OFFSHORE

RESIDENTIAL

OUTER SPACE

RULEBOOK

A CITY-BUILDING STRATEGY CARD GAME

GAME SETUP The setup is split into two distinct zones: Central Zone

PLAYERS: 2 - 4

AGES: 12+

TIME: 30 - 40

and Player Zones. The Central Zone consists of 3 Tracks. A Player Zone consists of a Power Grid, a Private Agenda and a hand of PRISM cards.

OBJECTIVE The object of the game is to be the player with the most influence by building and expanding their power grid. The game ends when a player has powered eight

1

(8) or more districts, or there are no districts left on the

2

Private Contract deck.

CARDS 1

“The Exchange”

4

Company Power Plant

4

Private Agenda

54

PRISM

45

District Contract

3 5

6

4

CENTRAL ZONE 1

PRISM TRACK

PLAYER ZONE 4

PLANT CAPACITY

Take the 54 PRISM cards and shuffle them. Place the

Deal two (2) PRISM cards from the PRISM Deck to each

deck face down to form the PRISM Deck and deal four

player face down to form a player’s hand of PRISM

(4) cards face up to form the PRISM Track.

cards.

2

CONTRACT TRACK

5

PRIVATE AGENDA

Take the 45 District Contract cards and shuffle them.

Take the four (4) Private Agenda cards and shuffle

Place the deck, inactive side up to form a Contract

them. Deal one (1) card to each player. Players are free

Deck. Deal four (4) cards, keeping the inactive side up,

to look at the Agenda they picked, but must keep it

to form the Contract Track.

secret until the end of the game.

3

EXCHANGE TRACK

6

POWER GRID

Place the “The Exchange” marker card somewhere in

Hand each player a Power Plant card. Place it on their

the Central Zone. This forms the Exchange Track.

their player zone to form their starting Power Grid.

PLAYING THE GAME

TURN PHASES

FIRST PLAYER

DRAW

Before the game begins, determine a first player. We

At the start of the turn, a player must draw PRISM cards

recommend cutting the PRISM deck. The player who

equal to their Draw Power. Start by taking PRISM cards

reveals the highest value goes first. In the case of a tie,

from the PRISM Track. Should the player’s Draw Power

those players should cut the deck again until a clear

exceed the number of available PRISM cards on the

winner is determined.

PRISM Track, then draw the remaining cards from the PRISM Deck.

TURN SEQUENCE

You must always draw cards equal to your Draw Power.

The game consists of a sequence of turns performed by

Once drawing its complete, discard cards until you have

each player proceeding clockwise, starting from the

reached your Plant Capacity.

first player. Note – The PRISM Track is not refilled until the

PHASE ORDER A Player’s turn is broken up into three (3) phases: Draw, Action and Cleanup.

Cleanup phase.

TURN PHASES (Cont.) ACTION

TURN PHASES (Cont.) ACQUIRE A CONTRACT

During the Action phase, a player has two (2) action

This is how you fundamentally expand your Power Grid.

points to spend on the five (5) available actions in any

Take a card from the Open Contract track and connect

order or combination they wish. Every action requires

it to your Power Grid. The district remains inactive and

one (1) action point to perform.

can only be connected either to your Power Plant or to an activated district.

The available actions are: Once an active district is attached to your Power Grid, it Acquire a Contract

cannot be moved. An inactive district can only be moved if it is used as an upgrade (see: “Upgrade a

Power a District

District”)

Upgrade a District Note – The Contracts Track is not refilled until the Take a District from The Exchange Execute an Exchange Ability

Cleanup phase.

TURN PHASES (Cont.) POWER A DISTRICT

TURN PHASES (Cont.) UPGRADE A DISTRICT

Before powering a district, ensure your power plant has

Upgrading a District involves paying the District’s PRISM

enough Grid Capacity. If your capacity is equal to or

cost of an inactive District. Power the District, then

greater than the number of activated districts on your

place it on top of another active district of the same

power grid, then you are able to power a district.

name.

To power a district, pay the activation cost by

Should the District you’re upgrading have a lower

discarding PRISM cards of the same symbol and colour,

Influence Point than the card you are upgrading to,

equal to or greater than the value signified by the

you must place the lower influence District on the

District Contract’s PRISM cost. Then place the

exchange prior to the upgrade.

discarded PRISM cards into the discard pile. Note – In essence, the district you are placing on top Once payment is made, flip the District card to its

as an upgrade must have a lower Influence than the

activated side. You will now gain the District Bonus of

District below. You are able to remove upgrades from a

that district.

district to The Exchange until the upgrade you wish to perform follows the upgrade rule.

Should you pay the exact amount of PRISM required, you earn an additioanl Action Point available to use this turn.

TURN PHASES (Cont.) Upgrade Example #1 – You have an active “Seaport”

TURN PHASES (Cont.) TAKE A DISTRICT FROM THE EXCHANGE

with 4 Influence and no upgrades. You have an inactive

Check you have enough Grid Capacity. Then remove

“Seaport” with two 2 Influence you wish to use as an

the desired District from “The Exchange” and connect

upgrade. You pay the PRISM cost, power it and place

it to your Power Grid. Ensure the rules for connecting

the District on top of the active one.

to a Power Grid is complied.

Upgrade Example #2 – You have an active “Parklands”

Note – There is no PRISM cost associated with taking a

with 5 Influence and an existing upgrade with 2

district from “The Exchange.”

Influence. You have an inactive “Parklands” with 4 Influence you wish to use as an upgrade. You first remove the upgrade with 2 Influence to the Exchange. Then you proceed as per normal upgrade rules.

