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Clans of Caledonia: Industria Expansion
New Components and Rules
PnP content[a][b][c][d][e][f] 2
Actions related to the train map 23
A. Variable starting prices 36
B. Clan auction with turn order tied to the clans 36
C. Alternative auction methods 37
FAQ and rules clarification 38
Having 2 units on the same hex 38
Removing a worker from the game board 38
Follow the links below if you want to print and play the expansion. All material is in 1:1 format.
PnP File for new content (no train module): PnP no Train Module
PnP files for the train module: PnP for public (4.4)[g]
Clans of Caledonia: Industria is set in a time of rapid industrialization and economic transformation to beloved 19th-century Scotland. The bustling era saw Scotland shift from an agricultural society to a powerhouse of industry and trade. Railways crisscrossed the land, connecting remote areas and facilitating the swift movement of goods and people. Factories sprouted up, powered by steam engines and driven by the relentless quest for innovation.
In this expansion, players will navigate the complexities of industrial growth, leveraging new technologies to boost production and expand their influence. Key industries such as textiles and steel take center stage, reflecting the era's dramatic economic shift. Historical clans must adapt to the changing landscape, seizing opportunities to industrialize their operations while continuing to produce and trade traditional agricultural goods, including their renowned whisky.
Clans of Caledonia: Industria is the first expansion to the game Clans of Caledonia. The base game is required to play with Industria.
This expansion adds the following:
All of these items are independently compatible with the base game. Pick your favourite ones, or play with all for the ultimate Industria experience!
Playing with all the new content may add around 10 minutes of playtime per player.
Boards:
4 Map tiles
1 Export refill board
1 Train map
Cardboard tiles:
9 Award tiles
9 Clan tiles
7 Starting tiles
9 End of round scoring tiles
9 Port tiles
6 goods tiles
12 £20 coins
9 Farmers market tiles
1 Passing tile
24 Delivery bonus tiles
39 Demand tiles
16 Milestones tiles
Wooden tokens:
4 trains (1 in each player color)
4 mini-trains (1 in each player color)
16 milestones (4 in each player color)
4 train stations (1 in each player color)
6 milk
6 grain
6 wool
6 cheese
6 bread
6 whisky
Paper:
1 Rulebook
4 Overview cards
Some hexes in the new map modules have rivers starting from a waterfall in a mountain rather than from a loch like in the base game. The river basically ends at the cross-section of the three hex outlines.
Example: Hex A (mountain with waterfall) is considered neighbouring to both other hexes for all purposes, but hex A is not along the river. Hex B and C are both along the river and adjacent (but not neighbouring) to each other as normal. If a player has units on all three[i] hexes, then these are part of the same settlement.
Several effects in Industria allow you to place 1 unit on a hex that already contains another unit.
General rules:
There are many new ways to place units on the game board in this expansion.
Whenever you place a unit from your player board onto the game map during your turn in the action phase, that unit may trigger a neighborhood bonus/farmers market & building bonus. It does not matter through which means you placed the unit (ie. expand action, contract bonus, port bonus, delivery bonus, etc.).
Base game port tile #7 (errata): as a permanent change, the above rule permits this port tile bonus to trigger a neighbourhood bonus/farmers market as well.
Moving Units on the Game Map[j]
Whenever you move a unit on the game board, you don’t have to pay for the new hex. The terrain of the new hex must match the required terrain of the unit that was moved onto it. Also, this cannot trigger neighbourhood bonus/farmers market & building bonus. If you do move across a river or lochs, you must have the respective shipping level.
Reminder: bonus upgrades can be used to take a merchant back from the market instead of hiring a new one. This clan’s bonus upgrade for expanding is part of the expansion action and you have to take or forfeit the bonus upgrade before using building bonus, neighbourhood bonus or farmers market.
Strategy: Mess up other players’ plans on the game map and use the neighborhood bonus / farmers markets!
At the end of the Production phase, after producing goods: For each type of animal, a pair of units of that type on two neighboring hexes breed. Place 1 free animal of the same type on the hex of one of the two parent animals.
Note: These free animals are placed after producing goods so they don’t produce in the same round (they’re still calves & lambs!) but will produce in future rounds.
Strategy: Get meat contracts early so that you can place back animals on your player board so that you can use your clan ability in every round.
Note: neighbourhood bonus / farmers market is triggered by the unit being deployed and not by the units being moved.
