Manual in English

Wealth of Nations: War Clouds — Rules Manual

TableStar Games, JJ Board Game, Rawstone · Board game · 2010
2–6 · best 4, 5 120 min Weight 3.4/5 Official PDF 16 pages
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This book contains War Clouds rules of War, as well as the official Second Edition rules revisions to the base Wealth of Nations game.
2 ED
Second Edition rules are marked with the 2 ED symbol.
War Clouds rules are marked with the Red Star.
You should start by playing with all of the Second Edition rules alone to learn the revised basic game. After you have mastered the updates, add the War Clouds fighting rules and let the conflict begin.
For more variety, try the optional rules at the end of the book.
CONTENTS
48 Military Units
6 Impassable Terrain Tiles
1 Integrated Economy Tile
1 Super Industry Tiles Rulesheet
6 Planning Mats
1 Rule Book
Credits
Game Design: Peter Hansell
Original Art: Gregor Benedetti
Editor: Monte Lin
Special Thanks to: Kristen Ford, Greg Berg, J.C. Clearclaw, Shelly & Todd DeGiacinto, Tim Harrison, Jennifer Norris, Travis Sonsalla, Mike Yearick, Kevin Wood, Paul Grogan, Jonathan Degann, John Davis, Michael Thomas, Jason Pass, L. Scott Johnson, Jack Guritza, Trevor Sharp, Monika Hortnagl, Jonathan Sue, Ray Long, Rob Carroll & Anthony Thompson.

How to Use the new Rules
– Alexandrina Hanover
As we take stock on the morrow of victory, we shall find that nothing of real value to the human race has been destroyed. Our dead heroes will have won immortality. Civilisation will have gained new vitality. Humanity will have entered upon a richer heritage.
2

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Setup changes
Military Units.....................................................................................4
Reduced Industry Tiles........................................................................4
Super Industry Tiles............................................................................4
Reduced Flags.....................................................................................4
Starting Packages.................................................................................5
New Game Tiles
Impassable Terrain...............................................................................6
Super Industry Tiles............................................................................6
Terrain Set Up.....................................................................................7
Basic Game Changes
Promissory Notes Interest Payments....................................................8
Trade Phase.........................................................................................8
End Game Changes.............................................................................9
War Clouds
Military Units...................................................................................10
Develop Phase - Build.......................................................................11
Develop Phase - Activate, Transport..................................................11
Operations........................................................................................12
Defensive Stand.................................................................................13
Transporting Industry Tiles...............................................................14
Produce Phase - Occupy a Tile..........................................................14
Optional Rules
Two-Player Game..............................................................................15
Optional Rules..................................................................................15
Table of Contents
CPSIA REQUIRED INFORMATION
CHOKING HAZARD - - Small parts
Not for children under 3 yrs.
Tracking
Production Location:
No. 3 Julong Road, Longkou,
Heshan, Guangdong, China
Production Date: 01/18/2009
Cohort Information: Batch 01
Certification Information
www.tablestargames.com

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Military Units
If you are using the War Clouds rules, each player starts with one Military Unit of their color. After all of the tiles have been placed, the Starting Player places their Military Unit on one of their own tiles. Then, in clockwise order, each player places their Military Unit.

Reduced Industry Tiles
Remove tiles from the starting stacks as follows. Start the games with only 12 Farm Tiles and 7 of each of the other Industries.

Super Industry Tiles
Wealth of Nations now has new, more efficient Super Industry tiles! Players will need to use the Integrated Economy Tile for Package number 6. See Page 6.

Reduced Flags
Reduce the number of starting Flags according to the chart on the right. The game end is still triggered the moment a player places their last Flag on the map.

Starting Packages
The Starting Packages have been changed to make them more balanced and to provide more money at the start of the game. See the revised chart on the opposite page.

