Texto completo do manual
f
Place the score board and the junkyard
in the middle of the table.
Shuf e the bonus tiles and place one chip face
up on each bonus space on the score board.
Sort the upgrade tiles by type and place them in separate
stacks. Randomly place one stack on each of the fi designated
spaces in the junkyard. All tiles in a stack should be identical.
of the stacks are not used. Return these to the game box.
Put the cogs and sparks in two piles next to the game board.
Shuf e the robot cards and the assistant cards separately and
place them in face-down decks next to the game board.
Put all the dice in the bag.
Return the fi goal tiles to the game box. They are not needed in the
fi rst game but can be added later for more variation (see page ).
Each player takes the following:
player board (the frame indicates your player color).
score markers (robots) in your player color.
Place them to the left of the scoring board,
one marker outside each scoring track.
A set of production tiles. Place them above your player board.
In a game with - players, use the “ ”-side
of this tile. With players, use the “ ” side.
spark. Place it in the storage on your player board.
level marker. Place it on the lowermost space of
the factory level track on your player board.
Draw robot cards from the deck. Choose fi to place in the fi
slots below your player board (these fi slots are your assembly
line) and return the last card to the bottom of the robot deck.
Draw fi assistant cards from the deck
(keep these cards in your hand).
f score board
Components
Each Player
f junk yard
dicef dice bag
fi bonus tiles goal tiles
upgrade
tiles
sparks cogs
robot cards assistant cards
level markers
fi rst player
marker
player boards
production
tiles
score markers
The player considered most likely to be a robot is the active player on the fi rst turn (if all players would pass a Turing test equally well,
just choose a player at random). Give this player the fi rst player marker . You are now ready to start the game.
. Give this player the fi rst player marker . You are now ready to start the game.. Give this player the fi rst player marker . You are now ready to start the game.
dice dice dice
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Place the score board and the junkyard
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Goal of the game
Players take turns being the active player. When you are the active player, you must place one of your production tiles onto the junkyard. This lets you
take several dice from the junkyard, while the other players get to take one die each. All players then simultaneously use their dice, before the next
turn begins, with the next player as the active player. Dice are used to complete robots (and advance on the scoring tracks) or level up your factory.
You may alter your dice or play assistant cards by paying cogs. The game ends when all players have been active player four times (and all production
tiles have been played). You then tally your points (mainly from the scoring tracks, your upgraded factory level, and from played assistant cards).
The player with the most points wins the game.
How to play
At the beginning of each turn, discard any remaining dice in the junkyard
and ref ll the junkyard (from left to right) by drawing f dice from the bag.
When you draw a die, you can place it directly onto the junkyard without
rotating it so that the value facing up is random. If you prefer, you can instead
roll each die before placing them into the junkyard.
The active player chooses one of their remaining production tiles and
places it in the junkyard, above the dice. Then, take the number of dice
indicated on your production tile, either from the left or the right side of
the junkyard. Also take any additional ef ect shown on your production tile.
Then the other players (clockwise around the table) each take of the
remaining dice. Each of these players must also take their die from either
the left or the right side of the junkyard.
-player game: In a -player game, the non-active player takes any
dice (instead of just ) and both must be taken from the same side of the
junkyard.
When all players have taken dice, all players simultaneously use their dice
to carry out actions.
Actions
All players act simultaneously and may use their available dice (any dice
placed next to their player boards), cogs and sparks to carry out actions. You
may carry out the actions how often you like and in any order. In the rare
event that a player’s choice depends on another player’s actions, players can
carry out their actions in a clockwise order, starting with the active player.
Dice are mainly used to either Upgrade factory or Build robot. A die that has
been placed on an action is normally locked in place until the action is completed
(exceptions: Additional action “Sell die”, and upgrade tile “Rearrange”).
Tip: The played production tiles form a stack above the junkyard. You can
easily see who the current active player is by looking at the tile on top of
the stack.
Whenever you take a die from the junkyard, place it next to your player
board without changing the value of the die.
Production tile ef ects
Most production tiles provide an additional ef ect:
:Draw additional dice from the bag.
:The dice you take this turn can be taken from anywhere in the junkyard (the three dice must still be adjacent).