Strategy: You need space for your herd, so target areas with no or few lochs.
Strategy: Focus on good early game contracts with cotton and later switch to other import goods.
Strategy: Use the neighborhood bonus and farmers markets heavily to earn more money.
Strategy: Place your starting workers along the longest rivers and use the neighborhood bonuses and farmers markets a lot.
Your fields have a cost of £15 instead of £18 and produce 1 extra grain during the Production phase.
During the production phase, place up to 1 grain you produce on each of your 3 silos. As an action, you may discard 1 grain from your silo to gain the following bonuses:
Grain in your silos counts as being in your stock. You may remove grain from your silo at any time and place it back in your stock.
Strategy: Focus on grain production and factories to produce many processed goods.
Strategy: Focus on getting as many good early game ports as quickly as possible.
Each of your workers is a blast furnace.
When any player (you or other players) places a worker or a factory (cheese dairy, bakery, distillery), gain £3 for each of your workers adjacent to this unit. This also applies for starting workers. You gain this bonus after having paid for the expansion action.
Strategy: Focus on clustering workers next to each other to save a lot of money first.
ID | Tiles | Name | Description |
10 | Animals neighboring | Gain 4 glory per pair of your animals on neighboring hexes, or on the same hex. The animals can be of different types. | |
11 | Merchants on market | Gain 2 glory for each of your merchants on the market board. | |
(removed) | |||
12 | Different goods | Gain 2 glory per different goods you have in your stock. [l] | |
13 | Production chains | Gain 3 glory per a pair of your units that are on neighboring hexes and form a production chain (i.e. cow + cheese dairy, field + bakery, field + distillery or sheep + kilt maker). A field can be counted for 2 different pairs. | |
14 | Units around central loch | Gain 3 glory per 2 of your units on hexes adjacent to the central loch. Units themselves do not have to be adjacent to one another. | |
15 | Units away from lochs | Gain 2 glory for each of your units on a land hex that's not adjacent to any loch hex. Units on loch hexes don’t score. | |
16 | Different units in settlement | Gain 3 glory per different types of units you have in a single settlement. | |
17 | Pairs of units separated by a river | Gain 4 glory per pair of your adjacent units of the same type, on hexes separated by a river. | |
18 | Settlements of 2 units | Gain 3 glory per settlement of exactly 2 units. |
Ignore 1 required processed good when fulfilling a contract
Place an animal for free, on the same hex as another of your animals.
Exchange one of your cheese dairy, bakery or distillery, on the board, with one of your fields from your player board for free. This may trigger a neighbourhood bonus/farmers market.
Either pay £10 to gain 2 technology upgrades, or gain 4 glory.
Discard 1 processed good to gain any 4 basic goods.[r][s][t][u][v]
If you have at least 1 contract fulfilled, gain 3 merchant upgrades. As for a bonus upgrade, you can take a merchant back from the market instead of hiring a merchant.
Pay £5 to move a price marker by up to 6 steps in either direction.
Discard 4 processed goods to gain £50.
Pay £25 to fulfill a contract in your export box without paying any good or meat.
The refill board lets players know what contracts will come next and allow them to plan ahead more accurately.
During setup, after preparing the export board and creating the contract draw pile, place this board next to the contract board and fill each spot with a face-up contract from the draw pile.
During the Preparation phase, when refilling contracts, take contracts, from left to right, from the refill board, instead of the contracts draw pile.
When a player gains the building bonus, they take the 3 (6 for Buchanan) leftmost contracts from the refill board, instead of drawing from the contract draw pile.
Any time contracts are taken from the refill board, slide all contracts to the left of the board, then refill the empty spots with contracts from the contract draw pile.
Awards give a goal to players, and are scored the same way as the Settlement and Contract scoring.
At the end of the game, the players who performed best on the award’s criterion score 12/6 VP for 1st/2nd (8/0 VP in a 2 player game).
During setup, draw 1 random award tile and place it below the scoring tile for round 5.
(Number of units in your settlement with most units)
12/6 VP or 8/0 in 1-2 player game.
The farmers markets both change the shape of the map, by blocking off hexes, and give players opportunities to sell goods at a higher price (the price bonus is mirroring the neighborhood bonus).
There are 9 farmers market tiles: 1 for each pair of basic good and processed good.
Front | Back |
During setup, before drafting clans, deal 1 farmers market tile to each player.
