions of the Action tile played on top of it.
• Chaining tiles count toward the number of the Action tiles you have for Contracts, Milestones, and Experiments’ scoring Technologies.
• You may not fulfill an additional Contract in the same turn by placing Chaining tiles.
POTENTIAL TILES
(MADAME GOVERNOR AND MASTER BOOKKEEPER)
CHAINING TILES
(MARKETEER AND URBANIST)
These tiles can be gained through Technologies. They are placed on the leftmost spaces of your player board. Their purpose is to fill spaces for Action tiles, making it easier to take full advantage of well-advanced income markers during Recharge.
Temporary Potential tiles are one-use only. You may place one or both of them during one of your Recharge turns, and remove the used one(s) from the game after resolving.
Constant Potential tiles are placed immediately after being unlocked in the 2 leftmost Action tile spaces of your player board and remain on these spaces until the end of the game (they are not removed during the Recharge).
If all your Action tile spaces are filled, you may choose to play tiles on top of the Potential tiles to postpone their Recharge. If all your Action tile spaces have an Action tile played in them (either in the empty space or on top of the Potential tile), you cannot play any more tiles on your player board.
Potential tiles are not Action tiles, thus they do not count toward the number of the Action tiles for Contracts and Milestones.
MODIFIED ENDGAME CONDITIONS
In 3- and 4-player games the number of conditions to trigger the Endgame has increased from 2 to 3, while in 2-player and solo games the number of conditions remain unchanged. If you are combining this expansion with Nucleum: Australia, the same number of conditions apply.
EXPERT VARIANT
Players who are already well acquainted with Nucleum and its expansions are encouraged to try the following expert variant. Players no longer take Experiments in reverse player order. Instead, in player order, players hold an auction using VP to become the 1st/2nd/3rd to choose their Experiment. The auction is an open bidding process: each player may offer an amount of VP to be first to choose, and the amount they bid must be subsequently higher than the previous mount, or they may pass. The player who passes first chooses last, then the next player to pass must lose the amount of VP equal to their last bid and be 3rd, and so on. All players must mark down (anyway they choose to) the amount they bid and lose that number of VP at the end of the game, before tallying up VP and determining the winner.
NOTE: This Expert Variant is identical to the one described in Nucleum: Australia and Nucleum: Court of Progress.
EXAMPLE: Players A, B, C, D are bidding for priority of choosing Experiments, as follows: A-1, B-3, C-4, D-6, A-7, B-pass, C-8, D-10, A-pass, C-11, D-12, C-15, D-pass. C must lose 15VP and is the first to pick their Experiment, D must lose 12VP and is the second, A must lose 7VP and is third, and B is the last to choose and loses no VP. All these VP will be lost at the end of the game, before determining the winner.
NEW CONCEPTS
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5
These cards have several uses and players may decide which of
them they want to use. All of the uses are described in detail
below.
Each Patron Card belongs to the specific Experiment board. All
the Experiment boards introduced in this expansion are already
named after their corresponding Patron cards. Experiments
from the base game also have their Patron card:
•Experiment A – Banker
•Experiment B – Captain of Industry
•Experiment C – Mistress Inventor
•Experiment D – Junior Minister
•Experiment E – Councillor (Requires the Nucleum: Court of
Progress side board)
•Experiment F – Madame Engineer
Every Patron card has the occupation of each Patron associated
with the specific Experiment, along with their description and
image depicting them. Each Patron is described in more detail
at the end of this rulebook.
If you own Nucleum: Patron Set , choose one of the two Patron
cards to use for Experiments A-F.
During setup, players must agree whether they want to use the
Patron abilities described in the next section. Then, if players
do not play with the Nucleum: Court of Progress expansion, return
the Councilor’s card back to the box (if they do not have
Experiment F, also return the Madame Engineer’s card). They
must also agree on how they want to choose their Experiment
boards as follows:
•Following the rules described in the beginning of this
rulebook: In this case, when a player takes everything that
belongs to an Experiment board of their choosing, they also
take the appropriate Patron card with them.
•Following the Expert Variant: In this case, a player also
takes the appropriate Patron card. You may also incorporate
the following rule: shuffle and deal a number of Patron
cards equal to the number of players. Then proceed with the
bidding as described in the Expert Variant. Only Experiments
associated with revealed Patron cards may be chosen.
•Random: Deal everyone a random Patron card to determine
their Experiment board. Take everything that belongs to that
Experiment and continue with the setup as usual.
EXPERIMENT IDENTITIES
SETUP CHANGE
PATRON CARDS
Apart from introducing Patron identities, each Patron card has
an ability that requires a player to spend a specific number of
VP. These abilities may be used at any point during a player’s
turn, but they may only be used once per game. Players may
flip their Patron card to remember that they have used the
ability. Patron abilities are as follows:
•Banker – Spend 6VP while performing the Energize action
to use up to 3 of your Uranium that is not connected to the
Power Plant you are using.