:Once during this turn, you may reroll any number of your available dice.
:In a - player game, just take dice from the junkyard. In a -player game, you take dice and one cog.
During the game, discarded dice are put in a discard pile next to the score board. When the bag of dice runs out, return all dice in the discard pile to the bag.
Example: Your production tile shows dice. You must either take the
leftmost or the rightmost dice from the junkyard.
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Upgrade factory: Place a die on an available space in the upgrade
section on your player board. The die’s color must match the color of
the space. You can have at most dice in your upgrade section.
If the sum of all dice in your upgrade section matches or exceeds
the value directly above your current factory level, you upgrade to
the next level: Advance your level marker to the next level and gain
the shown reward. After upgrading, discard all dice in your upgrade
section.
:Take one upgrade tile from the junkyard. You can
never have two identical upgrade tiles. Upgrade tiles are
explained on page .
:Take one spark from the supply and add it to your
storage.
Build robot: Place the die on a vacant die space on a robot in your
assembly line. The die must match the color/value shown in the space.
If you cover the last space on a robot card, this robot is complete: Place
this card to the right of your player board, advance your scoring marker
that corresponds to the robot’s color, and take any immediate rewards
listed on the card (if any). Place the used dice in the discard pile. You will
get a new robot card to your assembly line at the end of this turn.
When you complete a robot, you always advance on a scoring track. The
scoring track is explained on page .
Example: Completing this robot lets you
advance spaces on the red scoring track.
You also gain f cog.
Activate a power box: If you have a completed robot with a power box, you may - at any time - use a spark from your storage and place
it on the power box to activate its ef ect. Each power box can only hold one spark and cannot be activated again until the spark is removed. You can only activate the power box of completed robots. You can also use the power box preprinted on your player board.
Some robots have a power box that can
be activated with a spark after the robot
has been completed.
Power boxAt the end of each round, when all players have had a turn and the turn comes back to the fi rst player, all players move sparks from their activated power boxes back to their own storage.
Example: You play a green in your upgrade section. Together with the red , you meet the requirement of the next level (which is ). You advance your level marker and gain a spark. You then remove the dice from your upgrade section and put them in the discard pile.
Additional actions
A reminder of the following actions is shown on the left side of your player board. Whenever you pay a cog, return it to the supply.
Sell die: Put the die in the discard pile and take cog
from the supply. You may sell a die at any time (even a die
that has been locked in your upgrade section or on a robot
card in your assembly line).
Change a die value: At any time, you may pay cogs
to alter the value of one of your dice. Pay one cog to
increase or decrease the die value by . You cannot change
a value above or below .
Ignore a color requirement: When placing a die, pay
cogs to ignore a color requirement.
Recruit an assistant: Pay cogs to play an assistant card
from your hand. The fi rst assistant card you play costs
cog, the second costs , the third , and so on. Played
assistant cards are kept face up next to your player board.
Assistant cards either have an immediate or a permanent
ef ect (see Assistant cards on page ).
f. Adam is the active player. He has played a production card and
taken four dice from the junkyard, while each other player has
taken f die each. All players now use their dice for actions.
. Adam uses two of his
dice to complete a robot.
He advances on the scoring
track and moves the
completed robot card to the
right of his player board.
. Adam activates
a power box to
gain cogs.
. He sells a die to
gain a cog, and then
pays cogs to play his
third assistant card.
. He places his last die
in his storage to save it
for the next round.
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End of turn
When all players are done with their actions, the turn ends.
Refi ll assembly lines: Players who have completed any robots this turn must now refi ll their
assembly lines. All players can do this simultaneously. Refi ll your assembly line by drawing one
more card than you have free slots below your player board. Place one card in each of your
empty slots and return the last card to the bottom of the deck.
Before drawing cards, you may choose to discard any unfi nished robot card(s) below your player
board and return them to the bottom of the deck. Any dice on such cards should be sold for cogs.
Players may keep at most die in their storage for the next round (but you can store any number
of sparks and cogs). If you have several unused dice, you should sell them for cogs.
The player seated to the left of the current active player becomes the new active player and starts
the next turn.