In reverse turn order, each player places their farmers market tile, according to the following restrictions (or if you use the auction for clans & turn order, then place the farmers market in reverse auction order instead):
Note: we recommend that you don’t overthink this decision in your first few games with farmers markets, and just place them in accessible places with a lot of neighboring hexes.
When playing with farmers markets, place the overlaying passing bonus tile on top of the corresponding area of the contract board. Its passing bonuses are £4 lower than usual.
You cannot place units on hexes containing a farmers market.
Whenever you expand to a hex neighboring a farmers market, you may immediately sell up to 4 goods of a single type shown on the farmers market tile that is not already covered:
When both icons on a farmers market are covered, the tile is immediately removed and returned to the box (the goods used to cover the icons on the tile are discarded). Players can now expand onto this hex normally.
Notes:
This module introduces a new map, on which players move their train to deliver goods to towns and cities, gaining unique bonuses.
Players also compete to achieve Milestones that give VP and unlock new areas of the map.
This is a secondary board, made of:
A: town
B: shortcut
C: city
D: delivery bonus tiles
E: demand tile
F: milestone tile
G: train
H: milestone marker
I: demand tiles refill area
J: delivery track
During setup, before drafting clans:
At the end of setup, after placing the first workers: in reverse turn order, each player places their train on a town. You cannot place your train in the same town as another player during this initial placement.
Note: as you need to move your train before delivering, you shouldn’t place your train in a location you want to make your first delivery, during setup!
In this module, you can take 2 new actions on the train map:
You can take 1 train action each round.
As an action, move your train 1 or 2 spaces. Movement is from one space to an adjacent space (using train tracks). You cannot finish your movement in the same location that you started it.
When moving into a space that contains trains from other players (either finishing your movement or passing through), you must pay £3 to each of these players (you need to have enough money to do the movement).
You must deliver goods to the location you finished your movement in (you cannot do the movement if you cannot deliver goods).
Then tilt your train on its side to indicate it’s exhausted for this round.
When delivering goods to a location, discard the goods from your stock matching all those on the demand tile of this location.
Then immediately gain the delivery bonus of this location, and take your leftmost item from the delivery track (milestone marker or train station).
When you take your train station from the delivery track (after doing your 5th delivery of the game), you may immediately place it on any hex of the map that satisfies these 3 conditions:
Note: In the unlikely event that no hexes on the board meet all 3 conditions, keep your train station in your player area until the end of the game.
Placing your train station doesn’t cost anything and neither triggers the neighbourhood bonus nor the farmers market.
Your train station counts as 1 of your units for all purposes.
If the other player’s unit is removed from the hex of the train station, your train station remains where it is and then the hex is considered yours only.
As an action, claim a milestone that you satisfy and haven’t already claimed. 4 milestones are available. Each milestone is linked to a shortcut or a city.
When claiming a milestone, place your milestone marker on the highest available spot. You cannot claim a milestone if you don’t have a marker to place.
The corresponding shortcut or city is now unlocked for you.
Shortcuts connect 2 towns on opposite sides of the board. Moving through a shortcut counts as moving 1 space.
When using a shortcut during your train action, you gain an additional action after you completed your train action.
A city works as a regular town: you can pass through or stop there and deliver goods.
When delivering to a City, gain 2 Glory Points.
During the Preparation phase, except during the first round:
The number of empty spots on the delivery track shows how many deliveries you made throughout the game, and how many VP you score: 0/1/2/3/4/5 deliveries give 0/2/5/9/14/20VP.
Score VP for each milestone you placed during the game: being 1st/2nd/3rd/4th to claim a milestone give 8/4/2/0VP.
Use the backside of the train map marked for 2 players, with only 2 spots in the milestone areas. These spots give 6/2VP for 1st/2nd.
Each player uses the mini-train meeple of their player color.
When players place their train meeple and mini train meeple, they do so in reverse turn order as usual, placing one of their train meeples at a time. So the 2nd player can place either their own or their mini train meeple on a town, then the 1st player places either their own or their mini train meeple on a town. Then, the 2nd player in turn can place their remaining train, then the 1st player places their remaining train.
Every time when taking a train action, you must also move the mini train. Move your train and the mini train in either order. The mini train doesn’t make deliveries. Then tilt only your train on its sleeping side, not your mini train.
Interaction rules when moving your own train or your mini train:
The train map can be used for both the solo variant of the base game and the automa included in the expansion.
