Objective of the Game
In Fantastic Factories: Manufactions, players are establishing market dominance by aligning with corporate factions, each bringing a unique competitive advantage that shifts how business is done. The game is an expansion to Fantastic Factories, adding new blueprints and contractors, a new resource called vitamins, and asymmetric player powers in the form of corporate factions.
Consulte o manual para detalhes sobre esta seção.
Preparation (Setup)
- Combine and shuffle all the blueprint cards from Manufactions with those from the base game of Fantastic Factories.
- Combine and shuffle all the contractor cards from Manufactions with those from the base game of Fantastic Factories.
- Replace the base game's player aid cards with the new ones included in Manufactions. These new player aids contain useful reminders for rules about the new vitamin resource.
- Place vitamin tokens in the supply alongside the metal and energy tokens.
- At the start of the game, before the marketplace is dealt, deal 2 corporate faction boards face down to each player.
- Each player selects 1 faction to keep and discards the other face down.
- Once every player has discarded a faction, they reveal which they chose to keep and place it above their Headquarters board.
- When playing with factions, players will start with the resources and cards indicated on their faction board (instead of the usual 1 metal, 2 energy, and 4 cards). Some factions may show a symbol meaning to draw 9 cards, keep 5, and discard the rest.
Mix and Match: When playing with Manufactions, you may choose to play with just the new cards OR just the factions OR both.
Expansion Symbol: Cards from the Manufactions expansion show a specific symbol in the bottom left corner of the cards.
Complexity: Factions show a complexity rating of 1 to 3 stars. It is recommended that players new to Fantastic Factories select a faction with a lower rating.
Flow of the Game
Consulte o manual para detalhes sobre esta seção.
Actions and How to Play
Vitamins
- Vitamins are a brand new resource that can be gained using new cards from Manufactions. They cannot be produced from the Headquarters board.
- Once you have a vitamin resource, it can be discarded to increase OR decrease the value of a single worker die by 1 (a 6 cannot be increased to a 1 and a 1 cannot be decreased to a 6).
- As long as you have enough vitamins, there is no limit to how many you can use within a round.
- New Rules: Vitamins are another resource just like metal or energy. Whenever a card or rule refers to resources, it can refer to vitamins as well.
- At the end of the work phase, players must discard down to 12 total resources. In Manufactions, this includes not only metal and energy but vitamins as well.
- In addition to metal or energy, a vitamin resource can also be used to pay for the optional action to discard all the blueprints or contractors in the marketplace.
Corporate Factions
- Corporate factions provide players with asymmetric powers as well as different starting resources and hand sizes. Each power is described on each respective faction board.
- No Limit: There is no limit to how many times you can use a faction power each round.
Blueprint Cards (Examples)
- Academy: Discard a training type blueprint card to gain 1 good and 1 vitamin. (Discarded card must be a Training card.)
- Architecture Firm: Pay 1 metal and 2 energy to draw 3 blueprints.
- Cannery: Place a die to gain 1 good and 1 vitamin.
- City Park: Training type cards within your compound cost 1 less energy to activate. This discount can be used any number of times each round. (You may only build one CITY PARK.)
- Dig Site: Place a die and discard blueprints equal to the value of the die to draw the same number of blueprints and gain 2 metal.
- Drone: Discard a blueprint and gain an extra die this turn equal to the build cost of the discarded blueprint. Discard the extra die at the end of the round.
- Enigma Engine: Pay 2 energy to gain 2 metal OR pay 1 metal to draw 2 blueprints OR discard 1 blueprint to gain 4 energy.
- Fettuccine Factory: Place 2 matching dice to gain 1 good, 1 vitamin, and roll an extra die this turn. Discard the extra die at the end of the round.
- Harbor: Place a die to gain 2 metal and draw 1 blueprint.
- Medical School: Pay 1 metal to gain 1 vitamin. Vitamins can also be used to change the value of an unplaced die by 2. This static vitamin bonus can be used any number of times each round.
- Nexus: Discard 1 blueprint to gain 2 metal if the discarded blueprint’s tool symbol is a specific symbol, gain 4 energy if another specific symbol, draw 2 cards if another specific symbol, gain 1 good if another specific symbol.
- Oil Well: Place a die and pay metal equal to the value of the die to gain 1 good and energy equal to twice the value of the die.
- Phantom: Roll an extra die at the start of the work phase. You must discard an unplaced die at the end of the work phase.
- Pharmacy: Pay 4 energy to gain 2 vitamins.
- Quarry: Place a die with a value equal or less than the number of monument type cards in your compound to gain metal equal to the value of that die. (X must be equal to or less than the number of MONUMENT type cards in your compound.)
- Robofacility: Place 4 dice with sequential values to gain 2 goods and immediately roll 2 extra dice for the turn.
- Skunkworks: Place a die and pay 1 metal to gain 1 good and draw 2 cards.
