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Objective of the Game
Welcome to the industrial revolution, friend! In Carnegie, you'll step into the shoes of aspiring industrialists, inspired by the legendary Andrew Carnegie himself. Your goal? To build a sprawling business empire, recruit a skilled workforce, and contribute to the nation's greatness through real estate, goods production, transport technology, and philanthropic deeds. The player who accumulates the most **Victory Points (VP)** by the end of the game will be celebrated as the ultimate benefactor, forever remembered for their contributions!Setup
Let's get this show on the road! Here’s how to set up your game of Carnegie:- Place the **main game board** in the center of your table.
- Shuffle the 8 **Timeline tiles**. Draw 4 at random, select a random side for each, and arrange them between the **Start** and **End tiles**. Return the unused tiles to the box.
- Place the four **Action markers** on their starting positions on the far left of the Timeline.
- For a 4-player game, return 4 **Department tiles** to the box. For a 3-player game, return 8. For a 2-player game, return 16. Place the remaining **Department tiles** face-up on the table.
- Create a supply of **goods cubes** and **money tokens** near the main game board.
- Each player receives:
- 4 **goods cubes** and $12.
- 1 **Company board** and a set of 4 different **project tabs**. Slide each tab under the right side of your Company board, matching colors and icons, leaving the first (rightmost) spot exposed.
- 10 **Employee figurines**. Place 1 standing on each of your Company’s 5 starting Departments, and 5 lying down in your Company’s Lobby. Set the remaining 5 aside.
- 30 **player disks**. Place:
- 1 disk on the "0" position of the **score track**.
- 1 disk on the first space of each of the 4 **regional transportation tracks**.
- 1 disk on each of the 3 available locations on your **project tabs** (Housing, Commerce, Industry). Public Infrastructure tabs start without a disk.
- The remaining 22 disks form your personal supply.
- The most daring player becomes the **first player**, receiving the **first-player marker** and the **Timeline marker**.
- In a 4-player game, each player gets an **Action Choice tile**. In a 3-player game, only the third player gets one. No **Action Choice tiles** in a 2-player game.
- **For 2 or 3-player games (skip for 4-player):**
- In a 2-player game, take 18 disks from an unused player color. Shuffle the solo-game action cards. Draw one, place a disk on the **donation chart** as indicated at the top of the card, then place disks on the leftmost unoccupied construction space of the 2-4 cities named on the card's 4th row. Repeat until all 18 disks are placed.
- In a 3-player game, do the same with 9 disks.
- Starting with the player to the right of the first player (and going counter-clockwise), each player places a disk from their Housing tab onto a Housing space in a medium or major city on the game board.
- Starting with the first player (and going clockwise), each player may move their employees up to 6 steps on their Company board. Moves must be orthogonal. After moving, an employee must be laid down. Employees can move to empty building spaces.
- Finally, once movements are done, each player may **activate employees**.
The Game Turn
Carnegie unfolds over 20 rounds, with each player getting one turn per round. The active player chooses an action, and then everyone else follows! Each round has four parts:1. Select Timeline Row
The **first player** chooses one of the four **Timeline rows**: **Human Resources**, **Management**, **Construction**, or **R&D**. They then place the **Timeline marker** (the gear) immediately to the right of that action's marker on the chosen row. This choice triggers events and determines which Departments players can use.Heads up: You can choose any Timeline row, even if its marker is at the end. If so, you still place the Timeline marker to the right of the action marker. Then, you must flip the action marker on the row immediately below the chosen row (or Human Resources if R&D was chosen). This flipped marker must be able to move forward. If not, move down to the next row until you find one that can. When an action marker is flipped face-down, it triggers the event to its right. At the end of the round, flip it face-up and advance it one space.
2. Events
Placing the **Timeline marker** triggers an event. There are two possibilities:Take Income
If the **Timeline marker** lands on a space with a **Mission area** icon, that Mission area becomes active. Starting with the first player and going clockwise, any player with employees in that active Mission area may:- Return 1 or more of their employees from the active Mission area to their Company’s Lobby. Each recovered employee generates **transport income** based on your transportation development in that region. At the start, each region gives $1 per employee.
- Then, if you returned at least one employee, you receive income from each of your already-built projects (indicated by a $ or goods cube icon on the freed-up project tab spaces). This project income is collected only once per player, per round, regardless of how many employees you returned.
Pro-Tip: Consider how many employees are in each Mission area when choosing a Timeline row. Returning employees might give your opponents a nice income boost!
Make a Donation
If the **Timeline marker** lands on a "donation" symbol, the first player may choose to **Make a Donation**. Then, in clockwise order, other players may also choose to donate. To donate, place one of your disks on an unoccupied space of the **donation chart**.- Your first donation costs $5.
- Each subsequent donation costs an additional $5 (e.g., $10 for your second, $15 for your third, and so on).
Important: If one of the four rightmost positions of the Timeline is triggered, each player may choose to do one or both: Take Income AND/OR Make a Donation.
3. Use Departments
After events, the first player uses any of their Departments that match the chosen action type, in any order. Then, in clockwise order, other players do the same.- Each Department can be used once for each active (standing) employee it contains.
- You don't have to use all active employees in a Department, but you must finish using one Department before moving to another, and you can't return to a previously used Department in the same turn.
- If a Department offers multiple effects, you choose which effect to use for each active employee.