•Captain of the Industry – Spend 3VP while performing
the Industrialize action to perform an extra Industrialize
action.
•Mistress Inventor – Spend 5VP. From now on, treat this
card as an energized Building for the sake of all scoring
and Contracts (but it is not treated as if it were in a City).
This counts as an Energizing the Building action, so all
Technologies that trigger on that action and the 2nd
Turbine
effects are applied, if unlocked.
•Junior Minister – Spend 8VP to take an Action tile from
the top of the stack and a Worker from the reserve. Place
this tile immediately as a railway, resolving it normally. The
tile must be placed on a double or a triple rail line.
•Councillor – Spend 4VP when removing Politicians during
King’s Day Scoring to protect 1 of your Politicians that is
not a leader.
•Madame Engineer – Spend 4VP to retrieve an already
used Chaining tile from the player board.
•Marketeer – Spend 3VP to take an unused gold Contract
from the box and place it in your completed Contracts pile.
Trigger all the Technologies for taking and completing a
Contract, but not the Contract’s reward (nor any of your
Contract space’s rewards).
•Chief Miner – Spend 5VP to unlock a Level 1 Technology.
•Madame Governor – Spend 3VP to take the cheapest
Action tile.
•Mistress of Espionage – Spend 3VP to perform an
Energize action for a Building on a player board following
the Mistress of Espionage rules.
•Genius – Spend 1VP when using a Special Directive tile.
You have a total of 3 Thaler discount instead of the regular
1 Thaler discount.
•Urbanist – Spend 3VP to take 2 of the 4 Rewards from the
following: 2 Thaler/1 Worker/1 Uranium/2 Achievement
tokens.
•Master Bookkeeper – Spend 4VP to move 1 step on 2 different income tracks.
•The Scholar – Spend 4VP to place a Mine/Turbine/Urban
Building in a City where you already have at least one of
the same kind of structure. Pay the appropriate cost with a
discount of 1 Thaler/Worker.
PATRON ABILITIES
PATRON CARDS - ENERGY RESEARCH INSTITUTE EXPANSION
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Drawing upon his extensive experience in the art of turning a profit, Banker stood at the forefront of those who recognized the transformative potential inherent in Nucleum technology. From its nascent stages, he envisioned the far-reaching impact it would have on the world. With a keen eye for opportunity, he wasted no time in devising a comprehensive strategy designed not only to line his pockets but also to catch the attention of the King, thus earning him a place of distinction in the corridors of power.
His strategic foresight enabled him to extend his sphere of influence even to the distant shores of Australia, where he established yet another stronghold for his burgeoning financial empire. Leveraging his extensive network of connections, Banker’s reach became virtually boundless, allowing him to spearhead urban development initiatives with unmatched efficiency, consistently delivering substantial cost savings compared to his peers in the entrepreneurial arena.
Furthermore, Banker’s shrewd business sense compelled him to judiciously relinquish elements of his authority when presented with golden opportunities that promised to exponentially increase his profits. With each venture, his primary focus remained steadfastly fixed on maximizing returns, demonstrating an acute ability to discern lucrative prospects amidst the tumult of the business landscape.
BANKER
MEET THE PATRONS
As an already seasoned authority in the realm of electrical energy, Captain of Industry found herself presented with a groundbreaking opportunity upon the advent of Nucleum technology. This innovation promised to revolutionize the accessibility and distribution of electricity, rendering it far more attainable and transportable than ever before, thereby opening the doors to countless households and facilities previously devoid of such convenience.
Recognizing the transformative potential of Nucleum, Captain of Industry wasted no time in hitching her wagon to this technological marvel. Embracing the newfound capabilities with zeal, she swiftly incorporated the innovative technology into her operations. With a steadfast commitment to addressing the needs of the populace, she positioned herself as a champion of the people, earning her considerable favor from the Monarchy, who held improving living conditions in high regard.
Endowed with a genuine concern for the welfare of others, Captain of Industry found herself surrounded by a cadre of willing allies eager to lend their support. Many were inspired by her altruistic endeavors and willingly offered their assistance, often at the cost of their own resources, or with an enhanced efficiency that belied conventional expectations.
Yet, not all who crossed her path harbored such benevolent intentions. Nevertheless, armed with a judicious expenditure of her influence, Captain of Industry found that doors once firmly shut soon swung open, granting her access to the resources and facilities necessary for her ambitious undertakings, whether in the realm of residential construction or industrial expansion.