End of round
When all players have been active player and the turn comes back to the player with the fi rst
player marker, all players take back any sparks from their activated power boxes and place the
sparks back in their storage. The sparks can be used again during the next round.
The fi rst player takes the fi rst turn of the next round. Do not pass the fi rst player marker!
Advancing on the scoring tracks
Completing robots (and some other ef ects) lets you advance on a given scoring track. If you
reach the end of a scoring track, any subsequent moves in this color let you move on any other
track instead.
Do not count bonus tiles when moving. Instead, skip over them and gain the shown reward:
:Draw die from the bag, roll it and place it next to your player board.
:Take cogs from the supply.
:Advance one space on any one scoring track.
:Take one spark from the supply and place it in your storage.
:Take one cog and draw one assistant card from the deck into your hand.
:Take one upgrade tile from the junkyard and place it on your player board. You can
never have two identical upgrade tiles (see Upgrade tiles on next page).
:Take a die of the indicated color from the discard pile (or fi nd it in the bag if needed).
Roll it and place it next to your player board.
Example: Audrey has vacant spaces in her
assembly line. She draws cards from the deck,
places two of them below her player board in
her assembly line and returns the last card to
the deck. Before drawing cards, she could have
discarded the last card below her player board
and instead drawn cards and chosen .
During the game, whenever you gain a die from
the bag, place it in the orientation you draw
it (with a random side facing up) next to your
player board. If you fi nd this dif cult, you may
agree to roll all dice drawn from the bag.
When you gain a die of a given color, its easiest
to take it from the discard pile (or fi nd it in the
bag) and then roll it.
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Upgrade tiles
There are three types of upgrade tiles, all with permanentef ects. When
you gain an upgrade tile, place it on your game board. You can never
have two identical upgrade tiles! There are three types of upgrade
tiles. Some tiles are worth points at the end of the game.
General upgrades are placed in the top section of your player board.
Rearrange: At any time, you may rearrange your dice,
moving them between your upgrade space, your storage
space or robot cards in your assembly line.
Discount: Permanently reduce the cost of playing
assistant cards by f cog.
Sales boost: You may sell dice to the supply for cogs
(instead of f).
Die upgrades af ect all dice of your own player color (i.e. red dice for red
player, blue dice for blue player etc).
Ignore color: You may ignore color requirements when
using dice of your player color (as if the die had any color).
Ignore value: You may ignore value requirements when
using dice of your player color (do not change the value of
the die).
Slot upgrades are placed above one of your card slots in your assembly line. Each slot can have at most one upgrade tile. A slot upgrade is activated each time you complete a robot in that slot.
Bonus point: If you complete a robot in this slot, advance one additional space on the scoring track that matches the completed robot’s color.
Bonus cog: If you complete a robot in this slot, gain f
cog.
Recycle: If you complete a robot in this slot, you may
move one of the dice used to complete the robot to a
vacant space on any other robot card in your assembly
line. You may pay cogs or use other ef ects to alter the
die before placing it. If there are no suitable spaces on
other robot cards, this upgrade tile has no ef ect (i.e.
you may not instead place the die in your upgrade
section or sell it for a cog).
Game ends
The game ends at the end of the round when all players have played their
four production tiles. Players do not need to refi ll their assembly lines.
Each player sums up their points from the following sources:
fEach marker on the scoring tracks is worth the number of points
shown above the track.
fScore points equal to your current factory level multiplied by the
number of assistant cards you have played. Example: Your factory level
is , and you have played assistant cards. You score x = points.
fPlayed assistant cards are also worth any points shown in their top
right corner.
fScore any points shown on your upgrade tiles.
fScore points for each set of four dif erently colored robot cards you
have completed. Example: You have completed red, yellow, blue and
green robots. You have two full sets and score points.
fScore point for every cogs you have.
fAdvanced game: Score points for each fulfi lled goal tile.
The player with the most points wins the game. If there is a tie, the tied
player with the most remaining cogs wins. If still tied, break the tie in
favor of the player with the highest factory level, or (if still tied) the most
completed robots. If the tie remains, players share the victory.