- Strange Crystal: Once built, gain 1 vitamin at the beginning of each work phase. This does not gain you a vitamin during the work phase that you built the Strange Crystal. (You may only have 1 Strange Crystal in your compound.)
- Test Range: Place a die and pay energy equal to the die’s value to draw that many cards.
- Vault: You may keep up to 8 additional resources (metal, energy, and vitamins) at the end of the work phase. Normally you may only keep 12 resources and Vault increases that to 20. (You may only build one VAULT.)
- Vending Machine: Gain 1 vitamin after building a card. Vending Machine does not activate itself when being built. (Only once per round.)
- Think Tank: Place 4 dice of equal value to gain 2 goods and then pick up the 4 dice, roll them again, and you may place them elsewhere. Think Tank can only be used once per round.
Contractor Cards (Examples)
- Apprentice: Draw 1 blueprint card and roll 1 extra die at the start of the next work phase. Discard the extra die at the end of the round.
- Artisan: Additional cost of 2 energy. Gain 1 good. Place that good on your Headquarters board.
- Demolitionist: Discard a building in your compound. Gain 1 good and metal/energy equal to double the card’s build cost. The prestige value of that card no longer counts towards your score, but any goods on the card still count and can be placed on your Headquarters board.
- Generalist: Gain 1 metal, 2 energy, and draw 1 card. Then pick an opponent. They may gain 1 metal or 2 energy or draw 1 card (your opponent gets to choose).
- Mentor: Gain 3 vitamins and pick an opponent to gain 1 vitamin.
- Recruiter: Draw and reveal the next 2 contractor cards and you may hire both for free (you do not need to discard any cards or pay any additional costs) in any order. Perform the actions as indicated by those contractors and discard them along with Recruiter. Hiring either is optional.
- Scientist: Draw and reveal 7 blueprint cards from the blueprint deck. Keep 1 of those cards and discard the rest.
- Tycoon: Take all 4 face up blueprint cards from the marketplace and add them to your hand. Refill the 4 blueprint cards in the marketplace immediately with new cards from the blueprint deck.
- Visionary: Reveal any number of Monument type cards (they do not have to be unique) from your hand. Gain metal equal to double the number of cards revealed this way for a max of 6 metal.
Faction Powers (Examples)
- Deep Blue: When building, you may discard an additional blueprint card with a matching tool symbol to reduce the build cost by 2 resources (any combo of metal or energy).
- Earth United: You may place specific dice on Mine to gain metal and specific dice on Generate to gain energy. Double your Headquarters match bonus.
- Frontier Freight: During the market phase you may both take a blueprint card AND hire a contractor in either order. If you choose to take the optional action to discard and refill one marketplace row it must be taken before taking a blueprint or hiring a contractor. The marketplace only refills at the end of your market turn and not between picks.
- GeoLabs: After each time you build, you may discard an additional blueprint card (any tool symbol) to gain metal. You must have all the necessary resources to build before you can use GeoLab’s power. If you have no other blueprint cards after building, you will not be able to use the power.
- Gilded Guild: Double your Headquarters match bonus.
- GoodLife: Whenever you gain a match bonus in Headquarters, also gain that many vitamins equal to the bonus.
- Huemintek: You roll 1 additional die each work phase but must discard 1 unplaced die at the end of the work phase unless you pay 2 energy. 2 energy must be paid each time that you choose to keep the extra die.
- Labor League: Training cards can be activated twice per round and cost 1 energy less to activate.
- ReliQUARRY: Monument type cards cost 1 metal less to build. During the work phase you may discard a monument type card to gain 2 metal. Build costs cannot be reduced below 0.
- SDC Global: You may discard Training cards for their activation effect and gain resources equal to their build cost.
- Standard Tools: When building, the blueprint card you discard does not need to match the tool symbol of the card you are building.
- Turtle Tech: At the end of the work phase: Gain 2 metal if you have no energy. Gain 1 energy if you have no metal. There are rare occasions where it may be beneficial to not place all your workers. You are not required to place all your workers.
End of Game and Scoring
Vault's prestige is worth 1 for every 4 unspent resources you have at the end of the game.
Consulte o manual para detalhes sobre esta seção.
Tips for Winning
- Maximize Your Power: Use your faction power whenever possible. For example, with Frontier Freight, aim to both hire a contractor and pick up a blueprint every market phase, even in the first round.
- Dig Deep for Synergy: Some factions require specific blueprints to use their power effectively. For instance, SDC Global and ReliQUARRY need a constant flow of training and monument cards, respectively, to function consistently. Don't hesitate to spend resources to reset the marketplace if needed.
- Multi-Use Vitamins: While vitamins are often thought of for modifying dice to power factories, consider using them to set up your dice for a Headquarters match bonus to gain extra cards, metal, or energy.
- Fill Your Hand: Drawing blueprint cards might not seem as crucial as gaining resources, but early in the game, a large hand size provides many options for both building factories and hiring contractors. A large hand offers flexibility to pivot your strategy or seize opportune moments.