CAPTAIN OF INDUSTRY
MEET THE PATRONS
The moment that catalyzed the Inventor’s long-awaited breakthrough. While Elsa von Frühlingfeld diligently focused on pioneering a new frontier of power generation, the Mistress Inventor set her sights on revolutionizing the logistics of resource transportation and electricity distribution. In her quest for efficiency, she sought ways to streamline the process, eliminating the barriers of distance and ensuring a seamless transmission of energy to its intended destinations.
With the advent of Nucleum, Mistress Inventor found the missing piece of her puzzle - a revolutionary means to generate the requisite amount of electricity to power her ambitious endeavors. Moreover, she was fortunate to be surrounded by some of the brightest minds in the field, whose collective expertise and ingenuity proved instrumental in bringing her vision to fruition.
Armed with Nucleum technology, the concept of distance became a mere abstraction for Mistress Inventor, effortlessly traversable in the realm of her innovations. However, the constraints of resource scarcity remained a tangible challenge, imposing limitations on her grand designs. Yet, buoyed by her indomitable spirit and resourcefulness, she endeavored to overcome such hurdles, leveraging her influence to procure additional uranium, and finding cutting edge technology to obtain even more electricity from it.
MISTRESS INVENTOR
MEET THE PATRONS - ENERGY RESEARCH INSITUTE EXPANSION
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7
While he had been in charge of an unexciting
bureaucratic department nobody cared
about, Junior Minister already harbored a
keen focus on cultivating his public image and garnering favor
from the Monarch. Now, the stage is set for him to step into
the spotlight. Years of relentless toil and dedication culminate
in a well-deserved reward: access to government-allocated
workers, drawn to his cause by a combination of empathy and
self-interest.
Bolstered by an intimate understanding of the Crown’s railway
infrastructure, Junior Minister enjoys a competitive edge,
enabling him to expand his operations at a pace unmatched by
his competitors. Freed from the shackles of bureaucratic red
tape and regulatory constraints, he navigates the landscape with
agility and precision, positioning himself as a formidable force
in the realm of entrepreneurship.
Moreover, his astute grasp of the intricacies of bureaucracy
and political maneuvering empowers him to expedite the
fulfillment of the Monarch’s mandates, outpacing his rivals in
announcing the completion of royal requisitions.
However, Junior Minister’s ambitions extend beyond mere
compliance with official directives. Rumors of clandestine coal
reserves hidden across Saxony have piqued his interest,
presenting a tantalizing opportunity for personal gain. With a
deft touch and a network of connections at his disposal, he
endeavors to manipulate circumstances to secure access to
these coveted resources, thereby furthering his own interests
and consolidating his position within the economic hierarchy.
As with any groundbreaking advancement,
the emergence of Nucleum swiftly became
a focal point of political discourse across the
nation. In This dynamic landscape, Councilor stands poised to
leverage this newfound fervor to his advantage. A masterful
tactician adept at navigating the intricate webs of political
intrigue, he reigns supreme in maneuvering between the four
distinct political factions, deftly orchestrating alliances and
allegiances to maximize his traction in the unfolding nuclear
race.
Yet, for Councilor, this is merely the dawn of his grand
ambitions. With each successive project, his sphere of
influence burgeons, cementing his position as a formidable
COUNCILOR
player in the unfolding saga of technological innovation. As
the stakes escalate, he recognizes that securing the requisite
funding to propel his ventures to fruition may necessitate the
strategic dispensation of favors and concessions—a calculated
investment in the realization of his far-reaching aspirations.
Undeterred by the complexities inherent in the political arena,
Councilor remains undaunted in his pursuit of supremacy, his
sights set unwaveringly on the horizon of possibility. In the
crucible of political machinations, he is a force to be reckoned
with, his every move calibrated to seize the fleeting opportunities
that abound amidst the tumult of ambition and intrigue.
Imagine a young, brilliant engineer, a
woman of remarkable talent and ambition,
whose singular focus lies in harnessing the
power of the newly invented Nucleum to develop an array of
revolutionary devices. With an innate capacity for innovation,
she surpasses her competitors in efficiency, accomplishing feats
that were once deemed impossible within the same temporal
constraints. Driven by an insatiable curiosity and an unwavering
commitment to progress, she embarks on a quest to unveil the
untapped potential of Nuclear technology. Each device she
creates is a testament to her ingenuity and vision, pushing the
boundaries of what was previously thought achievable.
As her influence spreads, so too does the impact of her creations.
With each new device, she leaves an indelible mark on the world,
transforming industries and revolutionizing the way we live and
work. Unsurprisingly, there are people who willingly join her on
her quest for just a small portion of the influence she has already
gained.
In the hands of this visionary engineer, Nucleum technology
becomes more than just a tool—it becomes a catalyst for
change, driving innovation and progress on a scale never before
imagined. And as she continues to push the boundaries of
what is possible, the world watches in awe, inspired by her
brilliance and unwavering dedication to shaping a better
tomorrow.