Example: Eva has completed the red robot in her second slot. As she has
the “Bonus point” upgrade there, she advances one additional space on
the red scoring track (in addition to the other rewards for this card).
She then completes the robot in her third slot with the “Recycle” upgrade.
After scoring the robot, she takes a blue die from the card and moves it to
the leftmost card in her assembly line.
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Variant: Goal tiles
At the beginning of the game, place two random goal tiles face up on the junkyard. At
the end of the game, you score fi points for each goal tile if you have met (or exceeded) its
requirements:
Play assistants.
Reach factory level .
Build robots of the same color.
Complete robots with a power box.
Have sparks.
Reach the third bonus space on two dif erent scoring tracks.
Variant: Assistant draft
Once all players are familiar with the game, you can try this variant. At the beginning of the game, deal f
assistant cards (instead of ) to each player. Everyone simultaneously chooses of their cards to keep and passes
the remaining cards to the player to their left. Again, everyone chooses card to keep and pass the remaining
cards left. Keep doing this until all players have chosen cards. Shuf e the remaining assistant cards into the
assistant card deck.
Solo game
A solo game is set up like a regular two-player game, but you must use the goal tiles: Place one goal tile on the
junkyard. If you do not meet the requirement on this goal tile at the end of the game, you lose.
In a solo game you alternate between regular and secondary turns:
Start by taking a regular turn: Play a production tile to take dice from the junkyard and take actions as usual.
At the end of the turn, refi ll your assembly line with new robot cards if needed. But do not empty or refi ll the
junkyard!
Then take a secondary turn: Do not play a production tile. Instead, take dice from the ones remaining in the
junkyard. Then perform actions as usual. At the end of the secondary turn, refi ll your assembly line with new
robots as normal, and take back any sparks from your power boxes. Then remove any remaining dice from the
junkyard and refi ll it.
Keep alternate taking regular and secondary turns. The game ends after turns (you will have taken regular
turns and secondary turns).
Note: The secondary turns are played as if you are the non-active player in a -player game. Remember to take back
spark and reset the junkyard at the end of each secondary turn!
At the end of the game, tally your points. To win the game you must have met the requirement on the goal tile
and have scored at least points.
You may reduce the dif culty by playing without goal tiles, or increase the dif culty by playing with , or even goal
tiles. Remember, you must fulfi ll the requirements on all goal tiles to win the game!
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Conrad – Tuck this card partly below any other of
your played assistant cards. Conrad copies the ef ect
(and points) of the other card. If you copy a card with
a one-time ef ect, apply it immediately.
Emma – You may place one on a power box to
activate its ef ect (as if the cog was a ). You cannot
activate a power box with both a spark and a cog.
At the end of the round (when you take back spark
markers), the cog is discarded.
Frank – Once per turn you may discard a die with
value or to advance one space on the scoring track
that matches the color of the die. Example: You discard
a green to advance one space on the green scoring track.
Gordon – At any time you may discard one cog to
ignore a color requirement when placing a die.
Max – Whenever you complete a robot with a power
box, you may discard cog to immediately activate its
ef ect. You may still activate this power box with spark
later.
Margot/Theodora – Counts as + towards the
requirement every time you upgrade your factory to
the next level.
Octavia – Once per turn, you may turn one of your
available dice to its opposite side (a turns to , a
turns to and so on).
Olympia – Immediately gain the ef ect of two of your
available power boxes (it does not matter if the power
boxes have already been activated with spark).
Penelope/Walter – Whenever you are supposed to
advance on the red (Penelope) or blue (Walter) scoring
track, you may choose to advance on any other scoring
track instead.
Quincy – When you take a die on other players’ turns,
you can take it from anywhere in the junkyard (you don’t
have to take it from one of the sides). In a -player game,
the two dice you take need not be adjacent. In a solo-game,
Quincy’s ef ect applies on secondary turns.
Silas – At any time you can discard a die, and then use
its value to adjust other dice up or down. You do not
need to use the full value of the discarded die. Example:
You discard a die with value to adjust another die two pips
up from to , and then a third die pip down from to .
Warren – This card can only be played after all players
have fi nished taking dice from the junkyard. Note: In a
solo-game, you can only play this card on a secondary turn,
after having taken dice.