Setup Changes
Players Flags
3-4 16
5 15
6 14

Military Units
Bolshevia
Bharat
Federal Provinces
Showa Republic
Arazzaq
Anglica

Reduced Flags

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Industry Packages
3 Farms
3 Flags
Industry Package 1
2 Generators
2 Flags
$10
Industry Package 2
2 Academies
2 Flags
Industry Package 3
2 Mines
2 Flags
Industry Package 4
2 Factories
2 Flags
Industry Package 5
1 Integrated Economy Tile
1 Farm
2 Flags
Industry Package 6
Commodity Packages
9 Food
1 Energy
$80
Commodity Package 1
Commodity Package 2
Commodity Package 3
Commodity Package 4
Commodity Package 5
Commodity Package 6
3 Food
2 Energy
1 Labor
$80
3 Labor
1 Energy
$80
1 Labor
1 Ore
1 Capital
$80
3 Ore
$80
2 Capital
1 Energy
$80
5

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Super Industry Tiles
The war machine breeds new, efficient industrial centers! These new tiles are
purchased and placed in the Develop phase just like normal Industry tiles. They
are not mixed in to the regular industry tile stacks and do not count against the
game ending when 5 of the 6 stacks are empty.
To Produce Commodities a Super Industry tile must be powered and fed
like a normal tile. If a Super Industry Tile has more than one type of
industry represented on it, then each industry section must be fed and
powered independently. All of the standard rules for producing apply You
may choose to run one or both sections of the Bloc or not to run it at all.
The Integrated Economy tile can be purchased during the Develop phase for
1 Ore and 2 Capital.
The Integrated Economy tile can connect
two groups of Farm tiles into a single Bloc.
The Generator section requires one Food
each turn to run.
The Farm section must be part of a
powered Bloc.
2
ED
2
ED
New Game Tiles
Impassable Terrain
This set includes Impassable Terrain tiles that act in the same way as the
central non-playable space. The use of the terrain tiles is optional. No units,
Flags, or Industries may be placed on an Impassable Terrain tile. The tiles
reduce the number of available spaces and accelerate the game end. There
are several arrangements that are illustrated on the opposite page.
2
ED
2
ED
Integrated Economy
Impassable Terrain Tile
6

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Land of Lakes
2, 3, or 6 Players
Terrain Set UP
The Great Ocean
2, 3, or 6 Players
Mountains and Valleys
2, 3, or 6 Players
Through the Pass
4 Players
Five Empires
5 Players
Friends and Enemies
6 Players
7

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8
PROMISSORY NOTES Interest Payments
At the beginning of each turn, players must pay $1 for each note that they
are holding from the previous turn. If they do not have enough to pay the
interest, they must borrow additional money (but they don’t have to pay the
interest on the note they just drew).
Players may not conduct any trades at this time. Players may not bor-
row more than 20 notes, and if they cannot pay the interest, then they are
eliminated from the game. All their cubes and money are returned to the
supply, but their Flags, Military Units, and Industry tiles remain in play on
the board.
Example: Showa starts the turn with 5 Promissory notes and must immediately pay
$5. Since the Showa player does not have enough money, they must immediately take
out another loan. They already have 5 loans, so their sixth loan is worth $15. Showa
is still only required to pay $5 because the new loan was from this turn.
2
ED
2
ED
Faster Trading
During the Trade phase, use the basic rules for prices, bartering, and
Promissory notes along with the following four possible Trade actions:
Buy 1, 2 or 3 Commodity cubes from the Markets.
Sell 1, 2 or 3 Commodity cubes to the Markets.
Barter any amount of Commodity cubes and/or money with one player.
Pass and do nothing.
If you pass on a Trade action, you’re still allowed to take other Trade actions
later in the phase. You can also take out or repay one or more Promissory
notes on the Trade phase.
Buying Commodities From the markets
You may purchase 1, 2, or 3 Commodity cubes from the Markets during
your Trade action. These can be from a single Market or spread among any
number of Markets.
2
ED
2
ED
Trade Phase
basic Game Changes

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Final Sell Off
To speed up the final Trade phase, change the selling rules as follows.
After the end of the game is triggered there is a final Trade phase where all
players sell their cubes to the Markets. For each commodity players will all
sell their cubes for the same price. To calculate the Sell Price do the following:
Add up all cubes of one type held by all players.
Divide that number in half, rounding down (15 becomes 7 spaces).
Count down this number of spaces on the Market and mark that space.
All players now sell all cubes of this type for the Sell Price in the well to
the right.
Continue to the next commodity type.
End Game Changes
Selling Commodities to the markets
You may sell 1, 2, or 3 Commodity cubes to the Markets during your Trade
action. These can be to a single Market or spread among any number of Markets.