How much smaller would the benefit of the
nuclear revolution be if there were not people
to spread the word and attract investors? This
is precisely the Marketeer’s role. As a passionate advocate for
Nucleum technology, she dedicates herself to informing the
MADAME ENGINEER
MARKETEER
JUNIOR MINISTER
MEET THE PATRONS - ENERGY RESEARCH INSITUTE EXPANSION
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8
world, especially potential investors, about its transformative
potential.
The Marketeer’s primary focus is on securing contracts
from authorities and demonstrating the new technology’s
capabilities. With a keen understanding of the market and
persuasive communication skills, she highlights the advantages
and innovations that Nucleum brings. Her efforts ensure that
stakeholders recognize the value and impact of adopting this
cutting-edge technology.
Through her relentless dedication, the Marketeer plays a crucial
role in driving the nuclear revolution forward. By securing and
fulfilling contracts with ease, she showcases the practical
benefits and competitive edge of Nucleum technology, paving
the way for widespread adoption and investment. Her work
ensures that the world fully embraces the potential of this
revolutionary advancement.
Amidst the throes of the industrial
revolution, the world finds itself in dire need
of not only visionary engineers but also the
indispensable miners who tirelessly supply the raw materials
essential for powering groundbreaking inventions. Standing at
the helm of mining operations, the Chief Miner is a pivotal
figure whose decisions shape the future of industrial progress.
With the authority to determine where and what to excavate,
he strategically selects sites rich in the resources required to fuel
the burgeoning technological advancements, ensuring a steady
flow of materials critical to sustaining innovation.
Blessed with capabilities that surpass those of his peers, the
Chief Miner excels in establishing new mining operations
and erecting turbines. His unrivaled proficiency enables him
to expand the network of mines with unparalleled efficiency,
tapping into previously unexploited resources and maximizing
output to meet the ever-growing demand. His expertise and
foresight not only keep the supply chain robust but also drive
economic growth and development, solidifying his place as a
linchpin in the industrial era.
The Chief Miner’s role extends beyond mere resource extraction;
he is a cornerstone of industrialization, laying the groundwork
for progress and ensuring that the gears of innovation continue
to turn. Through his relentless efforts, he supports the creation
of new technologies, driving forward the momentum of the
industrial revolution. His leadership and dedication serve as a
testament to the vital role of resource management in an age
of unprecedented progress.
CHIEF MINER
In her position of authority, the Governor
enjoys privileges beyond the reach of others.
She skillfully leverages the efforts of those
around her, tapping into their networks to further her own
ambitions. With her status, she can gain access to valuable
connections and resources that might otherwise remain out of
reach.
One of her most significant advantages is her ability to secure
permissions to build structures in locations that would typically
be off-limits. This exclusive access allows her to spearhead
projects in prime areas, driving development and growth in
ways others cannot.
Through her strategic maneuvering and authoritative presence,
Madame Governor not only benefits from others’ work but
also paves the way for transformative initiatives. Her unique
position enables her to make impactful decisions, shaping the
landscape and fostering progress within her district.
Not all the Patrons play by the rules.
The Mistress of Espionage thrives in the
shadows, unconcerned with reputation or
ethical boundaries. Her expertise lies in clandestine operations,
where she skillfully copies other Patrons’ technology and special
turbines, gaining an edge without investing in original research.
One of her most cunning strategies involves disguising her
buildings as neutral ones, blending into the landscape to avoid
detection and scrutiny. This deception allows her to operate
under the radar, expanding her influence and capabilities
without drawing attention.
Additionally, the Mistress of Espionage possesses the unique
ability to energize two buildings in a single action, maximizing
her efficiency and resource utilization. By bending the rules
to her advantage, she outmaneuvers her rivals, solidifying
her position as a formidable and unpredictable force in the
competitive world of industrial advancement.
MISTRESS OF ESPIONAGE
MADAME GOVERNOR
MEET THE PATRONS - ENERGY RESEARCH INSITUTE EXPANSION
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9
Some Patrons possess capabilities beyond
the ordinary, and the Genius twins exemplify
this exceptionalism with their combined
expertise in a remarkable array of 16 technologies. These twins
not only bring double the innovation but also offer a unique
strategic advantage: they have the ability to accumulate and
store technology points rather than rushing to research new
technologies immediately.
This strategic approach allows them to save up these technology
points, investing them in more powerful and game-changing
innovations at the most opportune moments. Their combined
knowledge and skills enable them to adapt swiftly to changing
circumstances, ensuring they remain at the forefront of
technological advancement.
Together, the Genius twins are a formidable force in the world
of innovation, using their collective intellect to consistently stay
ahead of the competition. Their ability to strategically allocate
resources and make timely investments in new technologies
sets them apart, driving progress and shaping the future in ways
that others can only aspire to achieve.
