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VLADIMÍR SUCHÝ
NEW CARDS − 52 cards will add new options to every deck.
NEW ASSISTANTS − New assistants, each with its own special ability, will make every underwater nation unique.
STARTING RESOURCE TILES − Starting resource tiles allow players to start the game with construction already underway, which speeds up the game by one round.
NEW PLAYER BOARDS − New player boards are used with new game variants. This expansion also includes the original player boards reprinted with upgraded quality.
NEW METROPOLISES − The green metropolises offer new benefits. They are used differently in different variants of the game, adding new strategic dimensions.
MUSEUM − At the bottom of the sea, you will make new discoveries which will earn your nation prestige as you help build the international museum.
UNDER THE SEA A NEW WORLD AWAITS.
Welcome to New Discoveries, the first expansion for Underwater Cities. Inside, you will discover several new components which will offer new ways to play and new strategies to explore.
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EXTRA TOKENS
Buildings are not intended to be limited by the number of components you have.
We have included some extra tokens to make running out less likely.
MUSEUM
1 DOUBLE-SIDED MUSEUM BOARD
5 DISCOVERY TILES IN EACH PLAYER’S COLOR
QUICK START
6 STARTING RESOURCE TILES
NEW ASSISTANTS
8 PERSONAL ASSISTANT CARDS
ERA I DECK: 18 CARDS
3 ONE- AND 5 THREE-CREDIT
SPECIAL CARDS
ERA II DECK: 15 CARDS ERA III DECK: 11 CARDS
NEW METROPOLISES
10 GREEN METROPOLIS TILES
10 FARM TOKENS
10 DESALINATION PLANT TOKENS
10 LABORATORY TOKENS
NEW PLAYER BOARDS
8 DOUBLE-SIDED LAYERED PLAYER BOARDS
The boards are in four sets of four:
Boards 1–4 and 5–8 are identical to those in the base game.
Boards 9–12 are for the museum variant.
Boards 13–16 are highly asymmetric.
Players always use boards from the same set!
Within each set, players are assigned boards randomly.
COMPONENTS
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1. Before you play your first game:
a. Add the new cards to their decks.
b. Add the new building tokens to the supply.
Now you are ready to play the standard game or any of the new variants in this expansion.
2. If you want a Quick Start, use the starting resource tiles and the new personal assistant cards. (If you want to start the game in the standard way, leave them in the box.)
3. Decide which variant you want to play:
a. Standard Game.
b. Metropolis Race.
c. Metropolis Choice.
d. Museum.
4. Use the player boards and other components for your chosen variant.
All variants are compatible with the Quick Start.
Note: The new cards are fully compatible with all variants and with the Quick Start. You will not need to alter your decks when you decide to try a new variant.
The new cards are designed to be added to your base game:
zzEra I deck: 18 cards
zzEra II deck: 15 cards
zzEra III deck: 11 cards
zzOne-credit Special cards: 3 cards
zzThree-credit Special cards: 5 cards
You can simply add all the cards to their respective decks and never worry about them again. No cards need to be added or removed when you decide to play with the other modules in this expansion.
This symbol is used to mark all the cards in this expansion.
It has no effect during play.
The always-available action slot always matches the color of the card you play. For example, if you play a red card and choose the always-available action slot, you can claim the card or perform its instant effect, just like you normally do when you play it with a red slot.
You may play one card from your hand as though you were playing it with a matching action slot. If the card has an instant effect, discard it and perform the effect. If it is not an instant effect, claim the card.
Although this expansion includes new assistants with effects that match the depicted symbols, this card will not give you any points for your assistant.
SETTING UP THE EXPANSION
NEW CARDS
NOTES ON SELECTED CARDS
The new cards follow the usual rules from the base game. A few of the new effects are explained below:
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In the Quick Start, players will get unique advantages during setup, making their underwater nations powerful enough to skip the first round of the game. You will need the following components:
zzDeal 2 new personal assistants randomly to each player. The remaining assistants and all assistants from the base game can be returned to the box.
zzRandomly choose a number of starting resource tiles equal to the number of players plus one. (For example, 5 tiles for a 4-player game.) Put these tiles face up on the table visible to all players. Leftover tiles can be returned to the box.
The Quick Start is compatible with the original game and all new variants.
STARTING RESOURCE TILES
Players will get their starting resources from a tile they choose. Changes to setup are described below.
SETUP
Players do not start with 1 kelp, 1 steelplast, 1 science, and 2 credits.
CHOOSING RESOURCES
At the start of the game, after receiving their hand of six cards but before discarding down to three, players choose starting resource tiles.