- Some Departments have passive or ongoing effects, functioning as long as they have at least 1 active employee (except the New Lobby, which needs none).
Action Choice Tiles
These are only used in 3 or 4-player games. They allow you to choose an action type different from the one selected by the first player. Each **Action Choice tile** can be used only once per game (return it to the box). Unused tiles are worth 3 VP at the end of the game.3.1. Human Resources
This Department is all about training and assigning your employees.- Calculate total possible moves: Each active employee in Human Resources provides 3 moves. Your starting Human Resources Department has a permanent active employee, so you always get at least 3 moves.
- Move active and/or inactive employees within your Company, up to your total moves. Moves must be orthogonal. Moving an active employee makes it inactive (lying down). Inactive employees are "in training."
3.2. Management
Your starting Company has two Management Departments:- Commerce and Finance: For each active employee, choose one:
- Receive $3.
- Receive a goods cube.
- Send the employee on a Mission and receive $6.
- Send the employee on a Mission and receive 2 goods cubes.
- Strategic Planning: For each active employee, you can build a new Department:
- Pay 1 goods cube to place a new Department on a free space that already contains at least one employee; OR
- Pay 2 goods cubes to place a new Department on any free space.
Tip: Building a new Department where an employee is already present saves you a goods cube, and that employee can be activated at the end of the round!
3.3. Construction
Build Housing, Commerce, Industry, and Public Infrastructure projects!- Send the employee used for this action to the **Mission area** of the region where you want to build.
- Pay 1 or 2 goods cubes (depending on the project type).
- Move a disk from your corresponding **project tab** onto a construction site in that same region.
Heads up: If you build in certain small cities (marked with a specific icon), you immediately receive **transport income** as indicated below your marker's position on that region's transportation track.
Important notes:
- If multiple disks are on a project tab, build the rightmost one.
- The project must be built in the region where the employee was sent on a Mission, on an unoccupied space matching the project type, OR in a small town (which accepts all project types).
3.4. Research & Development (R&D)
Improve your transportation networks and develop new projects!- You receive **study points** for each active employee in an R&D Department.
- Spend **study points** to:
- Move any one of your **project tabs** one space to the right and place a project disk on the newly revealed space; OR
- Move one of your **transport disks** on any regional transportation track one space to the right.
Note: You can advance tabs or disks multiple steps in a turn, but any unused study points are lost. Advancing a project tab beyond its construction spaces earns you VP at the end of the game.
4. Activate Employees & End of Round
At the end of the round, after all other actions, you can **activate inactive employees** in any of your Departments. Pay the cost shown under an empty **Workstation** in that Department, then stand the employee upright on it. Once everyone has taken their turn, the first player moves the **action marker** on the Timeline one space to the right (displacing the **Timeline marker**). Then, the first player passes the **Timeline marker** and the locomotive to the next player clockwise. A new round begins!End of Game and Scoring
The game concludes after 20 rounds, once all 4 **action markers** have reached the final spaces of their respective Timelines and all players have finished their actions. Your final score includes any immediate VP earned during the game, plus:- 3 VP for each unused **Action Choice tile**.
- 1 VP for each active (standing) employee (employees on Missions and the permanent employee in the starting Human Resources department do not count).
- 2-3 VP for each Department you built, depending on its row on your Company board (3 VP for topmost row, 2 VP for others).
- VP earned from your **project tabs** (max 6 VP for Housing, 9 VP for Commerce, 12 VP for Industry, 15 VP for Public Infrastructure).
- VP earned from **connections between major cities** (max 36 VP). To score these, you must connect at least two major cities (New York, Chicago, New Orleans, San Francisco) with a continuous line of your construction disks. Cross-reference the number of connected cities with your lowest transportation level across all connected regions. If you have multiple unconnected networks, only the highest-scoring one counts.
- 0-3 VP for each of your Construction projects built in a small, medium, or major city, as indicated on the game board.
- VP earned from your **donations** (max 12 VP per donation). Donations score based on various factors like projects built, Company development, and accumulated wealth. For example:
- Education: 3 VP per Department of the corresponding type.
- Health: 2 VP per construction disk in the corresponding region, or in small cities. 1 VP per Department.
- Welfare: 7 VP, plus optional payments for more VP (e.g., 1 goods cube for 2 VP, $5 for 2 VP, $5 + 1 goods cube for 4 VP). Also, 1 VP per active employee. (Payments for Welfare bonuses are only made during final scoring).
- Human Rights: 4 VP per Public Infrastructure project, 3 VP per Industry project, 2 VP per Housing/Commerce project. 3 VP for each region where you reached "Railroad" level. 2 VP for each donation you made.
Tips for Winning
- Strategic Employee Management is Key: Don't just move employees around; plan their activation and missions carefully. Sending employees on Missions is vital for income, but sending too many can leave your Company understaffed. Recovering employees quickly from Missions is crucial to keep your engine running!
- Balance Your Actions and Events: When choosing a Timeline row, consider not only what's best for you, but also what might benefit your opponents or which events you want to trigger (or avoid!). Sometimes a less powerful action for you might be perfect if it's useless to everyone else.
- Don't Neglect Transportation and Donations: Developing your **transportation tracks** provides valuable income and end-game VP, especially for connecting major cities. Similarly, **donations** can be a huge source of VP at the end of the game, so start planning your philanthropic efforts early to maximize their impact!