When you deliver to a location, discard its delivery bonus tile. This means you can deliver to each location once only.
Gain VP from claiming Milestones based on the round during which you claim them: 10/8/6/4/2VP for rounds 1/2/3/4/5.
The automa doesn’t use the train map, it instead scores a flat amount per difficulty level when using the train module:
If playing with the solo variant of the base game AND using the train map: deduct 30 VP from your final score.
There are 4 milestone cards to be used for both solo and automa gameplay. These shall be put on the matching milestone areas to overlay the usual VP. Instead, you score 10/8/6/4/2/0 VP for claiming a milestone in round 1/2/3/4/5. This way, you’re rewarded for claiming a milestone in earlier rounds without actually competing with anyone for the milestones.
The automa does not score anything. The way you score VP in both automa and solo mode is altered:
[ac][ad][ae][af]
OLD TABLE
NEW TABLE!
So depending on how much you have of the respective item, you score 4VP, 0VP or even lose 4VP.
There are 9 award cards that contain this information, so during setup you can just randomly draw an award card. [ah]
ID | Tiles | Town & City bonuses |
1 | Gain £10 + 2 free spaces (they must be adjacent to each other) | |
2 | Expand by placing 1 field without paying for the unit cost (only pay for the hex) | |
3 | Without paying for them, buy up to 2 goods required to fulfill the contract in your export box and immediately fulfill that contract. | |
4 | (removed) | |
5 | Return 1 non-field unit to your player board, then expand by placing 2 units of this type[ai][aj][ak] for free (free hex, free unit) | |
6 | Hot air balloon: Gain an upgrade, then skip any 2 hexes to expand by placing a non-field unit without paying the unit cost (only pay for the hex) | |
7 | Return 3 upgrades to gain 2 processed goods and 2 basic goods (you can't return a merchant that's on the market). Flipping a tech upgrade counts as 1 upgrade return and won’t give you money. | |
8 | Move 2 price markers one step each, then gain £15 | |
9 | Return a distillery to your player board and pay £5 to gain one of each good | |
10 | Fulfill a contract and get £6 per rare imported good on this contract | |
11 | Discard a contract from your export box to take a contract from the contract board without paying/gaining any money. Then gain 1 processed good and 1 basic good. | |
12 | Return a cheese dairy, bakery, or distillery to your player board and gain 2 of each basic goods | |
13 | Immediately process up to 4 of your basic goods (you don't need factories). * The Textile Clan may process wool into kilts if there is space available on its clan tile. | |
14 | Gain 1 processed good and take an action. During this action, you can place your marker on any port tile, you haven’t claimed yet, and receive its bonus. | |
15 | Return 1 animal to your player board and gain £25. | |
16 | Take a trade action to sell up to 4 units of 1 type of good and gain an extra £6 for each unit sold | |
17 | Discard 2 whiskies to gain £40 | |
18 | Return 2 workers to your player board and gain £30 | |
19 | Gain 1 processed good, 1 free space and a bonus action | |
20 | Place 3 merchants in a single buy or sell area, on the market board, without buying or selling goods (the price marker still moves) to gain £20 | |
21 | Return 1 field to your player board to fulfill a contract in your export box without paying any of the required goods or meat. | |
22 | Gain £15 then you may take a contract (at normal cost). If you already have a contract or pile of contract in your export box, place the new contract on top of it. You must fulfill the contract on top of the pile first. Buchanan can put 1 contract on each of their export box, using this bonus. | |
23 | Gain £15 and a building bonus | |
24 | REMOVED [al] |
Delivery tile back
ID | Description | |
1 | Have 6 of a single rare imported goods on fulfilled contracts | |
2 | Have 3 port tiles claimed | |
3 | Have a total of 5 cheese dairies, bakeries and distilleries | |
4 | Have 7 basic goods in stock | |
5 | Have all workers placed | |
6 | Have 7 upgrades | |
7 | 2 triangles of 3 hexes, in 2 different settlements | |
8 | Have 2 types of non-worker units, of which 3 units are deployed | |
9 | Have one of each type of unit on the game board. | |
10 | Have 15 units on the game board | |
11 | Have a settlement with 6 units | |
12 | Have 8 units along rivers | |
13 | Have 5 hexes with your units, in a straight line | |
14 | Have 2 fulfilled contracts that give at least 3 hops each | |
15 | Have 5 types of exported goods or meats on fulfilled contracts | |
16 | Have 2 fulfilled contracts that don’t give immediate bonuses |
Milestone back
This variant makes market prices start at variable values.