The selection is made in reverse player order. In other words, the first player gets the last pick.
When you choose your tile, immediately take the depicted resources. If you get a building, put it adjacent to your starting city. If you get a tunnel or a city, place it on a legal building site. (You build them for free.)
Once tiles have been chosen and players have taken those benefits, all tiles can be returned to the box. You are ready to play, starting in round 2!
NEW PERSONAL ASSISTANTS
The assistants in this expansion allow each player to have a unique special ability. The personal assistants from the base game are not used. Leave them in the box.
During setup, each player should have received two assistants at random. At the beginning of your first turn, before you choose an action slot, choose one of your two assistants and return the other to the box. Your chosen assistant becomes your first action card, just like the personal assistant from the base game. Once you have chosen your assistant, continue with your first turn.
As usual, each assistant is an action card that can be used according to the usual rules for action cards. If a rule or an effect relates to a card’s type, your assistant is an action card, and not a card of any other type.
However, each assistant also has another effect depicted on the bottom half of the card. This effect is independent of the action-card effect. It applies even if your action is not available.
As you would expect, if you discard your assistant because of the limitation on action cards, you can no longer use its other effect.
EXAMPLE
The Tunnel builder will give you 1 biomatter and 1 kelp when you use its action. Whenever you build your first tunnel on a turn, it gives you 2 cards, even if its action-card effect is unavailable.
EXPLANATIONS OF ACTIONS
ARCHITECT
Action: Build a farm for the usual cost, or gain 1 science.
Permanent Effect: Whenever you build a city, you have a discount of 1 credit or 1 steelplast.
Reminder: This discount is cumulative with other discounts you have during the game. However, a cost can never go below “free”.
“Overbuilt! All these designs are overbuilt! Let me show you something light and airy.”
SCIENTIST
Action: Pay 1 credit to build a new laboratory and upgrade it.
Permanent Effect: Whenever an action slot gives you at least 1 science, gain 1 credit.
Note: There are 2 action slots that can give you science. Both are yellow.
“Which problem shall I effortlessly solve for you today?”
PRODUCTION MANAGER
Action: Gain 1 steelplast or 1 science.
Production Effect: During production, every connected city with 3 different buildings produces an additional 1 steelplast and 1 point.
“So we eliminated the saline extraction here and here and installed preprocessing plants here, here, and here, routing the conduit to ... are you following me?”
LOBBYIST
Action: Upgrade 1 structure for free.
Permanent Effect: Whenever you use the depicted action slot, you may advance on the Federation track 1 additional step.
Note: This applies only to the action slot that gives you two advances.
“Now this next project is one I think you’ll really like …”
QUICK START
On the Federation track, players’ markers start on the colored spaces below space 4. No one starts with bonus resources from the Federation track.
Place the era marker on the second space of the era track. You will skip round 1.
EFFECT WHEN
USED AS AN ACTION
PERMANENT
EFFECT
4
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In this variant, players do not start with blue metropolises. Instead, they compete for blue and green metropolises. You need the following components:
zzUse player boards 1–4, 5-8 or 9–12. All players should use boards from the same set of four. Boards are assigned to players randomly.
zzBlue metropolises are not assigned to player boards. Instead, randomly select a number of blue metropolises equal to the number of players plus one. The extra blue metropolises can be returned to the box.
zzRandomly select a number of green metropolises equal to the number of players plus one. The extra green metropolises can be returned to the box.
zzBrown metropolises are randomly assigned to player boards as usual.
ąąGAMEPLAY
Instead of being assigned to boards at the beginning of the game, the blue and green metropolises are chosen during play. The blue and green metropolises randomly selected during setup should be placed near the main board, where all can see them.
Your player board has two blank spaces where metropolis tiles can go. The first time you connect to one of these, you choose one of the blue metropolises and add it to your board. If you connect to the second blank space, you choose a green metropolis to add to your board. Thus, players who connect first will have first choice of tiles.
START OF GAME SUMMARY (ALL VARIANTS)
This explains the timing of the various decisions players make at the beginning of the game.
1. Set up the game, revealing all cards and any metropolis tiles that are randomly selected during the setup of your chosen variant.
2. Players choose colors and receive randomly assigned player boards.
3. Players receive their personal metropolis tiles.
4. Randomly determine the order of play.
5. Each player receives 6 cards from the Era I deck.
6. Quick Start: Each player receives 2 random personal assistants.
7. Quick Start: In reverse play order, players choose starting resource tiles and gain the depicted benefits.
8. Players play in order. Before your first turn, you must:
Discard down to 3 cards.
Choose a personal assistant if you are using the Quick Start.
