🎲 桌游规则书 Electrify

Overview

Electrify is played over 12 rounds. In this game players develop their industry, produce and transmit energy, and fulfill local Demand cards to earn Energy Points. The player with the most Energy Points at the end of the game wins.

In this game you develop an energy industry by building Industry Cards into five Industry Sectors: Energy Production, Transmission, Research & Development, Investments, and Business Operations.


Your Player Board represents your energy network. The seven columns represent different energy sources, from the dirtiest fossil fuels on the left to the cleanest solar energy on the right. The lower part of each column is your Energy Depot, where you store potential energy. The upper part is your Grid, where energy has been transmitted and can be used to fulfill Demand or support Research.


Industry Sectors


Your five Industry Sectors are arranged below your Player Board. Their position is important: the further to the right a sector is, the more powerful its actions become, based on the Clean and Dirty tracks above the sectors.

Each sector contains Industry Cards that add Action Icons to that sector. When a sector is charged, you gain access to the actions on the sector and on its cards. Some cards also have arrows that charge other cards, creating chains of available actions across your industry.

At the end of each round, the sector you selected is reset to the first column. This bumps the other sectors to the right according to the normal bumping rules. As a result, activating one sector changes the position and power of the others for future rounds.


Energy


Energy Cubes represent your available energy. Energy stored in your Energy Depots can be produced, developed into cleaner energy, transmitted to your Grid, or spent to acquire Industry Cards.

Once an Energy Cube is transmitted to the Grid, it can be used to fulfill Demand or support Research. Energy Cubes in the Grid cannot be used to purchase Industry Cards.


Building Your Industry


Industry Cards are divided into Production and Infrastructure cards. They are placed beneath your Industry Sectors and expand the actions available when those sectors are charged.

Through Produce, Develop, Transmit, Research, and Invest actions, you build an increasingly capable energy network. Research Breakthroughs can unlock additional effects, while Sector Breakthroughs can upgrade an Industry Sector to its more powerful B side.

The game is therefore built around a continuous cycle: charge a sector, activate its Industry Cards and any cards connected by arrows, produce and manage energy, transmit it to your Grid, and use that energy to fulfill Demand and advance Research.

Round Structure

Each round is played through six steps: Plan, Acquire, Charge, Discharge, Fulfill, and Reset.


1. Plan

  • Each player secretly chooses one Industry Sector to charge. All choices are revealed simultaneously.
  • If you are the only player who chose a sector, you gain an Innovation boost and move that sector one column to the right.
  • If one or more other players chose the same sector, you gain a Collaboration boost and advance your Research marker one space.
  • The round marker advances as the round begins.


2. Acquire

  • You may purchase up to one Industry card by paying its cost with energy from your depots. Place the card in any available slot in one of your Industry Sectors.
  • You may never have more than 9 cards in your hand. If an effect would cause you to draw above 9 cards, the additional cards are lost.
  • At any time, you may discard Production cards for energy or Infrastructure cards for Research, according to the discard bonuses shown on the central board.


3. Charge

  • Place a charge cube on your selected Industry Sector and on the Industry cards that it charges.
  • Cards can charge other cards through arrows. Arrows charge cards only; they do not charge Industry Sectors.

4. Discharge

  • Resolve your charged Industry Sectors and cards by removing their charge cubes one at a time. You may resolve the charges in any order.
  • Actions are optional, but any action not performed while discharging cannot be saved for later.
  • Energy produced by actions goes into your depots. Transmit actions move energy from your depots to your grid.


Actions include:


Produce: Create energy in your depot.

Develop: Move energy one step toward a cleaner source.

Transmit: Move energy from a depot to your grid.

Research: Advance your Research marker.

Invest: Draw Industry cards.

Plan: Move another Industry Sector to the left.


5. Fulfill Demand

  • You may spend energy from your grid to fulfill Demand cards.
  • You must have all of the required energy in your grid before fulfilling a Demand card. Demand cards cannot be partially fulfilled.
  • You may fulfill Demand cards in any order, including multiple cards in the same round. Each player may fulfill each Demand card only once, although multiple players may fulfill the same card.
  • Each Demand card provides its basic rewards. The first two Demand cards you fulfill during the game also provide their Priority rewards, using your two Priority cubes.
  • Rewards are resolved immediately. Rewards are optional, but any reward you choose not to receive cannot be saved for later.
  • Energy Points gained from Demand cards are added to your score immediately.

Research

  • Research advances your Research marker along its track. Whenever your marker reaches the final space, you gain a Research Breakthrough and reset the marker to the beginning of the track. If you move through multiple spaces and trigger a breakthrough, resolve it before continuing the remaining movement.
  • Research Breakthroughs are placed on the available breakthrough spaces. Completing a group of breakthroughs also provides its associated bonus.
  • Transmitted energy in your grid may also be spent to advance Research according to the values shown on your player board

Breakthroughs

  • Industry Breakthroughs allow you to play an Industry card for free and immediately resolve its actions.
  • Sector Breakthroughs upgrade an Industry Sector to its B side. When a sector is upgraded, its existing Industry cards remain available and are rearranged on the upgraded side.
  • Clean Breakthroughs provide a Clean Breakthrough token. Each token permanently increases the value of your Clean multipliers by 1.

End of Round

  • After all players finish the current round, the next round begins and the round marker advances.
  • The Industry Sector selected during the round is moved back to the first column during Reset. This pushes other sectors according to the normal bumping rules. Industry cards remain on their sectors.
  • The selected sector's position therefore changes from round to round as sectors are moved, bumped, and reset.
  • On Round 12, skip Reset. The game ends after all players finish the Fulfill step.

Scoring

Energy Points are gained primarily by fulfilling Demand cards and from other effects that specifically show the Energy Point symbol.

In the physical version of the game, the score track is also used as the round track.

Research Breakthroughs and Clean Breakthroughs do not directly award Energy Points unless their specific reward says so.

Game End

The game ends after Round 12.

The player with the most Energy Points wins.

If players are tied, the player who performed the most total Research wins. Count Research Breakthroughs first, then the current position of the Research marker.

If the tie remains, the player with the highest total value of remaining energy cubes wins, converting energy back to earlier forms when necessary.