During setup, after placing the price markers on the market board, for each type of good, roll the price dice. If it shows:
(this variant has been introduced on Board Game Arena)
This works like the “Auction variant”, except that the turn order is tied to the clans. Proceed as a normal auction variant, except that:
These auction methods are alternative to the method described in the base game where players bid one after the other until everyone but one player has declined bidding.
Randomly decide a player who will have the 1st tiebreaker. Next players in clockwise order have 2nd, then 3rd, then 4th tiebreakers.
All players secretly bid a number of VP (you can use coins for this).
Then all players simultaneously reveal their bid. The highest bidder wins this round of auction and can pick their Clan, then marks their bid as negative VP. Ties are broken by order of tiebreaker.
Repeat with the remaining players, until everyone has a Clan.
Follow the same steps as for the Blind auction method, except that when a player wins a round of auction, they mark the second highest bid as negative VP, instead of their own bid.
The following two ways of scoring are a bit less cutthroat and may still incentivize players to keep pushing in these scorings even if one player is unlikely to overtake another in these scorings.
The player who fulfilled the most contracts gains 8 VP as normal.
The second player gains 4 VP if they fulfilled exactly one contract less, and 0 VP otherwise. In case of a tie, both players gain 4 VP as usual.
The player with the most connected settlements gains 12 VP as normal.
The second player gains 6 VP if they have 1 or 2 connected settlements fewer, and 0 VP otherwise. In case of a tie, both players get 6 VP as usual.
For both of the following variants, delivery bonus tiles, trains and train stations are removed from the game.
4 Milestone tiles are placed on the train board as usual. Each player places 1 of the milestone markers next to the scoring tiles for rounds 1 - 4 each. All Players get 1 milestone marker at the start of every round (place 1 of each player next to the scoring tiles).
The building bonus, neighbourhood bonus and farmers market can be used in any order in a turn. However, all these bonuses can only be used after the expansion action has been fully resolved. An expansion action is fully resolved if the expansion cost for the hex and unit has been paid and if there are any related special bonuses for the expansion action (eg. bonus upgrade the Railroad Clan), then these need to be taken/forfeited before using the building bonus, neighbourhood bonus and/or farmers market. [am]
All workers count as 1 type of unit for scoring tiles and milestones ONLY. In all other gameplay, woodcutters and miners are considered different units.
Several effects in the base game and in Industria allow you to remove a worker from the game board, and place it back on your player board.
As miners and woodcutters have the same figurine, it is sometimes not obvious which type of worker they should be treated as, and where on your player board you should place them back. Here are the steps you should follow:
When gaining a bonus upgrade action through any means, you may alternatively take one of your Merchants back from the Market into your stock instead of hiring a new one. This rule already exists in the base game and this is a reminder because the expansion provides a lot more options to gain bonus upgrades.
Add the following expansion items to their respective supplies:
Player aid train actions
[a]The formatting of this table is a bit inconsistent. Introduction, I, II, and train mechanics are left-justified. Then after that, titles are indented. Below some of the indented titles, things are further indented.
Also, there are A, B, C... in some sections, but not in others. Make this consistent.
Additionally, only new content/mechanics have numerical points in front of them and the train one has an icon, then the rest are just text. I would also make this consistent.
[b]I made this comment before noticing the table continued to the following page. There are continued inconsistencies. Again, in final formatting, everything should be the same.
[c]@ryandanielguerra@gmail.com
The table is created automatically out of the headers in the actual rules so i cannot edit anything in the table, I think. But I will go through your suggestions and edit the respective headers.
Thank you!
[d]@ryandanielguerra@gmail.com
In the base game it seems that all nouns were in capital letters in all headers. I don't really understand the pattern in your suggestions as sometimes it seems as if all nouns are capital in your suggestions, but sometimes not. Which rule do you suggest to make headers consistent with regard to capital letters?
[e]@yves.tauschwitz@gmail.com
Do you want to suggest how to numerize the headers? I really like that each header in the root rulebook is numerized, it makes it easier to refer to specific sections in the rulebook.
Thank you!