Choose your metropolises if you are using the Metropolis Choice variant.
This variant follows all the rules of the standard game, but because each player has a very different board, players will be encouraged to try a variety of new strategies.
zzUse player boards 13–16. As always, boards should be assigned randomly.
zzThe lower right corner of your player board shows the number of blue, green, and brown metropolis tiles you can choose from. Each player should draw the indicated metropolises randomly.
EXAMPLE:
For example, the board on the left is telling you to draw 2 blue, 2 brown, and 2 green metropolises. You will choose one of each color.
ąąSTARTING THE GAME
Before you take your first turn, choose one metropolis for each metropolis space on your board. The colors of the space and the chosen metropolis must match.
MANAGER
Action: Gain 2 steelplast or 2 credits.
Permanent Effect: When you build a new building, you may build buildings on expansion sites.
Note: For example, a Survey allows you to build on any legal building site, including expansion sites.
“In the third quarter we expanded. Again.”
TUNNEL BUILDER
Action: Gain 1 biomatter and 1 kelp.
Permanent Effect: Whenever you build at least 1 tunnel on your turn, gain 2 cards.
“Vroom, vroom!”
BUILDER
Action: Build a building for the usual cost.
Production Effect: During production, the Builder produces 1 biomatter, 1 steelplast, and 1 point.
“No problem. I’ll get a construction team right away.”
HEADHUNTER
Action: Build a laboratory for the usual cost, or gain 1 kelp.
Setup Effect: At the start of the game, draw the top 3 one-or-two-credit Special cards. Choose 1 and return the other 2 to the bottom. Immediately play the chosen card as though you were playing it with a matching action slot. Play it for free.
Note: When you put the Headhunter in play, perform the setup effect immediately.
“Hire the best. Eat the rest! Just kidding.”
METROPOLIS RACE
METROPOLIS CHOICE
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This variant adds a dimension of exploration to Underwater Cities.
Use player boards 9–12. This is the only variant that uses these boards.
Boards should be assigned randomly.
Each player takes the 5 discovery tiles in their color.
Use either side of the museum board.
A. If you use side A, randomly choose 1 brown metropolis tile and put
it near row IV. Randomly select 4 one-or-two-credit Special cards
and place them beside the 4 spaces of column III.
B. If you use side B, randomly choose 2 green metropolis tiles and put
them near column III. Randomly select 3 three-credit Special cards
and place them beside row IV.
SETUP
Although some Special cards are used on the museum board, the remain-
ing Special cards should be set up as usual. Likewise, players are randomly
assigned brown and blue metropolis tiles as in the standard game.
The player on your right should shuffle your 5 discovery tiles and place
them face down in a random order in front of you or on “discovery places”
on your board, so that you do not know which is which. Tiles will be revealed
when you make discoveries.
GAMEPLAY
Certain building sites are marked with a
discovery icon. When you build on such a site,
choose one of your discovery tiles and turn it
face up to reveal its unknown benefit. You im-
mediately gain the benefit depicted on the tile.
Next, place your discovery in the museum.
Your first discovery goes on one of the spaces
in group I, in the center, which means you immediately gain two cards.
Your second discovery goes in row II. Your third discovery goes in column
III. And so on. For each discovery after the first, you get to choose a reward
from the corresponding set of spaces in the museum. (Some rewards are
strictly better than others, but you are allowed to choose any of them.)
The first player to reach a certain level of discovery (II, III, IV, or V) will have
four rewards to choose from. The discovery tile should be played on the
space to indicate that it is now blocked for the players who reach that level
later. In a four-player game, the fourth player to reach the level will be left
with only one choice.
The museum’s rewards are explained
below and on the facing page.
MUSEUM
MUSEUM BOARD A
UW cities museum 1stExpansion v2 big.indd 1 02.09.2019 13:20:34
When you make
your fifth disco-
very, immediately
gain the number of
points indicated by
the space on which
you put your tile. Immediately
gain 3 points.
Take the brown
metropolis tile that
was randomly se-
lected during setup.
Place it near your
starting city. It is now
connected.
At the end of
the game gain
the benefit from
your brown
metropolis tile
twice.
At the end of
the game, one
of your three-
-credit Special
cards can be
used twice.
If you place your
third discovery tile
on one of these two
spaces, immediately
gain the indicated
points.
When you make your third
discovery, choose one of the
one-or-two-credit special
cards that were set out during
setup. Cards are not linked to
a particular space, so you can
choose any that has not yet
been taken. If your card has an
immediate effect, perform the
effect and return the card to
the bottom of the deck. If its
effect is not immediate, claim
the card. The credit cost in the
upper left corner is paid for by
the museum. (It is free.)