Helpful Hints to Speed up the Trade Phase
At the beginning of the Trade phase, players should push forward cubes
that they may wish to trade. This allows players to see what is available.
While the other players are haggling over barter prices, you should be
checking what cubes you need and who has them.
When offering a trade, clearly state the value of your offer in terms of
both cubes and their barter value. Example: I will give you 3 food which is
worth $15 for your energy cube and $2.
While two players are discussing a trade, you can discuss potential trades
on the side with other players.
Final Sell Off
Players hold a total
of 15 cubes
Place a market cube
7 spaces to the right.
15/2 =7.5 rnds to 7
Final price = $10.
Marker cube
added here
Final Sell
Price is 10
Initial price

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Rules of War
Military Units
Each country has a new unit type -
The Military Unit. The Military Unit is
a star that represents an army with its
support. Military Units can be used to
conduct a war against your opponents.
They can invade an opponent’s territory,
Occupy an opponent’s Industry tile,
Conquer an opponent’s Flags, move
rapidly across the board, and defend
against other Military Units
Changes to the Turn
Develop Phase
Build Military Unit
Activate Military Units 3 times
Battle
Conquer
Settle
Move Tiles
Produce Phase
Occupy Industry
Military Units
Bolshevia
Bharat
Federal
Provinces
Showa
Republic
Arazzaq
Anglica
10

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tile has built, twist your flag 90 degrees when it builds a unit. You may have more than one Military Unit on a tile. A military unit does not show control of a tile and you must still always keep 1 Flag on each tile.

Develop Phase - Activate
During the Develop phase, as a Develop action, you may make up to three Activations at the cost of one Food. You can divide the Activations between one or more Military Units. An Activated Military unit may make one move on the map and then conduct an Operation. Operations include Attack, Conquer, or Settle.

An Activated Military unit may move onto any adjacent hex except for the center hex or Impassable Terrain. You may choose not to move a Military unit. An Activated Military unit can conduct an Operation whether it moved or not.

You can also choose not to conduct an Operation with an Activated Military Unit.

Each Military Unit must complete its move and Operation before Activating the next Military Unit.

DEVELOP PHASE – TRANSPORT
During the Develop phase, as a Develop action, you may Transport a single Military Unit at the cost of one Ore. A Transported Military Unit can be moved into any empty hex or a hex with one of your pieces, but it cannot be placed in a hex with any pieces belonging to an opponent. After Transporting the Military Unit can conduct the Settle Operation or simply do nothing.

Building a Unit
Showa builds a Military Unit.

Develop Phase - Build
A Military unit can be purchased during the Develop phase for 1 Labor and 1 Energy. This counts as your Develop action. Military Units must be placed on a tile you own. You may only build one Military unit per tile per action. To keep track of which

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Operations
A Military Unit that is Activated can conduct a single Operation after it finishes
its move. Each Activated Military Unit can do one of the following Operations:
Battle
Conquer
Settle
A Military Unit can also undertake no Operations after moving.
Battle Operation
If you Activate a Military Unit, and it is in the same hex as any opponent’s
Military Unit, you may choose to Battle that Unit. You and your opponent
must remove your respective Military Units. Units are always removed on a
one-for-one basis.
You can choose not to Battle and simply leave your Military Unit with
the opponent’s Military Unit.
If there are two or more other players with Military Units in the same
hex, you may choose which Military Unit to Battle.
Showa spends 1 Food to Activate and Move Military Units. They
can make 3 Moves and conduct Operations.
Activate Example I
First Showa Activates a Military Unit, moves to the right,
but does not conduct an Operation.
Showa then Activates the same unit, moves up against the
Bharat, and, chooses to Battle. Both Units are removed.
2
For the final move, Showa moves his remaining Military Unit up
to the Bharat Tile. Showa can choose to Occupy on the next Phase.
3
12
3
2
1
1

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CONQUER Operation
If you have Activated a Military Unit, and that Unit is on a hex that contains an opponent’s Flag but NO Industry tile, you may choose to Conquer the Flag. To Conquer a Flag, remove your Military Unit and the Flag of the current owner. Place your Flag on that tile and return the other player’s Flag to their supply.
You may choose not to Conquer an opponent’s flag.
Defensive Stand
If you move a Military Unit onto a hex that contains one or more opponent’s Military Units a single defender may immediately choose to fight.
This battle takes place before the active Military Unit can execute its Operation. Both the defending and moving Military Units are removed.
Settle Operation
If you have Activated or Transported a Military Unit, and it is in a hex without a Flag, you may choose the Settle Operation. Remove the Military unit and replace it with your Flag.