EXECUTE AN EXCHANGE ABILITY Place an inactive District from your power grid to “The Exchange,” then trigger the District’s Exchange Ability;

Upgrade Example #3 – You have an active “Biosphere”

this must be played immediately. All Districts placed on

with 1 Influence and no upgrades. You have an inactive

“The Exchange” automatically becomes active.

“Biosphere” with 5 Influence you wish to use as an upgrade. You replace the active District with 1 Influence

Note – You do not need to pay the PRISM cost when

with the District with 5 Influence and place the replaced

you take this action.

District to the Exchange.

TURN PHASES (Cont.)

WINNING THE GAME

CLEANUP

The objective is to be the player with the most

This is the final phase before a player’s turn ends and

Influence when the game ends.

the following steps must be followed: The last round is triggered when a player has eight (8) 1

Check hand size. If a player’s hand exceeds Plant

Active Districts at the end of their turn, or the

Capacity, discard down to the capacity limit.

Contracts Deck has been depleted. When either of these conditions occur, all other players get one last

2

Refill PRISM Track from the PRISM Deck.

turn and then the game ends.

3

Refill Contracts Track from the Contracts Deck.

Each player tallies up all the Influence Points from each Active District along with any upgrades. In addition, for each upgrade on top of a District, earn an extra (1)

Note – It is permissable to exceed Plant Capacity

Influence Point.

during the Action phase. This could be made possible by an Exchange Ability on certain Districts

Each player now reveal their Private Agenda card and assign points to their total accordingly. That’s it. The player with the highest influence wins the game!

DISTRICTS EXPLAINED

DISTRICTS EXPLAINED (Cont.)

A

A

SECTOR

There are three (3) sectors in Rise To Power. OFFSHORE

B

Residential, Offshore, and Outer Space. Each one is

SEAPORT

represented by a colour and requires different PRISM OFF SHO

SEA D

F

PO

RT

Take play 2 unpo that er. Give wered dis play er a powe tricts fr red o distr m a ict to 1

7

5

costs to power..

RE

B

C G

DISTRICT

There are nine (9) different Districts, three (3) for each Sector. Each District offers a slightly different Exchange Ability and District Bonus. Only Districts of the same name can be upgraded (see “Upgrading Districts”).

E C

EXCHANGE ABILITY

A Sector

E

Influence Points

Instead of powering a district, it can be used for its

B District

F

District Bonus

Exchange Ability instead. Do this by removing an

C Exchange Ability

G PRISM Cost

D Grid Connection

inactive District from the player’s grid and place it on “The Exchange” as an active District.

DISTRICTS EXPLAINED (Cont.) D

GRID CONNECTION

DISTRICTS EXPLAINED (Cont.) F

DISTRICT BONUS

Each District has four (4) Grid Connection icons. Each is

Every District Bonus icon you have displayed on an

half a hexagon and matches the Sector colour.

active district adds one (1) to your Power Plant’s base value. Note that only the top most card of upgraded

All Districts must be connected to a player’s grid.

Districts count towards this total (See, “Upgrading

Inactive districts can only be connected to an active

Districts”).

District, or to the player’s Power Plant. G

PRISM COST

Two adjacent active Districts makes onet completed

All districts start out as a contract and is also considered

Grid Connection icon. While there is no disadvantage

inactive. Before they can be active (flipped over), its

to mixing connection colours, certain Private Agenda

PRISM cost must be paid.

grants bonuses depending now how you match your Grid Connections.

The colour and shape of the PRISM icon must correspond to the colour and shape of the PRISM card being used. The cost can be paid with any number of

E

INFLUENCE POINTS

PRISM cards necessary. A player can pay more than the

At the end of the game, players tally up the number of

amount required but paying the exact amount grants a

Influence Points. The player with the most Influence is

player an Action Point to spend on the same turn.

declared the winner.

POWER PLANT EXPLAINED

POWER PLANT EXPLAINED (Cont.)

DRAW POWER This represents how many PRISM cards to draw during

PRISM

POWER PLANT

Draw Power

your Draw phase. The power is boosted by one (1) for each District Bonus icon

2 4

Plant Capacity

PLANT CAPACITY Grid Connections

4

This represents how many PRISM cards you can hold in your hand. There are two places where capacity is checked during a Player’s turn. One at the end of the Draw phase and once more during the Cleanup phase.

GRID CONNECTIONS POWER PLANT

This represents how many active Districts can be

A Power Plant has three (3) attributes that reflect the

connected to your Grid. A District cannot be powered

plant’s capabilities. A Power Plant has four (4) yellow

unless the Connection limit is equal to or greater than

Grid Connections and is considered to be of any PRISM

the number of active Districts on your Grid. Note that

colour and type.

inactive Districts do not count towards your limit.

CREDITS GAME DESIGN

ART

COPY EDITING

Alistair Kearney

Nick Smith

Louise Vance

GRAPHIC DESIGN

PRODUCTION

PUBLISHER

Allen Chang

Alistair Kearney

Rule & Make

Allen Chang

SPECIAL THANKS Roland Cheung, Vysie Chang, Mimi Sirisay, Sue Mei Ang, Matt Parkes, Shane Charleson, Nickie Pruden, Mack Pruden.

RULE & MAKE www.ruleandmake.com

MADE POSSIBLE BY

Rise to Power Rulebook Optimised.pdf

winner is determined. PHASE ORDER. A Player's turn is broken up into three (3) phases: Draw,. Action and Cleanup. Note – The PRISM Track is not refilled until the. Cleanup phase. Page 4 of 12. Rise to Power Rulebook Optimised.pdf. Rise to Power Rulebook Optimised.pdf. Open. Extract. Open with. Sign In. Main menu.
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