Some spaces are
marked in green
to remind you that
they need to be set
up before the game
begins.
When you make your
first discovery, imme-
diately gain 2 cards.
Your second discovery produces
a resource during Production.
III
II
I
V
IV
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Thanks to: Jindra, Kendy, Michal, Katka, Vojta, Vodka, Ondra, Jirka, Standa, Lukáš Palka and Boardgame Port Zlín, Bradley Shadrix, Emily Shadrix, Ken Hill, Mike Poole, Jean Paul Agez and gaming club Ludopoly and other participants of boardgame conventions.
Special thanks to Henrik Larsson for inspiration while designing cards and huge amount of comments to particular modules of the game.
Author: Vladimír Suchý
Illustration: Milan Vavroň
Graphic design + development (design) of 3-layered player boards: Radek „rbx“ Boxan
Production: Kateřina Suchá
Rules: Jason Holt
If this is doubled, you gain twice the usual amount of points.
If this is doubled, you can spend up to 12 biomatter, gaining 2 points for each biomatter spent. (So if you have only 6 biomatter, the doubling effect does not help you.)
MUSEUM BOARD B
UW cities museum 1stExpansion v2 big.indd 2 02.09.2019 13:20:35
UW cities museum 1stExpansion v2 big.indd 1 02.09.2019 13:20:34
UW cities museum 1stExpansion v2 big.indd 2 02.09.2019 13:20:35
When you make your fifth discovery, immediately gain the number of points indicated by the space on which you put your tile.
At the end of the game, one of your three-credit Special cards can be used twice.
Your third discovery immediately scores 0, 1, or 2 points, depending on the space you choose.
Some spaces are marked in green to remind you that they need to be set up before the game begins.
Choose either of the green metropolises that were randomly selected during setup. Place it near your starting city. It is now connected and all its effects apply.
Choose one of your blue metropolis tiles and immediately gain all its benefits, including whatever it produces.
If you are using the Metropolis Race variant, a player who has no blue metropolises yet may apply this effect to gain benefits from any blue metropolis that is still available.
When you make your first discovery, immediately gain 2 cards.
Your second discovery produces the indicated resources during Production.
III
II
I
V
For your fourth discovery, gain the indicated number of points. On three of the spaces, you also get to take one of the three-credit Special cards that were randomly selected at the beginning of the game. Claim the card for free (without paying 3 credits).
IV
If you use this space on this metropolis tile, you immediately gain 1 steelplast, 2 cards, and 1 credit. You also immediately gain its production, which is 1 point. This has no effect on the normal functioning of the metropolis. It will still give you its immediate effect when you connect it, and if it is connected, it will still produce 1 point during production. (In a sense, this museum space allows you to get the one-time benefits of the tile two times: once when you connect it and once when you choose the museum space.)
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GREEN METROPOLISES
DOUBLED EFFECTS PLAYER BOARD ICONS
CONNECTION THROUGH THE METROPOLIS
Immediately build
a city for free.
Whenever you build
a city, gain 1 point
and 1 credit.
Immediately build
two buildings on two
expansion sites for
free.
If this is doubled, it gives you
4 points and allows you to
immediately, for free, build
2 tunnels and upgrade them.
If this is doubled, it immedi-
ately scores 6 points and your
hand limit is increased twice.
(It increases from 3 to 5.)
Metropolises on these sites have their effects doubled. This includes all
types of effects: immediate, production and end of game.
Please see the examples below.
As in the base game, the red circle indicates a building site with a cost. In
this example, it costs 1 credit more to build on the central building site. The
lines indicate that all three sites must be occupied to yield this reward. In
this case, as soon as you have a building on each of the three sites, you
immediately gain 1 biomatter, 2 points, and 2 steelplast.
By building tunnels you can
connect your cities through
this blue metropolis.
To add the expansion to your
solo game, use board 13, 14, 15,
or 16 with the Quick Start rules.
Draw 2 assistants and 2 starting
resource tiles at random. Choose
one of each. Play according the
usual solo game rules, except your
goal is now 125 points.
EXAMPLES:
If this is doubled, it gives you
8 credits and 2 points.
If this is doubled, it gives you
6 points for each connected me-
tropolis at the end of the game.
If this is doubled, it gives you
2 steelplast, 4 cards, and
2 credits. During Production,
it produces 2 points.
If this is doubled, it gives you
8 points for five connected
cities, 16 points for six connect-
ed cities or 24 points for seven
connected cities at the end of
the game.
SOLO GAME
SUMMARY
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