Play Overview: How The Cards Work
Play Overview: How The Cards Work
Play Overview: How The Cards Work
HOW TO ALMOST BUILD A BOMB IN ONE TURN LANDMARKS: If you have a desperate need for specific type of
personnel or resource, the Landmark cards can convert three of any type
of personnel into an Engineer or a Scientist, or provide one Yellowcake,
Two Laborers activate the University, or even Uranium. These inefficient Landmarks are available to any player
which requires any two personnel. on their turn and may be used as often as desired in the same turn. They
always stay in the center of the table and are not put into anyone’s hand
or discarded.
DESIGN BOMB: May be played at any time during your turn to put
a Bomb Plan into your private stash. Look at the top three cards from
Output: the Bomb Plan draw pile. Select one card from these three and any card
three Scientists. currently in your private stash. Place the chosen card face down in front
of you. Place the unselected Bomb Plan cards on the bottom of the Bomb
University requires two personnel; Plan draw pile. The chosen card does not count for points until built. You
Enrichment Plant requires may only have 1 bomb in your private stash at any give time.
a Scientist and 3 Yellowcake.
BUILDING & LOADING BOMBS: Bomb Plans work the same way
as Enrichment Plants, except that they require both Scientists and
Engineers, and Uranium instead of Yellowcake. You take and keep all
Bomb Plans you build, face-up in front of you. The number on the bomb
card is its point value. All of the face-up Bomb Plans in the center of the
University provides 3 Engineers.
table and any from your private stash are available for you to build on
Mine takes 2 and produces 3 Yellowcake,
your turn, but the supply is not refreshed until the end of your turn.
which goes to the Enrichment Plant.
Enrichment Plant produces 2 Uranium. Bomb Loaded cards are similar, but you may only build one per Bomb
Plan you have built. It adds two points to the value of the Bomb. When
built, place the Bomb Loaded card beneath your Bomb Plan card with its
point value showing. At the end of a player’s turn in which he or she built
This Bomb Plan requires a Scientist, 2 Engineers and two Uranium.
a bomb or loaded a bomb, check to see if their total point value triggers
You have one Engineer and the Uranium, but not the Scientist and
the final round of play (see WINNING above). You may build more than
second Engineer! If you had one more card with both a Scientist and
one Bomb Plan in a single turn.
Engineer on its side, you could have completed the Bomb Plan on your
turn. Note that the unused Engineer is not available on your next turn. ESPIONAGE: May be played at any time during your turn. You may
look at any opponent’s hand and take one card, OR you may take one
Yellowcake (making change if necessary) from any opponent. You may
Be careful not to confuse the personnel required to activate a card with the personnel immediately use what you take.
a card can provide by itself. The icons on top of a card are always its requirement to
DOUBLE AGENT: May be played at any time during your turn. You
activate, not the personnel it can provide.
may activate any Landmark from the common play area without paying
its personnel activation cost. You must still pay any non-personnel
THE CARDS resource costs, such as Yellowcake. Else you may take one Yellowcake
(making change if necessary) from any opponent. You may immediately
MINE: provides Yellowcake, usually activated by Engineers. Play any
use what you take.
number of cards sideways to supply the number of personnel indicated,
or use personnel produced by a University or Landmark. Take the
Yellowcake indicated and keep it in front of you. You may use Yellowcake SOLO PLAY
produced during your turn or previous turns to pay the activation cost of
The goal in solo play is to build the most bombs and gain the most points you can while
an Enrichment Plant.
only going through the deck one time. During setup deal out 4 bomb cards and place
FACTORY: allows you to draw cards from the Industry deck or force them face up in the center.
an opponent to discard cards. Activated by the required number of
Some cards have a special ability in solo play mode which is written out on the bottom
personnel shown at the top. If you choose to draw, take the number
of the specific card.
of cards shown on the lower left from the Industry deck. You may
immediately use the cards you draw for personnel or as buildings/special FACTORY: Instead of making another player discard cards, you may take that many
actions. If you force an opponent to discard, the opponent chooses the cards from anywhere in the discard pile and put them into your current hand. However,
number of cards shown on the lower right to discard from their hand, you may not choose another FACTORY card from the discard pile.
placing them in the discard pile. NOTE: when playing with only two players, some
DOUBLE AGENT: You may play a single card from your hand while ignoring the
cards have a no-2 player icon ( ), which means you may not force your opponent to
input requirements of that card including the resources like Yellowcake.
discard using that card.
ESPIONAGE: You may draw 3 cards and choose 1 to put into your hand. The rest are
placed back on top of the deck in any order you choose.
CREDITS
Game Design: James Mathe Graphic Design: Clay Gardner http://www.MinionGames.com
Producer: James Mathe Manual Text & Editing: Peter Dast Copyright ©2016. All rights reserved.
Card Poster Art: Sergi Marcet Rules Layout: Topher McCulloch
Cover Art: Bill Bricker