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Stock Phase

Pay with Personal Treasury

On your turn you may:

  1. Sell any number of Certificates in one or more companies at their Stock value. Move sold Certificate(s) from your Personal Treasury to the Bank Pool and receive $ from the Bank to your Personal Treasury. Then, for each share sold, decrease the Stock Value by one. If you sell company's Certificate this Decade, you cannot later buy a Certificate of the same company in the same Decade.
  2. May buy one Stock certificate. Pay $ from your Personal Treasury. You may start a company during this phase, except during the first round, as it counts as buying the 30% Director's certificate.
    1. Certificate from a Company Treasury - Pay $ to its Company Treasury.
    2. Certificate from the Bank Pool - Pay $ to the Bank.

Start a Company

  1. Gain the Company Charter
  2. Choose the initial Stock value ($35, $40, $50, or $60)
  3. Pay for the Director's certificate for 3 X Stock Value. Pay to the Company Treasury.
  4. Place remaining company Certificates in the Company Treasury
  5. Place marker on the initial Appeal on the Appeal Track. Do not gain Appeal Bonuses for initial Appeal.

End of Phase

  1. Give priority Deal marker to the player to the left of the player who last sold or bought a Certificate this phase.
  2. If a company is completely owned by players (no Certificates are in the Company Treasury or Bank Pool), increase its Stock Value by one.

Building Phase

Turn Order: Simultaneous

  1. Deal 2 new buildings to each each so that they have 3 in hand
  2. Each player chooses one to play on the leftmost space on their building track
  3. Each player chooses one to discard out of the game
  4. Each player keeps one for the next round
  5. Buildings area revealed simultaneously
  6. Refill the job market based on the newly revealed buildings

Note: Each player gains a Partner during the 3rd round of the game

Action Phase

Pay with Company Treasury Turn Order: Player indicated by the turn order track On your turn:

  1. Place one of your Partners on an action space and perform the action on behalf of one of your companies
  2. Companies may need to pay for actions:
    1. Company to Bank (when using actions that are not on a building track, or when buying Capital Assets)
    2. Bank to Company (when using fundraiser actions)
    3. Company to Player (when using actions that are on a building track)
    4. Bank to Player (some actions which gives resources to the company)
    5. Company to Shareholders (when paying extra dividends)

Notes:

  • You cannot pay for any costs from your Player Treasury during this phase
  • You may exhaust a company's Capital Assets at any time on your turn
  • Resources gained from actions come from Haymarket Square
  • Newly gained Partners are available for use during this round

End of Each Player's Turn: Shif and replace Capital Assets if necessary End of Phase: When all players have run out of available Partners

Operation Phase

Pay with Company Treasury Turn Order: Company from highest to lowest Appeal On Each Company's Turn:

  1. (Advanced Rules Only) Emergency Fundraising: may sell Certificate(s) from Company Treasury to Bank Pool. Receive $ in Company Treasury from the Bank. Then decrease Stock Value by one for each Share sold and an additional one for Emergency Fundraising.
  2. May purchase resources from the Supply Chain
  3. May run factories from left to right. For each factory:
    1. Place spent resources in Haymarket Square
    2. Gain any produced goods
    3. Gain manager bonus (if employed)
    4. May run next factory to the right only if all factories to the left of it produced in the current Operating Phase
  4. May sell goods to Demand Tiles and calculate Operating Revenue
    1. Demand Tiles can be filled in any order
    2. Goods that are not sold remain in the Company Treasury
    3. If no goods are sold or Operating Revenue is withheld, decrease Stock Value by one
    4. If Operating Revenue is paid as Dividends, Stock Value may increase
  5. Shift Supply Chain and refill markets if necessary

Notes

  • Any time on company's turn, may exhaust Capital Assets
  • Any time on company's turn, may trade two of the same resources to Haymarket Square for any one resource from Haymarket Square
  • The first time all of the factories in your first company produces at least one good this phase, gain a Partner