[f]I see. I didn't realize how the capitals were being utilized. Capitalization is often a challenge of consistency in many productions and documents. when I looked at the table, I viewed your bold headers as titles, some of which used capitals and some of which didn't. My 2 suggestions for consistency would be to either treat them as titles, thus capitalizing any major words (this is the rule I was working with in my suggestions) OR only capitalizing the first word and not using any other capitals on improper nouns as these are typically not meant to be capitalized outside of titles.
Happy to serve whichever direction you'd like to go.
[g]This is no longer updated
[h]Again, under this section, I wouldn't capitalize improper nouns. Let me know your preference and I will then go through this list to create consistency.
[i]I believe in other docs, we were using numerals rather than words in all cases. Let me know if you want to proceed like this or use words in instances like this.
[j]This title capitalizes all major words, whereas the others don't. If you'd like to pick your preference, I can go through and do a consistency check.
[k]Hasn't it already been stated that your shipping will always be at river-crossing and can't be higher?
[m]neighborhood bonus?
[n]neighborhood bonus?
[o]@christopher.thomas.m@gmail.com
I think we should clarify if port tile 11 and 12 trigger neighborhood bonus/farmers market or not.
In the base game, port tile 7 does not trigger neighborhood bonus, but I tend to think it should have because it just makes the rules unnecessary clunky.
In a way I think, whenever you place sth from your player board onto the game map during your turn in the action phase, this should potentially trigger neighborhood bonus/farmers market & the building bonus.
Currently, the FAQ in this rulebook actually defines sth differently re deploying a 2nd unit on a hex, but even then I think we should simplify the rule and allow it (aka for port tile 11). It would then very clearly not apply to the breeding of the breeding clan since it doesn't happen in the action phase and it would also clearly not apply to the train station because it is not a unit from your player board. Wdyt?
[p]Agree. It's better to have the rule trigger consistently.
[r]@christopher.thomas.m@gmail.com
we have sth similar in the base game, discard 1 basic good for 3 basic goods.
So I am considering to replace this one with:
1)
place a factory (cheese dairy, bakery or distillery) for free but you do pay the hex cost.
Since this is a free action, this means you can do your normal action in addition.
That would allow you to expand twice in a turn and thus adds some tactical subtleties (you can block another player when they don't pay attention).
Also it would help the rather weak whisky clan a bit, since they want to place distilleries anyway.
OR
2) gain a free hex + 1 basic good
This would also allow 2 expand actions in one turn.
OR
3) gain a free hex + 5 pounds
Wdyt?
[s]I think replacing the similar tile is good. I like option #1, I think it pairs well with the "Bonus Animal" port tile. My 2nd choice is option #3, the 5 pounds might be needed to pay for the unit deployed.
[t]I also think about replacing tile #7 "Pay to shift market" since it's also quite similar to the base game tile for moving a price marker 3 steps. Not sure what to replace it with, yet.
[u]@christopher.thomas.m@gmail.com
cool. I like option #1, it would lead to more distilleries which are often deployed less often.
I also agree about replacing "Pay to shift market" even though I really really like it. But it is very similar to what another port tile already does. That port tile could be replaced by option #3. Option 3# is nice since its value increases a bit over time, since late game there are only expensive hexes to deploy on.
Options 1# and 3#: one thing worries me a bit about those. In theory, you could trigger both in one turn and do a regular expand action in addition. That way you can expand thrice and that could lead to some pretty nasty blockade that might leave a player in the dust quite early in the game already. Another con is that such a mega turn leads to downtime. We would also have to define if you can combine both ports such that you place a distillery for free and not pay for the hex (I guess so).
Wdyt?
[v]I prefer option #3 over "Pay to shift the market" but agree that it's not ideal to have 2 ports give a bonus expand action. Mining the discord group seems like a good idea to brainstorm other options.
[w]Capitals are inconsistent. B, C, D in previous section aren't capitalized. I suggest capitalizing all major words and treating these as titles.
[x]Wondering if this seems unnecessary as the scoring scale has already been listed above?
[y]Does a unit on a single solitary loch count? Or would it have to still be neigboring another loch hex? This would be a question I would ask as a player of this game.
[z]This basically means they cannot swap locations in one turn.
[aa]@christopher.thomas.m@gmail.com
Would you recommend putting this section in the automa rulebook even though it also refers to the solo game (no automa) of the base game? And if yes where?