Instead of concentrating on industrializing
and harnessing Nucleums, the Urbanist
dedicates herself to urban development and
enhancing community spaces. Her unique talent lies in her
ability to construct an array of buildings, transforming the
landscape with her visionary plans.
One of her most notable abilities is her capacity to incorporate
Parks into the urban environment. These green spaces not only
beautify the area but also offer additional benefits, fostering
a sense of well-being and improving the quality of life for
residents. By prioritizing greenery, she creates harmonious,
sustainable communities that stand out amidst the industrial
sprawl.
Through her dedication to thoughtful urban planning and her
commitment to environmental sustainability, the Urbanist shapes
vibrant, livable cities. Her focus on erecting diverse structures
and integrating Parks ensures that her developments are both
innovative and beneficial, setting new standards for urban living.
URBANIST
Wherever there is a flurry of financial
activity and complex operations, a Master
Bookkeeper is indispensable. This meticulous
professional is essential for keeping track of finances and
operations, ensuring everything runs smoothly and efficiently.
By applying their mathematical skills and unwavering diligence,
the Master Bookkeeper can unlock additional benefits and
optimize the flow of resources.
The Master Bookkeeper excels in maximizing the advantages
from rapidly increasing income tracks. Through precise
calculations and strategic planning, they can score extra points,
leveraging financial growth to their advantage. Their expertise
allows them to tap into Potential tiles, enabling quicker recharges
and maintaining a steady pace of progress.
With an eye for detail and a knack for numbers, the Master
Bookkeeper transforms financial management into a powerful
tool for success. Their ability to harness income growth and
efficiently utilize resources ensures that every operation reaches
its full potential, making them a crucial asset in any ambitious
venture.
Not every Patron is driven by a hunger for
power, wealth, or scientific frenzy. Some,
like the Scholar, are motivated by the pursuit
of knowledge and the dissemination of groundbreaking
technologies like Nucleum. Passionate about education and the
exploration of Nucleum’s potential, the Scholar is dedicated
to fostering discussions and teaching others about this
revolutionary technology in a standardized, accessible form.
Committed to development, the Scholar gains access to
numerous immediate actions and resources, ensuring that
people across the region can reap the benefits of the nuclear
revolution. By emphasizing education and the practical
applications of Nucleum, the Scholar ensures that technological
advancements are not confined to the elite but are available to
everyone.
Through their efforts, the Scholar champions a future where
knowledge and innovation are shared widely. Their dedication
to teaching and community engagement not only advances
technological understanding but also cultivates a society ready
to embrace and utilize the full potential of the nuclear age.
THE SCHOLAR
GENIUS MASTER BOOKKEEPER
MEET THE PATRONS - ENERGY RESEARCH INSITUTE EXPANSION
---
10
APPENDIX
TECHNOLOGIES
LEVEL TECHNOLOGY EFFECT APPEARS ON
1
(G1) Whenever you place a Mine, Turbine, Urban Building, or
railway tile on a red space, gain 1 Achievement token.
Marketeer
1
(G2) Whenever you take a Contract action, you may place the
new Contract tile on a Contract space already containing exactly
1 Contract tile, gaining rewards according to normal rules. You
may only fulfill visible Contract tiles.
Marketeer
1
(G3) (N3) Take 1 Action tile from the market with an additional
discount of 2 Thaler.
Marketeer,
The Scholar
1
(H1) (I1) The coal always costs only 1 Thaler. You must still flip/
remove the Coal Import Wagon tiles as per regular rules, only the
cost changes.
Chief Miner,
Madame
Governor
1
(H2) (K2) After you perform an Industrialize action gain 1 Thaler.
Chief Miner,
Genius
1
(H3) Place your player board extension below your player board’s
Industrialize section. From this moment on, you may build your
additional Mine and additional Turbine (each with a cost of
1 Worker) and once you build both immediately gain a Level 2
Technology.
Chief Miner
1
(I2) (K1) After you have fully removed a full row of Buildings from
your player board, advance each of your income markers by 1.
Madame
Governor,
Genius
1
(I3) Gain 2 Temporary Potential tiles. You may use one or both
Temporary Potential tiles on your player board when Recharging.
They count as the Action tiles when calculating the income.
Temporary Potential tiles are immediately removed from the game
after the Recharge in which they were used.
Madame
Governor
1
(J1) (N1) After you fulfill a Contract, gain 1 Thaler.
Mistress of
Espionage,
The Scholar
1
(J2) When you move your Presence marker, pay 2 Thaler fewer.
(You pay 2 Thaler instead of 4.)
Mistress of
Espionage
1
(J3) Whenever you take an Industrialize action you spend 1 Worker
fewer.
Mistress of
Espionage
APPENDIX - ENERGY RESEARCH INSITUTE EXPANSION
---
11
1 (K3) Take a Contract action and gain 1 Achievement token.Genius
1 (K4) (N2) Gain 2 Workers.
