Power Grid
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Setup
- Choose 1 region/player (all must be contiguous), except:
- 2er game - 3 regions
- 6er game - 5 regions
- Each player gets 50 Elektros, and their color wooden houses
(power stations)
- Randomly determine player order
- Resources: starting at x cost and continuing through the end of
the resource market, place markers as below:
- Coal: x=1
- Oil: x=3
- Garbage: x=7
- Uranium: x=14
- Plants
- Start with 03-10 in ascending order, in groups of 4
(lowest
priced four plants are always the Current Market; next
four are the Future Market)
- Form the draw deck:
- Set 13 plant tile aside
- Shuffle remaining tiles; for 2er or 3er game, remove 8 random
tiles; for 4er, remove 4
- Place Stage 3 tile on bottom, and 13-plant tile on top
Phases
- Determine Player Order
- Based on #cities; highest = first
- Tie-breaker: bigger power station is first
- Auction Plants
- In player order, choose a plant from the Current Market to
auction (min bid = # on tile); if choosing player elects not to choose,
he is out of bidding for the rest of the round
- Then, all bid or pass; once you pass, you're out of the bidding
for this plant.
- Highest bid wins. Each player may have 3 plants (4 in 2er
game); demolished
plants are removed from game. May transfer resources of appropriate
type from demolished plant to new one (or between plants).
- Draw replacement plant. Again, sort into ascending order;
lowest 4 form the Current Market (until Stage 3).
- If no plants were bought, lowest # plant is removed from game
- Turn #1 ONLY: everyone must purchase 1 plant.
Then, determine
player order again (as in Phase 1) before continuing to Phase 3.
- Buy Resources
- In reverse player order
- Each plant can hold up to 2 turns of fuel
- Build
- Extend network to new cities (build stations). Cost = route
cost
+ city cost route cost = sum of costs (printed on board) along path
from one house to current location (0 for first house built in game)
city cost = 10 for first house in city, 15 for second (stage 2 only),
20 for third (stage 3 only). note: each player may only have one
house/city
- Note: if Current Market contains plant with number <=
#cities of Player 1, remove plant from game and draw new tile
- Bureaucracy
- Fire plants: In player order, use
fuel and fire plants - get
paid for each of your cities you can supply with power:
| 0-10 |
1-22 |
2-33 |
| 3-44 |
4-54 |
5-64 |
| 6-73 |
7-82 |
8-90 |
| 9-98 |
10-105 |
11-112 |
| 12-118 |
13-124 |
14-129 |
| 15-134 |
16-138 |
17-142 |
| 18-145 |
19-148 |
20,21-150 |
- Replenish fuel in Resource Market from right to left, according
to # players: 2 - 3 - 4 - 5 - 6
- 2er
| Stage: |
1 |
2 |
3 |
| Coal |
3 |
2 |
3 |
| Oil |
2 |
2 |
4 |
| Garbage |
1 |
2 |
3 |
| Uranium |
1 |
1 |
1 |
- 3er
| Stage: |
1 |
2 |
3 |
| Coal |
4 |
5 |
3 |
| Oil |
2 |
3 |
4 |
| Garbage |
1 |
2 |
3 |
| Uranium |
1 |
1 |
1 |
- 4er
| Stage: |
1 |
2 |
3 |
| Coal |
5 |
6 |
4
|
| Oil |
3 |
4 |
5 |
| Garbage |
2 |
3 |
4 |
| Uranium |
1 |
2 |
2 |
- 5er
| Stage: |
1 |
2 |
3 |
| Coal |
5 |
7 |
5
|
| Oil |
4 |
5 |
6 |
| Garbage |
3
|
3 |
5 |
| Uranium |
2 |
3 |
2 |
- 6er
| Stage: |
1 |
2 |
3 |
| Coal |
7 |
9 |
6 |
| Oil |
5 |
6 |
7
|
| Garbage |
3 |
5 |
6 |
| Uranium |
2 |
3 |
3
|
- Change Plants
- Stage 1 or 2: Place highest plant (Future Market) face down
under draw pile, draw new plant tile
- Stage 3: remove the smallest plant from the game; draw
replacement. Continue playing even if draw pile exhausted.
Stages
- Start of game; up to 1 player/city.
- Starts when anyone builds their 7th house (10th in 2er game, 6th
in 6er game)
- When first entering stage 2, discard lowest plant from Current
Market and replace it
- May have up to 2 players/city
- Starts in the phase after
the "Stage 3" tile is revealed.
- If revealed during...
- Phase 2: place tile at end of Future
Market. When phase over, discard lowest plant and "Stage 3" tiles; do
not draw replacements..
- Phase 4 or 5: remove
lowest plant and "Stage 3" tiles from game; do not draw replacements.
- Current Market now has 6 plants, and there is no Future
Market
- May have up to 3 players/city
- Change phase 5: remove smallest plant from
game, draw replacement (it is
possible to exhaust draw pile; keep playing)
End of Game
- Ends after Phase 5a of the turn in which any player builds
stations in minimum # of cities (official rules end after Phase 4):
- 2er: 21 cities
- 3,4er: 17
- 5er: 15
- 6er: 14
- Winner
- Whoever supplied power to the most cities
- Tie-breaker = Elektros