Terry/John/Graham/Michael – Discard one cog to
immediately complete one robot of the indicated color
in your assembly line. You also gain the ef ect of any slot
upgrade in the card’s slot. Any dice on the completed
robot are returned to the discard pile as normal.
Conrad
PLAY BELOW ANOTHER
ASSISTANT TO COPY IT
Olympia
f
ACTIVATE TWO POWER
BOXES WITHOUT USING
Emma
ONCE PER ROUND:
USE ONE AS
(DISCARD AT END OF ROUND)
(DISCARD AT END OF ROUND)
Walter
fi
=
WalterPenelope
fi
=
Frank
ADVANCE ON TRACK
MATCHING DIE COLOR
/
Quincy
TAKE DIE FROM ANYWHERE IN THE
JUNKYARD ON OTHER PLAYERS’
TURNS
Gordon
Silas
DISCARD A DIE AND USE ITS
VALUE TO ADJUST OTHER DICE
Max
WHEN YOU COMPLETE A ROBOT:
ACTIVATE
ITS POWER
BOX
f
Warren
TAKE ALL LEFTOVER DICE
FROM JUNKYARD
Theodora
TheodoraMargot
Terry
COMPLETE A GREEN GREEN ROBOT
John
COMPLETE A RED RED ROBOT
Graham
COMPLETE A BLUE BLUE ROBOT
Michael
COMPLETE A YELLOW YELLOW ROBOT
Octavia
TURN A DIE TO ITS
OPPOSITE SIDE
Assistant cards
One-time ef ects that apply immediately when the assistant is hired.
These ef ects can be applied once per turn (even on other
players’ turns).
Permanent ef ects that can be used as often as you want.
– You may place one on a power box to
activate its ef ect (as if the cog was a ). You cannot
– You may place one on a power box to
activate its ef ect (as if the cog was a ). You cannot
– You may place one on a power box to
activate its ef ect (as if the cog was a ). You cannot
activate a power box with both a spark and a cog.
– You may place one on a power box to
activate its ef ect (as if the cog was a ). You cannot
activate a power box with both a spark and a cog.
– You may place one on a power box to
activate a power box with both a spark and a cog.
– You may place one on a power box to
activate its ef ect (as if the cog was a ). You cannot
activate a power box with both a spark and a cog.
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fi
Symbols
Draw a random die from the bag and roll it.
Draw a random die from the bag and
set it to the shown value.
Take a die of the indicated color from the discard pile
(or from the bag if needed) and roll it for a random
value. If there are no more dice of the indicated color in
the supply, draw a random die from the bag instead.
Advance one space on the indicated score track.
Advance one space on any one score track.
Take cog from the supply.
Take spark from the supply and place it in your storage.
Draw assistant card from the deck and add it to your hand.
Play assistant card from your hand for free.
Counts as (or any shown value) towards
upgrading your factory level.
Reroll any number of your available dice.
Increase or decrease the value of any of your
dice by . Set the die to its new value.
Ignore a number requirement when placing a
die. This does not change the value of the die.
Ignore a color requirement when placing a die.
Use a spark marker from your storage to activate this
power box. Take back the spark marker at the beginning
of the turn of the player with the fi rst player marker.
Take one upgrade tile from the junkyard and place it
on your player board. You can never have two identical
upgrade tiles (Upgrade tiles are explained on page ).
Acknowledgments
A big thank you to everyone who has play tested this game, and in particular Daryl Andrews,
Andreea Adamescu, David Harding, Karl Juhlke, Katia Howatson, Anna Wermlund, Helge
Meissner, Helene Forberg and Sturla Naas Johansen.
Game design: Adrian Adamescu, Purluca Florin, Kjetil Svendsen and Kristian A Østby
Art: Reese Keefe
Graphic design and layout: Gjermund Mørkved Bohne
© Alion Games
Web: aliongames.com
Facebook: aliongames
Instagram: alion_games
Most often when you gain a die, you just draw it from
the bag. When you gain a die of a given value, draw a
random die from the bag and set it to the correct value. If
you gain a die of a given color, it’s easiest to take it from
the discard pile and then roll it for a random number.
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