Genius,
The Scholar
1
(L1) After you Urbanize on a red space, gain 2 Achievement
tokens.
Urbanist
1
(L2) (M3) Immediately take a Develop action with a total discount
of 3 Thaler.
Urbanist,
Master
Bookkeeper
1
(L3) Gain 1 Chaining Park tile. This tile allows you to take an
Urbanize action with a restriction of building a Park , and a
discount of 1 Thaler.
Urbanist
1
(M1) Whenever you Urbanize or Industrialize on a red space,
advance any income marker by 1.
Master
Bookkeeper
1
(M2) Whenever you place a Railway, advance your VP income
marker by 1.
Master
Bookkeeper
2
(G4) Whenever you fulfill a Contract, take one Action tile from
the market with an additional discount of 2 Thaler.
Marketeer
2
(G5) Gain 1 Chaining Deal tile. Marketeer
2 (G6) (I6) Immediately gain 4 Thaler and 4 Achievement tokens.
Marketeer,
Madame
Governor
2
(H4) (I4) Whenever you perform an Industrialize action, you may
ignore all network requirements.
Chief Miner,
Madame
Governor
2
(H5) (K9) Immediately perform an Urbanize action with a total
discount of 3 Thaler and ignoring any network requirements.
Chief Miner,
Genius
2
(H6) Immediately perform an Energize action, then gain
4 Achievement tokens.
Chief Miner
APPENDIX - ENERGY RESEARCH INSITUTE EXPANSION
---
(I5) Immediately perform an Urbanize action building a Government Building with a discount of 4 Thaler ignoring any network requirements.
Madame Governor
2
(J4) Whenever you take an Energize action, you may split Electricity to Energize up to 2 Buildings.
Mistress of Espionage
2
(J5) Copy the effect of an instant Level 2 (or lower) unlocked Technology of another player. This Technology cannot copy effects that are granting players their Experiment specific tiles. Genius’s Technology Point counts as unlocking a level 1 Technology.
Mistress of Espionage
2
(J6) (K11) Gain 2 Uranium. Perform an Energize action.
Mistress of Espionage, Genius
2
(K5) Gain a second Special Directive tile.
Genius
2
(K6) (N5) Whenever you Develop you have a total discount of 2 Thaler.
Genius, The Scholar
2
(K7) Whenever you fulfill a Gold Contract, gain 1 Technology point.
Genius
2
(K8) Whenever you Urbanize on a red space, gain 1 Technology point.
Genius
2
(K10) Gain 1 Worker, 1 Technology point, and you may perform a “Place a Railway” turn.
Genius
2
(K12) (M6) Immediately advance your Thaler Income marker by 1, Worker Income marker by 1, and VP Income marker by 2.
Genius, Master Bookkeeper
2
(L4) Whenever you take an Energize action you have +1 electricity. After taking this action gain 1 Thaler.
Urbanist
2
(L5) Ignore any network requirements when performing Urbanize actions.
Urbanist
2
(L6) Whenever you Recharge, you may place your Milestone marker in the lowest space of the next higher tier (if you do not already have a Milestone marker in that tier). You still need to have at least 1 Achievement token for this Technology to apply.
Urbanist
2
(M4) Whenever you must advance any income marker past the end of its track, gain one additional Special VP.
Master Bookkeeper
APPENDIX - ENERGY RESEARCH INSTITUTE EXPANSION
---
13
2
(M5) Place 2 Constant Potential tiles onto the first two Action
spaces of your player board (moving the remaining tiles to the
right if necessary). They remain there for the whole game.
Master
Bookkeeper
2
(N4) Whenever you place a Railway tile, advance your VP income
marker by 1.
The Scholar
2
(N6) Gain 2 Uranium and 4 Thaler. The Scholar
3
(G7) Whenever you fulfill a Contract, you may consider the
requirement reduced by 1, to a minimum of 1. This does not
apply to Purple Contracts.
Marketeer
3
(G8) Score 4/10/21 VP if you fulfilled 7/9/11 Contracts.Marketeer
3
(H7) Whenever you place a Railway tile, gain 1 Worker or take
1 Action tile from the market with an additional discount of 2
Thaler.
Chief Miner
3
(H8) Score 4/10/21 VP if you have a total of 5/7/9 Mines and
Turbines on the map.
Chief Miner
3
(I7) All Railway tiles placed on the map also contribute to your
network.
Madame
Governor
3
(I8) Score 4/10/21 VP if you have placed and energized 2/3/4
government Buildings in cities of different colors. (Praha does
not count as a city of any color.)
Madame
Governor
3
(J7) Immediately perform 2 Urbanize actions ignoring any network
requirements
Mistress of
Espionage
3
(J8) Score 4/10/21 VP if there are 7/9/11 energized Neutral
Buildings on the map.
