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Carnegie · Reference sheet

Carnegie reference sheet

Overview

  • 1–4 players, 20 rounds, ~90–120 min [p.2 — Introduction]
  • Goal: most VP at game end [p.2 — Introduction]
  • Each round: first player picks a Timeline row (action type); all players use matching Departments [p.7 — Playing the Game]
  • Four action types: Human Resources, Management, Construction, R&D [p.4 — Company Basics]
  • Send employees on Missions to earn income; recover them to use again [p.6 — Missions]
  • Earn VP from projects, connections, donations, Departments, and transport [p.13 — Scoring]

Setup

  1. Place board; shuffle 8 Timeline tiles, draw 4 (random side), frame with Start/End tiles [p.3 — Setup]
  2. Place 4 action markers on leftmost Timeline positions [p.3 — Setup]
  3. Remove Department tiles: 4-player remove 4, 3-player remove 8, 2-player remove 16 [p.3 — Setup]
  4. Each player gets: 1 Company board, 4 project tabs, 10 employees (5 standing in Departments, 5 lying in Lobby), 30 disks, 4 goods cubes, $12 [p.3–4 — Setup]
  5. Place disks: 1 on score track '0', 1 on each of 4 transport tracks, 1 on each of 3 project tab spaces (Housing, Commerce, Industry) [p.4 — Setup]
  6. 4-player: each player gets Action Choice tile; 3-player: only 3rd player gets one; 2-player: none [p.4 — Setup]
  7. 2-player: place 18 neutral disks per solo-card instructions; 3-player: 9 disks [p.4–5 — Setup]
  8. Starting right of first player going counter-clockwise, each places Housing disk on a medium/major city [p.5 — Setup]
  9. Starting with first player clockwise, each moves employees up to 6 steps on their board, then may activate [p.5 — Setup]

Turn structure

Each round has 4 parts [p.7 — Playing the Game]:

  1. Select Timeline Row — First player places Timeline marker (gear) immediately right of chosen action marker; triggers event and sets action type for round
  2. Events — If marker lands on Mission area: Take Income; if on donation symbol: Make a Donation; if on rightmost 4 spaces: may do both [p.8 — Events]
  3. Use Departments — First player uses matching Departments, then clockwise; each active employee = 1 use per Department [p.8 — Use Departments]
  4. Activate Employees & End of Round — Pay Workstation cost to stand inactive employees upright; advance action marker one space right; pass Timeline marker clockwise [p.13 — Activate Employees]

Actions

Action Department Effect Mission Option
Human Resources 3 moves per active HR employee (min 3); move employees within Company board
Management: Commerce & Finance Per employee: $3, or 1 goods cube Send on Mission: $6 or 2 goods cubes
Management: Strategic Planning Per employee: build 1 new Dept (1 cube if employee present, 2 cubes otherwise)
Construction Send employee to region Mission area; pay 1–2 cubes; place disk from project tab onto matching city space Employee must go on Mission
R&D Earn study points per active employee; spend to advance project tabs or transport disks
  • R&D study point costs shown on project tabs and transport tracks [p.12 — R&D]
  • Construction costs: Housing/Commerce = 1 cube; Industry/Public Infrastructure = 2 cubes [p.11 — Construction]
  • A Company may never contain two identical Departments [p.10 — Management]

Scoring

All scored at game end unless marked immediate (shown as lightning bolt) [p.13 — Scoring]:

  • Action Choice tile (unused): 3 VP each [p.8 — Action Choice]
  • Active employees: 1 VP each (excludes Mission employees and permanent HR employee) [p.13 — Scoring]
  • Built Departments: 3 VP (top row) or 2 VP (other rows) each [p.13 — Scoring]
  • Project tabs: up to 6 VP (Housing), 9 VP (Commerce), 12 VP (Industry), 15 VP (Public Infrastructure) [p.13 — Scoring]
  • City construction disks: 0–3 VP per disk based on city size [p.13 — Scoring]
  • Major city connections: up to 36 VP; cross-reference connected cities with lowest transport level across connected regions [p.13 — Connections]
  • Donations: up to 12 VP per donation, based on donation type [p.14–15 — Donations]

End of game

  • Game ends after 20 rounds (all 4 action markers reach final Timeline spaces) [p.13 — End of Game]
  • Trigger final scoring after all players finish their last actions [p.13 — Scoring]
  • Most VP wins; ties are shared victories — no tiebreaker [p.13 — Scoring]

Glossary

  • Mission: a region area on the main board where employees are sent to enable certain actions and earn transport income upon return [p.6 — Missions]
  • Active employee: standing upright on a Workstation; can be used for actions [p.6 — Recruiting]
  • Inactive employee: lying down; cannot be used until moved and activated [p.6 — Recruiting]
  • Workstation: slot in a Department that holds one active employee; may show a salary cost [p.6 — Recruiting]
  • Study points: currency earned from R&D Departments; spent to advance project tabs or transport disks; unused points are lost [p.12 — R&D]
  • Transport income: money/goods received when recovering employees from a Mission; equals transport track position × employees recovered [p.14 — Transport Income]
  • Project tab: sliding tab tracking construction readiness and end-game VP for each project type [p.12 — R&D]
  • Timeline marker: gear token placed by first player to set the active action row and trigger events [p.7 — Select Timeline Row]
  • Donation: disk placed on donation chart for $5+ cost; scores VP at game end based on chosen donation type [p.8 — Donations]
  • Action Choice tile: one-time tile (3–4 player games) letting a non-first player use a different action type; worth 3 VP if unused [p.8 — Action Choice]

FAQ

  • Q: Can a player choose a Timeline row whose action marker has already reached the end? — A: Yes; place the Timeline marker to the right of that marker, then turn over the action marker on the row immediately below (or HR if R&D chosen) [p.7 — Select Timeline Row]
  • Q: Can you return to a previously used Department in the same turn? — A: No; you must finish one Department before using another and cannot return to it [p.8 — Use Departments]
  • Q: When is income collected if multiple employees return from a Mission? — A: Transport income is per employee returned; project income is collected only once per round regardless of how many employees return [p.8 — Take Income]
  • Q: Can you send an employee on a Mission if you cannot meet the action's requirements? — A: No; players cannot send employees on Missions if they cannot fulfill the action's requirements [p.6 — Missions]
  • Q: Do employees on Missions count as active for end-game VP? — A: No; Mission employees and the permanent HR employee do not count toward active employee VP [p.13 — Scoring]

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