[ab]I would recommend it. I would put it at the end between "Settlement Scoring" and "Train Scoring." I might use a heading like "When Using the Industria: Train Module Expansion"
[ac]For "7 Most Processed Goods in stock," the numbers here appear to be the VP total you would earn for your processed goods in stock. I feel these numbers should instead be the actual number of processed goods you have in stock at the end of the game (because it's that number that you would compare to other players, I believe).
[ad]I imagine these are based on averaged data. But Most Money and Biggest Settlement seem a bit high.
For 75 pounds, you really have to be totally maxed out -- 8 workers + both upgraded + pass first + 3 pounds left over (or pass 2nd + 6 pounds left over) = 75. Even harder if playing with the Farmers Market since the passing bonus is 3 less. Even just lowering it to 70 would seem more reasonable.
Likewise, surely an 8 unit settlement would be enough to win the biggest settlement award?
[ae]@carlos@karma-games.com
@christopher.thomas.m@gmail.com
Chris is right, there was a mistake for the processed goods, the number in this table for processed goods should have been divided by 2.
@carlos@karma-games.com
pls adjust the respective automa award card. thx
[af]@christopher.thomas.m@gmail.com
@carlos@karma-games.com
Re the most money award: yeah, 60 pounds is the avg, + 0.5 STDV is 75 pounds. I think that's ok, since having all workers and upgraded is not that rare and you can simply pass with 10 pounds left. Your not forced to do sth very wonky or hard to gain these VP. In a game among human players, they would also pass early to secure this award.
Re biggest settlement: I agree it is a tad high, so lets alter it to 8 and 5 units respectively. Carlos, pls adjust the respective automa award card.
[ag]@carlos@karma-games.com
new table, only biggest settlement and most processed goods in stock changed. Feel free to delete the old table once implemented on automa award cards. thx
[ai]Do all workers count as the same unit in this case? If I have 4 woodcutters and 0 miners deployed, may I remove a worker (woodcutter) and expand with 2 workers (miners)?
[aj]@christopher.thomas.m@gmail.com
In the FAQ at the end of the rulebook this is clarified.
If it must be a miner, you gotta deploy 2 more miners, if it can be either worker because there is both forest and mountain, then you can choose which type of worker this counts as and then deploy 2 more of this type.
I am not that happy with this though since for all scoring purposes etc. all workers count as 1 type. And the rules in the FAQ are basically mostly necessary for this deliver bonus I think. So an easy fix is to either say that both woodcutters and miners are considered 1 type for this delivery tile as well or define that workers can't be chosen for this delivery bonus tile. Wdyt?
[ak]I think two things are best for gameplay with this tile:
(1) I think workers should be permitted with this delivery bonus.
(2) I think it would be overpowered/dominant strategy if you were able to remove a woodcutter (that cost you 6) and then deploy two miners (that cost 10 each).
So I think your current ruling is best. We just need to make it easy to understand. You can specify in the FAQ that "All workers count as 1 type of unit for scoring tiles and milestones ONLY. In all other gameplay, they are considered different units."
[al]@carlos@karma-games.com can you update this list?
[an]@christopher.thomas.m@gmail.com
So this ruling is fine as is? I find it a lot of rules, that basically is only necessary for one delivery bonus of the expansion (and maybe for 1 port tile of the base game where you exchange units from the game board with ones from your player board).
The alternative is to just replace or alter the delivery bonus:
we could say that one just moves 2 units to new hexes (so you would not take them back on your player board) and this way you cannot "cheat" getting more income than you should (any some extra money). In this case, you could actually move a miner to a forest hex, that would be ok in my book. Moving pieces on the game map is not expanding so it would not immediately trigger the hotblast clan ability (although you can make space to trigger it later).
Or alternatively just replace the tile altogether.
[ao]I do like the tile and would like to see it retained as it is. I think it's useful for all players and useful in every round.
I think you can simplify the rules like this (which are quite intuitive anyway):
"If only 1 type of worker can be placed on the terrain, then treat the worker as that type. Otherwise, you may treat the worker as either type provided you have space on your player board to return it."
As you can see, I would eliminate rule 1. Thus, if somehow you had a worker on a mountain only hex and also had all 4 miner slots on your board filled, then you cannot return that worker to a woodcutter slot. This situation would come up only rarely anyway, and if it does I'm okay with simply disallowing it and forcing the player to choose a different worker to call back.
[ap]On TTS: automatically done - currently with a bias to have more expansion content
[aq]On TTS: automatically done
[ar]On TTS: automatically done