Mistress of
Espionage
3
(K13) Whenever you unlock a Technology you may pay 1 Thaler
to gain 1 additional Technology point.
Genius
3
(K14) Gain 2 Special Action tiles. Genius
3
(K15) Score 4/10/21 VP if you have unlocked 11/13/15
Technologies.
Genius
APPENDIX - ENERGY RESEARCH INSITUTE EXPANSION
---
14
3
(K16) Score 4/10/21 VP if you have 5/8/12 Technology
points left.
Genius
3
(L7) Perform an Urbanize action, then immediately flip the newly
built Building to its energized side (gaining rewards as if you
energized it yourself).
Urbanist
3
(L8) Score 4/10/21 VP if you have built 2/3/4 Parks on
red spaces.
Urbanist
3
(M7) Whenever you would gain exactly 1 income step of a type,
gain 2 steps of the same income instead.
Master
Bookkeeper
3
(M8) Score 4/10/21 VP if you have 9/13/18 Special VP.
Master
Bookkeeper
3
(N7) Immediately after you build an Urban Building, you may
Energize it following the normal rules.
The Scholar
3
(N8) Score 4/10/21 VP if you have at least 2 Urban Buildings,
Mines, and/or Turbines in 4/5/6 different cities each.
The Scholar
TURBINE EFFECTS
Marketeer’s 2
nd
turbine:
Before you perform an Energize
action, you may spend any number
of Workers to gain an equal amount
of Uranium (you must place that
Uranium onto your Mines).
Chief Miner’s 2
nd
turbine:
After you take an Energize action, gain
2 Thaler.
Madame Governor’s 2
nd
turbine:
After you take an Energize action,
gain 1 Uranium.
Mistress of Espionage’s 2
nd
turbine:
Whenever you Energize, copy the effect
of another player’s 2
nd
built Turbine.
You may choose a different effect each
time you Energize. Genius’s Technology
Point counts as unlocking a level 1
Technology. Genius’s 2
nd
turbine:
After you take an Energize action,
gain 1 Technology point.
Urbanists’s 2
nd
turbine:
After you take an Energize action, gain
1 Thaler for every Building with a Park
icon you have on the map.
Master Bookkeeper’s 2
nd
turbine:
After you take an Energize action,
advance any of your income markers
by 1.
The Scholar’s 2
nd
turbine:
Whenever you take an Energize action,
produce 1 additional electricity.
APPENDIX - ENERGY RESEARCH INSITUTE EXPANSION
---
SOLO MODE
You and the Baron can use any Experiment, except the Mistress of Espionage. The Baron has a Patron card for every other Experiment board. Their effects and changes in rules are described in detail below.
MARKETEER
Setup: Add one additional Contract to both of the Silver and Gold stacks (during step 6 of the main setup).
Ongoing: When resolving either a Development or a Contract action, instead of the original action do the following in order:
1. Develop, taking only 1 Action tile.
2. Perform a regular Contract action in its entirety.
3. Score 2 VP.
The Baron is not limited to resolving 3 Contracts between Recharges.
CHIEF MINER
Setup: When setting up the map (step 9 of the main rules), additionally:
a. Place the Chief Miner’s special Turbine on a non-red space in a City with a power plant and Nucleum.
b. Place the Chief Miner’s special Mine in the location that you would place the first Rubble tile (instead of the Rubble).
Ongoing: Whenever the Baron places a Railway tile, it takes the right-most Action tile from the offer (put that tile in the front of the Baron’s queue). When the Baron performs an Energize action and is able to score Mines (using a power plant with a Nucleum), it scores 2 VP per each Mine it has on the map, even the ones outside of the network (instead of the usual 1 VP per connected Mines).
MADAME GOVERNOR
Setup: The Baron does not use the Experiment specific Urban Building tiles. In step 2C of the Baron’s Setup make sure that at least 1 of the 2 additional Action tiles has the Industrialize action.
Ongoing: When performing the Industrialize action, if it can’t Industrialize in network, then it can do it outside of network (use the Logic card as a tiebreaker).
Recharge: The Baron places a milestone marker 8 steps above its previous marker (on 9, 20, and 40), scoring the 9 VP when placing on the 40.
Scoring: Government Buildings score 3/3/4 VP instead of 2/2/3 VP (for Residential/Factory/Laboratory).
Setup: Stack the Baron’s Urban Buildings in the following order: I, IV, II, III (top to bottom). Randomly select one of the four Specialization cards and put it into play.
Recharge: Randomly select one of the remaining Specialization cards and add it to the cards already in play.
Ongoing: When performing the Urbanize action, the Baron prioritizes the type of Building it has the fewest of on the map. Use a Logic card as a tiebreaker, if needed.