On the following turn Showa continues the offensive.
Showa Activates a Military Unit, moves to the right, conducts a Settle Operation, and replaces his Military Unit with a Flag.
Showa activates the occupying Military Unit, moves to the right, and conducts a Conquest Operation, replaces the Bharat Flag with a Showa Flag and removes the Military Unit.
2
1
1
2
Activate Example II
13

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Transporting Industry Tiles
If you are using the War Clouds expansion, use the Wealth of Nations rules under P12: Move Industries with the following changes:
Industry tiles may only be moved into a hex that contains one of your Flags.
When choosing the Move Industries option, move the Industry tile as normal, but leave all other pieces behind including the Flag.
If the Industry tile has an Automation token, the token is destroyed and returned to the supply.
Produce Phase - Occupy a tile
During the Produce phase, if you have a Military Unit on an opponent’s Bloc, you can choose to Occupy that Bloc.
This does not cost you any resources.
You must declare at the beginning of the Production phase that you are going to Occupy the Bloc.
When you occupy a Bloc that produces you may steal resources from it. For each occupying unit on a Bloc that runs, the owners Occupying Military Unit may choose to take one resource from the production of that block.
You steal one resource for each Military Unit on the Bloc.
The owner of the Bloc may choose to run the entire Bloc, a portion of the Bloc or not run the Bloc at all.
Occupying players always receive their cubes before the owner of the Bloc.
If there are several military units on the Bloc belonging to different nations each one can choose to Occupy the Bloc.
If the Bloc does not produce enough cubes to pay each occupying player then they should go in turn order taking one cube each until all are paid.
Additional Rules & Important Reminders
If you Activate a Military Unit, you may keep it in the same hex and conduct an Operation there.
You may build a Military Unit on your Industry tile even if there is an opponent’s Military Unit on your tile.
You may not place a Flag in a hex that contains an opponent’s Military Unit.
14
Occupation
Bharat has a Unit in the middle of a Bloc of Federated Mines.
The Fed runs all three Mine tiles and produces a total of 5 cubes of Ore.
Bharat steals 1 cube with his occupying Military Unit.

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Optional Rules
Here are optional rules to add some variety to the basic Wealth of Nations game. Mix and match as you like!

Limited Passing Trade Phase
During the Trade phase, if you decide to Pass, you are out and may not conduct any more Trade actions that phase. Taking or Repaying a Promissory note does not count as taking a Trade action.

Cash-Only Start
Instead of using Starting Packages, every player starts with $360 in cash and one Flag. Fill all of the wells on the upper two rows of every Market board. Beginning with the Starting Player and going clockwise, each player places their single Flag on the board. The game starts with the Trade phase.

Shared Dots Synergy
When two players have tiles of the same kind that share a complete dot, both players get the full production from that shared dot when they each run their respective Industries. The player will get the benefit from the shared dot even if the other player chooses not to run their corresponding Industrial Bloc.

Starting Player does not Choose first Package
In this variant, the Starting Player does not get first pick for Industry Packages. Place one Industry tile per player face down on the table. One of these should be a Generator, one should be a Mine, and the rest Farms. Randomize the face-down tiles and have each player pick one. The player who picks the Generator tile gets the first player marker and will be the first player at the Trade phase. However, the player who picks the Mine acts as the first player when Choosing Packages. Don’t forget to return these tiles back to their respective stacks.

Two-Player Game
Wealth of Nations for two players plays the same as the normal game, but with the following changes:
Each player starts with 18 Flags.
Players may not barter with one another. All Commodities must be bought and sold on the market.

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How to use the Planning Mat
Each turn you will have a number of activities that you will want to perform
and most of these included spending cubes. During the Trade Phase you will
acquire cubes that you will use throughout the turn. Place your cubes on the
different boxes of the activities as you prepare for your turn.
It is very important that you purchase
all the cubes you will need for the
entire turn during the Trade Phase
If you place cubes that you are trying
to trade here other players will be
able to quickly see what is available.
For each tile that you want
to build you will need the
appropriate cubes.
If you are only playing
second edition rules only
use this row.
For War Clouds use all the
rows in the Develop box.
It is critical that you have
enough cubes to run each
of your industry tiles
during the Product Phase.

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