SPECIALIZATION CARDS:
DEVELOPMENT
Immediately: Shuffle the Experiment K special Action tiles with all the tiles ahead of the stopblock and create a new (face-up) queue.
Ongoing: After the Baron performs the Develop action, remove the right-most tile in the offer from the game before refilling.
INDUSTRIALIZATION
Immediately: The Baron gains 2 Workers.
Ongoing: The Baron does not spend Thaler for the Industrialize action.
GENIUS
NOTE: When resolving the , treat it as a Subsidize action of .
SOLO MODE - ENERGY RESEARCH INSITUTE EXPANSION
---
16
URBANIZATION
Ongoing: When the Baron performs the Urbanize
action it gains additional rewards depending on
the type of the site and Urban Building it placed.
•For a Residential Building it gains a Worker.
•For a Factory Building it gains a Thaler.
•For a Lab it gains 2 VP.
•For placing on a red space it gains +2 VP.
CONTRACTS
Ongoing: The Baron does not take Silver
Contracts (unless they are the only ones left).
Instead of scoring VP equal to the Technology
level, The Baron gains 2 VP for each Technology
level (it is also added to the Contract’s VP value
when choosing the Contract).
Setup: Shuffle the 4 Parks in the Baron’s color and place them
as a 4th stack next to the Baron’s other Urban Buildings (do not
remove any of its normal Urban Buildings). Shuffle the special
Chaining Park tile with the Baron’s starting Action tiles (this
includes the 2 additional ones from the standard setup for the
Baron), and set up the Baron’s queue.
Ongoing: The Baron prefers to Urbanize on red spaces. When
Urbanizing on a red space, the Baron scores 4VP.
Ongoing: When the Baron Recharges, it gets 1 additional
Worker. Whenever the Baron resolves a Subsidize or Court
URBANIST
NOTE: When the Baron resolves the Chaining Park tile, it builds
the Park from the top of the stack. It does not cost a Thaler
and it can be placed outside of network, prioritizing a red space.
Use a Logic card as a tiebreaker. Otherwise, use the normal rules
of Urbanize. After resolving the Chaining tile, the Baron resolves
the next Action tile in its queue (similar to the explanation for
the Special Shipping tile in the Nucleum: Australia rules). The
Chaining Park tile can never be placed on the board as a railway,
so resolving it is always a Regular turn.
MASTER BOOKKEEPER
action, it gains +1 VP, and moves the Flag token on the scoring
track 1 VP back (lowering the endgame condition). If the Flag
token moves to the same space as your VP marker, Baron gains
3 VP for meeting the endgame condition.
Ongoing: Immediately after resolving the Urbanize action, the
Baron takes an Energize action targeting the Building placed
that turn. It does not cost Thaler. If the Baron is unable to
Energize that Building, it resolves a Development action
instead, taking only 1 tile from the offer.
Expansion Design: Andrei Novac and Borys Bielaś with Dávid Turczi
Original Design: Simone Luciani and Dávid Turczi
Solo Mode Design: Dávid Turczi and Chuck Case
Game Development: Maciej Górkowski, Michał Cieślikowski,
Kacper Frydrykiewicz, Joanna Kijanka
Illustations: Andreas Resch, Piotr Sokołowski,
Guilherme Oliveira Barbosa
Solo Mode Development: Kacper Frydrykiewicz, Shane Ryan
Graphic Design & DTP: Andreas Resch, Zbigniew Umgelter,
Agnieszka Kopera, Gaba Palicka
Rulebook: Andrei Novac
Rulebook DTP: Gaba Palicka, Zbigniew Umgelter
Rulebook Editing: Tyler Brown
Board&Dice would like to thank all the play testers whose feedback
was invaluable in shaping Nucleum and all the released expansions,
especially:
Rafał Zdunek, Łukasz “LukSky” Stadnik,
Jan “SoAmazinglyBad” Mikołajczak, Anna Oksanen, Marta Szpaderska
© 2025 Board&Dice. All rights reserved.
For more information about Nucleum please visit:
www.boardanddice.com
THE SCHOLAR
CREDITS
SOLO MODE, CREDITS - ENERGY RESEARCH INSITUTE EXPANSION
Missing or damaged components:
Although we take a lot of care to make sure that your game is
complete, manufacturing mistakes can still leave you with
a missing or damaged component. If that happens, please contact
us to receive replacements swiftly, and with our sincere apologies.
Customer support:
https://boardanddice.com/customer-support/
LIVING RULES PLEDGE
We pledge to support every game well after its initial release. Despite rigorous
play testing and multiple rounds of both internal and external proofreading
and editing, occasionally the need for rules corrections or minor game play
adjustments are discovered only several months or years after the game was
manufactured. We promise to produce timely rules updates as necessary, along
with expanded FAQ clarifications if needed, available for download from our
website in digital PDF format.
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